Wow its been a long time since i last was on this site. Anyway been running campaigns and in one of the campaigns i had a player that REALLLY REAAAAALLLLLLY wanted to play a gunslinger. I have always disliked board line hated this class since it release. Seeing a 9th level gunslinger gun down a 18cr lich in one round in pathfinder society play made me dislike the class even more. And... in talking to others... this seems a pretty common thing. A gunslinger makes life boring for all other players. In fact many of the other players all but refused to play because this one person was going to play a gunslinger. So i got together with my eldest son and started throwing ideas at him to fix this. The core issue was always this... you shoot a bear with a musket and what do you get... a pissed off bear and you best get to stepping. Now extend this to a Dragon, there is no way a gun should just flat ignore the natural armor of a dragon, or plate mail because especially a musket ball just doesnt do that. But...taking away the touch mechanic makes the Gunslinger a somewhat broken fighter. How we solved this was to do a true hit concept. So gunslinger fires and well in all likelihood hits because high touch ACs are really pretty rare. Now if he also hit the creatures base AC....cool roll full damage. But..if you only hit the monster touch AC the damage is halved. This represents the ...poke a bear concept. Did the musket ball hit the bear yes, but unless you also hit in a place that would have downed the critter the same way a spear would its still coming for you. This change seems to have made everyone happy. Other players still get their turns to do something because the GS damage, while almost always occurring, does not keep pace with fighters vital strike and what not. Anyway thought i would share this house rules. Its worked out really well, and everyone seems happy with it.
I just downloaded the Test of Kar Tuata and i noticed at the end you include an unmarked version of the scenario maps. THANK YOU.. THANK YOU.... for the love of god... THANK YOU. Please keep doing this. I am not a good drawer, being dyslexic, so i tend to print the maps. This will make running this so unbelievably easier. Never stop doing this!!!!!!!!!!
i dont think pathfinder will 'end' though i do think D&D 5 presents a true challenge to it. I have a number of friends that have given up on pathfinder and moved to D&D5 for really one reason...combat simplicity. D&D 5, fights average 30 mins, Pathfinder can get up to 2 hours easy. The focus move to role playing, vs combat engineering is coming and I see it as pathfinders, especially pathfinder societies, first real challenge in the marketplace and to that a response will have to come.
Good questions Kysune, being that its a fey, i would think banishment would apply.. and that would be a pretty cool change in my view. I have been trying for a 2 months now to get some official clarifications posted on the First Worlder to no avail. Again based on my last conversation with James its Eidolon can always be out, you can summon as a standard, and its 1min/level (using the inferior summon natures ally summoning list), it would make sense that the extra planar fey Eidolon could be banished as it serves as yet another downgrade of the Eidolon which is the intent of the archetype (weaker Eidolon, weaker summoning list, but you can do both).
having played the first worlder for a while now, in pfs, i can tell you its a blast to play. Some comments. 1. The number of times i have had gms say 'You summon WHAT?!?!? is absolutely hilarious. Its worth it just for those expressions. 2. It makes you more of a utility summoner, and i like playing utility characters vs damage monsters.
and yeah there is the Pug... but honestly i have summoned that one the least so far, but thats likely because clerics rarely cast prayer in PFS from what i have seen. If i had a reliable luck bonus i could give others i would use this one a lot. The other thing it gives you, and the reason i was attracted to it, was the other summoning feats like Starlight summons 'So mr babu those Nuglubs. Yes my augmented nuglubs have blind fighting and darkvision and did i mention they claws act like cold iron...did that hurt..it looked like it hurt. ' so my eidon is not as tough... so what, i can deal, did i mention umd is a class skill for him now along with many others. the first worlder is different, and yeah maybe a little less powerful than the typical (+1 ECL) summoner but so what. He is fun..really really fun.
so its been ruled that if you can cast a spell as a spell like ability it counts for prestige classes. Ok cool got it, dont really agree, but got it. what if you can only do it once.
So now, you have that power. if you were a cleric, and wanted to become a Mystic Theurge, could you now do that? Obviously you would never want to actually use that power, which is fine and all, but i think by RAW the answer is yes. And some might say thats silly, but is it really any sillier than the original ruling... I am thinking not, and I would think it would be allowed for the same reason, Prestige classes are non optimal so really no harm. anyway thought i would put it out there.
Nefreet wrote:
gotcha will do
Unofficial FAQ!
The grab part of the white hair (ability) functions like the monster ability; it doesn't take an action at all and is a part of the main attack. [Source] Note: The Paizo staffer making the above statement was James Jacobs, the Creative Director. It is important to note that James, while very knowledgeable, is not a developer or designer of the Pathfinder rules and is occasionally overruled by one of the designers (like Jason, Sean, or Stephen.) In this case though since this post has been up since January of 2012, it seems that it has not been challenged or overruled by another designer. In any case, since this has not appeared in an "official" errata document, it is up to the GM to determine if this is the way the ability runs in his or her campaign. I found the above on the OCG web site. Posting this in hopes of making it official... or no. I will also add this question to the FAQ update request.
I did a little comparison last night between Investigator and the Alchemist (mind chemist). It really became a case of anything you (Investigator) can do I (the mind chemist) can do better. Bonus to skills, well the mind chemist (who should have an Int of 20) adds there int bonus 2 times to knowledge checks, that is a net gain in skill point that rather easily out paces the benefits of inspiration. Damage well yeah the Instigator gets backstab....eventually, but by that time the chemist is splashing for a minimum of +9 So yeah, hum... help me make a case for the Investigator vs the Mind Chemist. The Chemist ends up with more overall effective skill points, more potions, and more combat effectiveness. That is, as currently written. If they give the Investigator something that A. makes them more combat effective and B. allows them to not stat focus on so many things to be effective that might change. The Chemist has the advantage that they can focus on just Int, and a little Dex. Where as the investigator needs Strengh, Con, Int and really Charisma or Dex (pick one) to be effectively using its skill set.
Core Rule book page 183 table 8-2 lists different types of Move action
Some items, like Handy Haversack or a wrist sheath. Change the move type from 'retrieve stored item' to 'move' per that chart. Haunted makes any Retrieve a stored item action take a standard action, which can not be prevented per the curse rules. Does the curse, prevent the move action 'type' from changing on a wrist sheath for a Haunted oracle. Since the action is no longer, 'retrieve a stored item' this is unclear. (thinking it does but....)
Chris Mortika wrote:
There was an entire other thread on this in. Bottom line is, the rules are unclear. I sent the entire tread to a developer for clarification. Hopefully we get something back. How do i think it should work. well you arcane spell class level if course.
Michael Brock wrote:
Not at gencon but still mighty nice of you
Mergy wrote: Here is a quote by James Jacobs based on discussions about whether alchemists should be able to take item creation feats. I think this is relevant to the discussion, as we have a discovery that gives them a familiar, and can apply their alchemist level as though it were a caster level. Has there ever been, posted anywhere over the 6 threads on this question, an official answer.......anywhere.
BigNorseWolf wrote: There's no rules for having someone else cast a self only spell on you against your will, but the DM has more than enough argument to say it doesn't work at all or that it allows a save. I used to be on the side of "this should be outlawed" then i heard that there were fighter type characters out there averaging 50 damage a hit by abusing one rule or another. I no longer have an issue with this, in fact i will be using this trick from now on. |