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hogarth wrote:


I'm not sure what you mean; there are already size bonuses on attack rolls and Armor Class.

Oops I meant BIGGER modifiers + modifiers for Reflex saving throws. Sorry. This is what happens when you post minutes after waking up in the morning.

I also think powerful build should have an impact on your size modifiers since it makes one "bigger and bulkier" flavor-wise.


I had forgotten to bring this up before. Ah well. Meat for post-discussion anyway.

Would it not make sense to have size modifiers for attack rolls, Armor Class, and Reflex saving throws?

I think a +2 bonus to attack rolls, Armor Class, and Reflex saving throws as you get smaller would make sense since you are a smaller target and everything else is a bigger target to you.

A -2 penalty as you get larger should also make sense.

If you have the powerful build feature it gives you a -1 size penalty.

I would also suggest moving spell damage dice up or down 1 step per size category too (1d2<<1d3<<1d4<<1d6>>1d8>>1d10>>1d12). Let's say the damage dice given for spells assumes a Medium creature (which is most PCs anyway).

I'm reminded of a webcomic arc of "Looking for Group" where the undead warlock gets shrunken to the size of a baby and his blasts are diminished in power as a result.


Has anyone else noticed that the Gifted Memerist achievement feat requires you to successfully affect 25 targets, not 25 people, with charm and compulsion spells?

And then the wizard charmed the rat swarm, becoming their overlord and achieving greater level of skill in dominating gnolls...

In addition, you should gain the benefit only for the same spell used against 25 targets, not just any charm or compulsion spell. That would make better sense.


Were there any feats that allowed a paladin to bypass DR/cold iron, silver, or adamantine on a smite attempt?


Kvantum wrote:
quest-master wrote:
Martial Practitioner

Problem: There's already an Epic feat that already ups your BAB by +1, and this kind of makes Weapon Focus or Greater Weapon Focus utterly pointless.

quest-master wrote:

Energy Ball (replaces fire ball)

<add flavor descriptions for lightning, cold, and acid>
<add note that you must learn each energy type of this spell separately>
Not really necessary. Just a OGL version of the effects of WotC's Energy Substitution metamagic feat would take care of this problem for every damage spell (lightning bolt, cone of cold, meteor swarm, etc.)

The Epic feat works if you have BaB higher than or equal to 1/2 your level. This feat doesn't.

Weapon Focus and Greater Weapon Focus are not made pointless for anyone with BaB higher than or equal to 1/2 character level, which is likely more than half of all characters.

Not everyone wants to spend their feat on Energy Substitution.
Anyway, indeed it is not necessary but it would be nice for at least a designer's note/extra paragraph somewhere in the magic section about designing spells that includes an example of fireball being learned as frostball instead. I like to encourage my players to be creative and that would be helpful especially to newbies. Actually a designer's note would probably be better than adding text to spells.


Okey dokey. So if there is a feat or spell idea that you think would solve a problem or fill an empty niche. post it here.

I'll start with this:

Martial Practitioner [Combat]
"You manage to set aside some time regularly for honing your combat skills."
Prerequisite: Character level 2 or higher, base attack bonus less than 1/2 character level
Benefit: Your base attack bonus increases by 1.
Special: You can take this feat more than once.

<This is a backwards compatible alternate solution to making fractional bab and possibly making multi-classing with less than full BAB too easy for 1-level dips.>

Energy Ball (replaces fire ball)
<add flavor descriptions for lightning, cold, and acid>
<add note that you must learn each energy type of this spell separately>

Prestidigitation
<add more examples of little things you can do, such as changing your hair color>


Karui Kage wrote:

Groetus is a CN god. Mechanically, a Good cleric should be possible. How does one justify a Good cleric that wants to bring about the end-times?

Just curious. :) A player of mine thought it would be fun to play a Good cleric of him, and I'm not sure how that would work.

A good cleric of Groetus might believe that there is such suffering in the world and that there are so many flaws inherent in the world that bringing such a world to its end would prevent the suffering of countless innocents and make possible a rebirth of a new perfect world.

Such a cleric would be a very compassionate person by nature and go out of his way to relieve pain and suffering such as visiting the local hospice whenever the party rolls into a large town and city. The cleric would heal the sick and decrepit as much as possible to ease the pain felt by the world as it meets its inevitable end, even if only in a small way.

Being Chaotic Good, the cleric might go into a violent rage very quickly when witnessing evildoers bring about the suffering of others.

If the party happens upon a group of lizardmen dragging children in chains for example, the cleric would jump to immediate action unless a fellow party member holds him down and remind him that the party intends to follow the lizardmen to their hidden city.

The cleric would then argue that the party can leave one alive and coax the truth out of him. Another party member might then argue that there's no guarantee that the lizardman would talk and the party would then have to waste time bringing the children back to the village and wait for another group of lizardmen passing through the secret road.

The cleric agrees to calm down until he sees one of the lizardmen about to strike one of the children dead for biting his leg. He screams bloody hell and charges in.

Initiative time!!!!!


At 20th level, depending on your DM or campaign, your monk may end up being caught up in all sorts of intrigues that powerful high level characters tend to get caught up in.

If your DM is a good one, then you will face more common low level threats in addition to the high level ones. Realistically, and I use the term loosely, appropriate level enemies should be rare while appropriate level challenges are more common. By challenges I mean non-combat as well as combat.

With DR/magic, the sudden attack by a couple of assassins goes awry when they realize their non-magical swords are not slicing into your monk. As a full round action, your monk grabs their swords by the blades (grapple) and pulls the assassins closer for a quick 1-2 unarmed attack (1 attack each at full BAB), gaining a +2 circumstance bonus to the attack rolls. Not exactly RAW but no DM should deny allowing this since it's cool and cinematic.

The nation you support goes to war, so they have the party you're in lead the charge. Most of the soldiers beating on you get horrified as they realize you're practically invulnerable and start running away, reducing enemy morale and saving ally soldiers' lives.

Also, the DR is not the only advantage gained. One needs to evaluate the capstone as a whole to determine whether any of it needs to be changed.

I think that too much emphasis is given on combat capabilities over story-driving capabilities. People often lose focus on the fact that this is a role-playing game with wargaming aspects, not a wargame with role-playing flavor.


Okay, so Concentration was dumped for being a useless skill that became an unnecessary drain on spellcaster skill points. That doesn't mean it couldn't be useful though.

I'm definitely not suggesting bringing it back for the loss-of-spell rules. I also believe those should be caster-level based rather than Spellcraft based otherwise Spellcraft becomes an unnecessary drain on all non-Int based spellcasters. A sorceror doesn't need to know how her magic works, just practice how she does it.

Concentration is already used for certain classes, prestige classes and items so bringing it back would increase compatibility with splatbooks.

The question is how do we make it useful without the original pain-in-the-ass use for it?

Here are a few ideas for using Concentration checks:

a. Remain conscious when brought to and while at 0 or less hit points.
b. Replace the Autohynosis skill (see Psionics section of SRD) in which case use Wis instead of Con for the check.
c. Replace Constitution checks for prolonged strenuous activity such as running. This is the difference between an olympic athlete (athletics skills) and an olympic marathon athlete (athletics skills + Concentration).
d. Use as an optional replacement for environmental Fortitude saves (ex. heat). Players can choose whether to use their skill bonus or their save bonus.
e. Become a balancing mechanic to maintain or shake off telepathic effects. Getting hit with a confusion spell for example could give you a chance to act normally on a successful Wis-based Concentration check (making the check each turn to maintain your focus). Hideous Laughter is another spell that could (probably should) be balanced with this.

What do you guys think? Would this work? Are there any more ways you can think of to make Concentration worth bringng back?


And here's one for animated shield.

Animated
Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were wielding it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield does not take penalties associated with shield use. She does however take a -3 penalty to attack rolls and Perception checks due to the shield getting in her way. The wielder must use a swift action on each of her turns after the turn on which this ability is activated to keep the shield floating. If the wielder is knocked prone or becomes unconscious, the shield immediately drops to the ground.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects
Price +2 bonus


Let's see your alternate design ideas for magic items or properties. Everyone probably has an idea of what they think the final product should look like so let's see what you come up with and what you think of other people's designs.

I'll start off with the vorpal weapon.

Vorpal: This potent and feared ability allows the weapon to cut through anything. A vorpal weapon functions as a keen weapon that ignores item hardness as well as armor, natural armor, and shield bonuses to Armor Class. When its wielder confirms a threat, another threat can be confirmed. Each time a threat is confirmed after the first, the critical multiplier for the hit increases by 1.
For example, a vorpal longsword deals x2 damage on a critical hit. On successfully confirming 2 threats after the first, the critical hit deals x4 damage.
Strong Transmutation; CL 18th; Craft Magic Arms and Armor, disintegrate, keen edge
Price +5 bonus


The Black Bard wrote:


Alternate versions perhaps? Instead of an item creation feat, a spell with scaling power?

Also, I've always liked the idea of corrupting good items and redeeming evil ones, and while this would allow that, it almost makes it too easy. Just a thought.

What I meant by having the appropriate item creation feat was that a character with Forge Ring would be able to alter existing rings, Craft Wondrous Item would be able to alter wondrous items, etc.

IF it is too easy, then an additional time cost or changing the time cost to, say, half the crafting time of the new item might curb it further.

The total time spent crafting should still be lower than crafting from scratch though, since you're starting with magic to produce new magic.

The beauty of this is that it won't change stat blocks and will provide a good mechanic for explaining how an item can be redeemed or corrupted. It enhances gameplay balance and story-telling potential without straining baclwards compatibility.

The challenge comes when the forces of darkness attempt to stop you halfway in the process of turning a powerful unholy weapon into a powerful holy weapon. That would make for great adventure meat.

P.S. A reminder that the old item's cost has to equal or exceed the cost of the new item, meaning the amount saved may not be very large. This requirement prevents the outright abuse of cheap item farming. Proper wealth distribution by the DM prevents other types of abuse, made easier since the DM worries less about what is found by the PCs.

As long as the DM doesn't go Monty Hall crazy, the PCs shouldn't really be able to abuse this to gain game unbalancing wealth.


The Black Bard wrote:


Let me see if I have this right, as an example:

+1 Flaming Sword
Create Cost: 4000
Change to +1 Frost Sword
1000

Total Money Expense 1000

+1 flaming sword >>> +1 frost sword

the cost for adding a +1 property to a +1 sword is 6,000 gp (3,000 craft + 3 days)
Total Money Expense = 750 gp + 1 day

And remember, you're not gaining wealth by this method. You're simply saving wealth.

Your expected wealth should consist of items that you are actually going to use anyway and the DM is still responsible for how much is handed out to the players.

This can only be abused if the DM overcompensates bad items given by giving out too many items. Being able to alter magic items however actually takes pressure off of wealth tracking and equipment efficiency since the DM worries less about what is found in treasure. This means more energy spent on making good adventures, which makes everybody happy.


Basically, all that would be needed would be to have the appropriate item creation feat.

There is still the cost of time, and this would give a healthy alternative to the "magic shop with everything" that DMs are frequently tempted to allow players.

Plus, if the PCs aren't in a situation where they can plausibly sell their goods, this gives them something to do with the magic items that are dead weight to them.

Selling a magic item "easily" depends on the DM. Realistically, it should take time to find a buyer with both the cash and desire for such a weapon. Some campaigns or adventures may have the PCs in a place where purveyors/buyers of magic items are not easily available.

When you get a magic item you don't want to keep, this is a plausible way to get what you want without having to go looking for the nearest city or metropolis with a healthy number of magic users/artificers.

This also cuts the time on making an item from scratch when time is of the essence. For example, the big bad monster is going to attack within 10 days and you need to equip everyone with the correct weapons necessary to beat it. There is no universal magic shop nearby and you don't know of such a place to teleport to. You then sacrifice several magic weapons that the party found on the last few adventures but haven't gotten around to using, with some extra materials purchased at the local market. Because you had a head start by using existing magic weapons, you are able to make the goods just in time for the monster's attack.

A DM can also feel safer with random item generation if someone has an item creation feat to adjust the circumstances.


I think that magic item crafters would have a lot of fun if Pathfinder included rules about changing the properties of magic items into other properties meant for the same type of item.

Alter Magic Item or Property

Requirement: The old item has to have a crafting cost equal to or higher than the new item's crafting cost.

Requirement: The old item and the new item have to be the same type of item.

If it doesn't share a spell requirement in item creation, then it costs 1/2 the crafting cost in gp of crafting the new item or adding the property.

Ex. ring of protection +4 >>> ring of evasion

Normal Crafting Cost: 12,500 gp

Alteration Crafting Cost: 6,250 gp

If it shares a spell requirement in item creation, then it costs 1/4 the crafting cost in gp of crafting the new item or adding the property.

Ex. +1 armor of fire resistance >>> +1 armor of cold resistance

Shared Spell Requirement: resist energy

Normal Crafting Cost: 9,000 gp

Alteration Crafting Cost: 2,250 gp


The Pathfinder rules about enhancement bonus overcoming certain types of DR synergize with the bane property.

DR/-- and DR/epic may still be a pain but most foes you'll go up against have DR that can now be overcome by the effective enhancement bonus of a bane weapon (bonus + bane bonus, minimum +3).

+3 vs. cold iron/silver
+4 vs. adamantine
+5 vs. alignment-based

A +1 bane weapon already bypasses DR/cold iron and DR/silver against the designated type of foe.


I believe that another important issue, perhaps the most important, is whether or not the current version of vorpal property is worth taking up space in the Pathfinder rulebook.

How many players will ACTUALLY go for this weapon as is?

How many game masters will ACTUALLY allow this property in their games as is?

How many games will ACTUALLY be affected by a change in vorpal property?

What percentage of the ACTUAL customer base would rather have a vorpal makeover?

Space is limited in the book so it's better to go with whatever the majority of gamers will be pleased with since this book is going to cost $$$ money $$$.

Some players may like the idea of uncertain, infrequent instant death for a high cost floating around but how many of them will ACTUALLY go for it?


There may be some magic weapon and armor properties that players prefer to be added as flat cost increases rather than increases in effective bonus. There may also be some properties that are better balanced as increases in effective bonus rather than flat cost increases.

Is there a property whose cost you would like to see switched? Why?

The blinding property for a shield for example, which is usable twice per day and not a continuous property. Should an effect that has a limited number of charges rather than being usable all the time increase the effective bonus? Would it break game balance or backwards compatibility to have such an ability added as a flat cost increase instead?


I think it's important to explore what people imagine a vorpal weapon is like in a story-telling context.

First of all, it should be really, really sharp, right? Therefore having keen as a prerequisite property would make sense.

Second of all, it cuts through EVERYTHING, right? The second Dungeons and Dragons movie illustrated that well enough (cutting through bars and lopping Damadar's hand off).

So let's see...

Keen giving increased threat range so vorpal doing the same...

Vorpal cutting through everything...

1. Ignore DR? Ignore item hardness?

2. Ignore natural armor and armor bonus to AC?

3. Automatic confirmation?

4. Increased damage or max damage on a critical?

5. Treat critical hit as a massive damage hit and force target to roll vs. massive damage?

6. Make more rolls like the 4e vorpal weapon?

7. Confirm again and again to increase critical multiplier? x2 then x3 then x4 then x5 then rolled a 1 - ah well - here comes x5 critical damage!!!

8. Perhaps a special random "lop" table that lets you roll which part of a creature's body you chop off. Head, Ear, Foot, Hand, Arm, Leg, Vertical Body Split, Horizontal Body Split, Other Part, etc.

Another reminder: reducing an opponent's hit points to [death value] is ALSO chopping the head off if the scene makes it appropriate.


Jason Bulmahn wrote:

Eric brings up a good idea, and moving this to a minor artifact makes some sense. That said, this is a pretty large sacred cow... I am just not sure if it is untouchable.

Thoughts.

Jason Bulmahn
Lead Designer
Paizo Publishing

I think it may be important to question how large a sacred cow "vorpal" really is.

How many times does a vorpal weapon ACTUALLY appear in games?

How many times does a vorpal weapon ACTUALLY appear in supplements or published adventures?

Also, in terms of storytelling, which this game is SUPPOSED to be about, even a mundane sword is able to chop a creature's head off, when it brings the creature to sufficient negative hit points to kill it.

If the vorpal weapon were to deal larger hit point damage, it still chops heads, especially if the damage dealt on a critical hit is increased significantly.

7. A vorpal weapon forces the target to make a Reflex save on a critical hit. The save DC is equal to 20 + wielder's base attack bonus. On a failed save, the target is dealt an additional 2d6 points of damage times the target's level.

If the target is lucky, it's just a gash. If the target is not so lucky, it's either a deep gash or decapitation/getting split in half/getting its heart sliced on two. It still does the iconic job, just in a different fashion, and now has new cinematic descriptions for its death blow.


Vorpal - A +5 bonus for an effect that occurs only on a natural roll of 20. An effect that insta-kills the target, no saving throw allowed.

I have never seen anybody play with this and if I ever got it, I would trade for something else, even if the something else was much weaker.

It can make an encounter end anti-climatically with a single lucky roll, especially if it was the first attack made (leaving a taste of disappointment in the other players' mouths).

It's a huge amount of investment for an effect that occurs infrequently.

There are many types of opponents that aren't killed by this.

I think it needs a make over.

Here are some possible changes;

1. Make keen property a prerequisite for Vorpal, making Vorpal act as a keen weapon.
2. Make Vorpal a +3 property that includes keen. Or maybe higher if a change includes any or all of the following. Intermediate properties could be created between keen and vorpal as well.
3. Vorpal automatically confirms a threat.
4. Vorpal deals maximum damage on a critical hit.
5. Vorpal ignores damage reduction and item hardness.
6. Vorpal includes piercing weapons (if current effect is changed to any of #1 - 5)

Let the head rolling be when the enemy's hit points is dropped to automatic death amount. Let the DM describe the enemy's death in a cinematic fashion instead of a game mechanic doing so.

What do you guys think about this? Do you prefer Vorpal as is or do you want some changes that make sense?


This may not have directly to do with the rules but since interaction with monsters is a big part of what can muck up high level play, talk about monsters is hard to avoid. I hope that this discussion is not unwelcome.

Has a preview or a general idea of how monsters will be revisited for Pathfinder been given? Will monster design itself or specific monsters be changed in any significant way?

If high level monsters are still being looked at, then let's discuss the abilities displayed by high level monsters and how the abilities of PCs interact with them.

Are there any high level monsters that are all too often too weak or too powerful a challenge for adventurers of equivalent level?

What types of attacks or defenses would you like to see modified or scrapped or added at high levels? At higher levels, many monsters seem capable of many different tactics. Let's explore some of these.

Are there any high level OGL monsters that don't match their descriptions and statistics well? How would you want this fixed?

I for one think that it would help DMs for Pathfinder a lot to have more "behavioral tips" for monsters, describing how they'll approach (or evade) combat or interact socially.


There was plenty to be said about improving the monk in the Class threads.

Here's a thread focusing on improving the high level playability of the monk.

To start with, I'd like to add the following to the monk's timeless body feature:

-The monk can no longer be magically slowed or hasted unless the monk allows the effect to occur on himself.

-The monk takes no damage from teleportation effects. Damage taken indirectly as the result of a teleportation effect is still taken as normal.

I'd also like to change quivering palm to something like treat the damage from a single unarmed attack as if having dealt double the amount of damage for the purpose of forcing the target to make a massive damage saving throw.
Or perhaps transfer ki points into the target on contact to give the target a penalty to rolls and ongoing damage, removing a ki point of harmful vibration each round until the target's body no longer contains the harmful ki or has died (similar to negative levels).

I'd also like to give a bonus number of ki points to the monk as part of the level 20 capstone since the monk has "ascended" at that point.


Here are a few ideas I'd like to toss into the debate. I'm not recommending these per se but they may be food for thought.
Each of these ideas would significantly affect the druid's progression into higher levels, for better or for worse.

-The druid can only wildshape into creatures for which his wildshaped physical ability scores match or exceed. So if the druid doesn't end up with a minimum Str of 30, he can't turn into a standard adult elephant (although he could certainly shape into a younger version, possibly a Medium elephant).
If an increasing enhancement bonus to Str, Dex, Con is given throughout the level progression, the druid gains access to more creatures as a result.

-The druid could follow a "wild path" just as a cleric has domains and a wizard has schools and a sorceror has bloodlines. For example:

Canine - Dog >>> Wolf >>> Dire Wolf

Ursine - Black Bear >>> Polar Bear >>> Dire Bear

Avian - eagle, hawk >>> condor, great eagle >>> Roc, Dire Eagle

This would simplify and streamline the druid's wildshape ability and special bonuses could be given based on the path taken. A bonus to skill checks or the scent ability while in normal form or a damage bonus when injured or a natural weapon. This would set apart one druid from another. At higher levels, you might gain an additional wild path or two.

-Make Wild Shape into a 1 to 9 druid spell and allow spontaneous casting of Wild Shape instead of spontaneous Summon Nature's Ally.


Here's a homebrew design for a Pathfinder-style base class. I'm thinking about limiting the spell selection but it might be balanced as is. This is an arcane ranged attacker class with modest skill support. Enjoy and critique at your leisure.
P.S. A crosshair lock shows (in the eyes of the mage) two glowing lines intersecting with the point of intersection overlaid over the target. If you've ever seen any of the Predator movies, use the Predator's "target lock vision" for imaginative purposes.

Crosshair Mage

Hit Die: d8

Class Skills
Bluff (Cha), Craft (Int), Diplomacy(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int)

Skill Ranks per Level: 4 + Int modifier

Saving Throws: Poor Fort, Good Reflex, Good Will

Spell Levels (1st/2nd/3rd/4th/5th/6th)

Table: The Crosshair Mage
Level 1 (+0) (2/--/--/--/--) - Arcane shot, cantrips, crosshair lock +1
Level 2 (+1) (3/--/--/--/--) - Bonus feat
Level 3 (+2) (4/--/--/--/--) - Imbue ammo
Level 4 (+3) (5/--/--/--/--) - Pierce barrier +2
Level 5 (+3) (5/2/--/--/--) - Arcane shot (distance)
Level 6 (+4) (6/3/--/--/--) - Crosshair lock +2
Level 7 (+5) (6/4/--/--/--) - Bonus feat
Level 8 (+6/+1) (7/5/--/--/--) - Arcane shot (new damage type)
Level 9 (+6/+1) (7/5/2/--/--) - Pierce barrier +3
Level 10 (+7/+2) (7/6/3/--/--) - Arcane shot (aligned)
Level 11 (+8/+3) (8/6/4/--/--) - Crosshair lock +3
Level 12 (+9/+4) (8/7/5/--/--) - Bonus feat
Level 13 (+9/+4) (8/7/5/2/--) - Arcane shot (new damage type)
Level 14 (+10/+5) (8/7/6/3/--) - Pierce barrier +4
Level 15 (+11/+6/+1) (8/8/6/4/--) - Arcane shot (powerful critical)
Level 16 (+12/+7/+2) (8/8/7/5/--) - Crosshair lock +4
Level 17 (+12/+7/+2) (8/8/7/5/2) - Bonus feat
Level 18 (+13/+8/+3) (8/8/7/6/3) - Arcane shot (new damage type)
Level 19 (+14/+9/+4) (8/8/8/7/4) - Pierce barrier +5
Level 20 (+15/+10/+5) (8/8/8/7/5) - Crosshair master

Table: Crosshair Mage Spells Known
Level 1 - 2 0-level, 1 1st
Level 2 - 3 0-level, 1 1st
Level 3 - 3 0-level, 2 1st
Level 4 - 4 0-level, 2 1st
Level 5 - 4 0-level, 2 1st, 1 2nd
Level 6 - 5 0-level, 3 1st, 1 2nd
Level 7 - 5 0-level, 3 1st, 2 2nd
Level 8 - 6 0-level, 3 1st, 2 2nd
Level 9 - 6 0-level, 4 1st, 2 2nd, 1 3rd
Level 10 - 6 0-level, 4 1st, 3 2nd, 1 3rd
Level 11 - 6 0-level, 4 1st, 3 2nd, 2 3rd
Level 12 - 6 0-level, 5 1st, 3 2nd, 2 3rd
Level 13 - 6 0-level, 5 1st, 4 2nd, 2 3rd, 1 4th
Level 14 - 6 0-level, 5 1st, 4 2nd, 3 3rd, 1 4th
Level 15 - 6 0-level, 5 1st, 4 2nd, 3 3rd, 2 4th
Level 16 - 6 0-level, 5 1st, 5 2nd, 3 3rd, 2 4th
Level 17 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 2 4th, 1 5th
Level 18 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 3 4th, 1 5th
Level 19 - 6 0-level, 5 1st, 5 2nd, 4 3rd, 3 4th, 2 5th
Level 20 - 6 0-level, 5 1st, 5 2nd, 5 3rd, 3 4th, 2 5th

CLASS FEATURES

Weapon and Armor Proficiency: A crosshair mage is proficient with all simple weapons as well as bows, shuriken, and guns (if available). Crosshair mages are proficient with light armors, but not with any shields.
Spells: Crosshair mages cast arcane spells like sorcerers, and can learn their spells from the sorceror's spell list. Crosshair mages are limited in the number of spells they can cast per day and the number of spells they can learn according to Table: The Crosshair Mage and Table: Crosshair Mage Spells Known, respectively. The crosshair mage casts these spells without needing to memorize them beforehand or keep a spellbook. The crosshair mage’s pistol can substitute as an arcane spell focus for any spell requiring a focus. Crosshair mages receive bonus spells for high Charisma, and to cast a spell a crosshair mage must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a crosshair mage's spell is 10 + the spell's level + the crosshair mage's Charisma modifier.
Cantrips (Sp): Crosshair mages know a number of cantrips. They can cast these spells at will as a spell-like ability. the number of cantrips a crosshair mage knows is noted on Table: Crosshair Mage Spells Known under 0-level spells known. Cantrips are treated like any other spell cast by the crosshair mage in terms of duration and other variables based on level.

Arcane Shot (Su): At 1st level, a crosshair mage must choose acid, cold, electricity, or fire. The extra damage dealt by this ability is the same as the chosen type. A crosshair mage can expend an unused spell slot as part of a standard action performed to make a single attack with a ranged weapon. The weapon deals an extra 1d6 points of damage per level of the spell slot expended (1d3 for 0-level spells).
The d6s of extra damage dealt by using arcane shot change to d8s on a critical hit (the 1d3 damage for spending a 0-level spell becomes 1d4).
At 8th, 13th, and 18th levels, the crosshair mage chooses another type of damage. Whenever she uses arcane shot, she uses one damage type of her choice from those that she has chosen for this ability.
At 5th level, every piece of ammunition or thrown weapon used by the crosshair mage in an arcane shot attack gains the distance special ability until the attack resolves.
At 10th level, the crosshair mage must choose good, evil, law, or chaos. Every piece of ammunition or thrown weapon used by the crosshair mage in an arcane shot attack is treated as having the chosen alignment for the purpose of bypassing damage reduction. A crosshair mage can not choose an alignment opposed to her alignment (A Lawful Good crosshair mage can not choose chaotic nor evil).
At 15th level, the crosshair mage's arcane shot creates an even stronger effect on a critical hit. The surge changes the d6s of extra damage dealt by using arcane shot to d10s instead of d8s (the 1d3 damage for spending a 0-level spell becomes 1d6 instead of 1d4).

Crosshair Lock (Su): A crosshair mage can focus her perception of a single target creature or object within line of sight, granting her an increased ability to track the target's movements. As a result, the crosshair mage receives a +1 competence bonus to attack rolls and Perception checks made against the target. Only one target may be chosen with this ability at any given time. This effect remains active until the crosshair mage dismisses it, until the crosshair mage loses sight of the target, or until the crosshair mage uses this ability on another target. Using this ability is a swift action.
A crosshair lock can not remain active on a target that has concealment or cover or if the crosshair mage is blinded.
At every 5th level after 1st (6th, 11th, 16th), the bonus increases by 1.

Bonus Feat: A crosshair mage gains a bonus feat at 2nd level and every 5th level after 2nd (7th, 12th, 17th). The bonus feat must be chosen from the following:
Deadly Aim, Far Shot, Greater Spell Penetration, Greater Weapon Focus (any ranged or ranged spells), Greater Weapon Specialization (any ranged or ranged spells), Improved Precise Shot, Manyshot, Mounted Archery, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Weapon Focus (any ranged or ranged spells), Weapon Specialization (any ranged or ranged spells).
***Feats mentioned here requiring levels of fighter treat crosshair mage class levels as fighter levels (crosshair mage levels stack with fighter levels in this case). All other requirements must also be fulfilled.

Imbue Ammo (Su): At 3rd level, the crosshair mage can place a touch spell on a piece of ammunition or a thrown weapon as part of a ranged attack. The crosshair mage casts the spell and makes a single ranged attack. This requires a full round action. If the ranged attack hits the target, the touch spell is also applied to the target of the ranged attack. If the ranged attack misses, the spell is wasted.

Pierce Barrier: At 4th level, the crosshair mage's training with combining magic with her ranged attacks improves, allowing her to break through an enemy's defenses more easily when using her special abilities. When making a ranged attack using the arcane shot or imbue ammo class feature, the crosshair mage receives a +2 bonus to opposed checks made to overcome spell resistance.
At every 5th level after 4th (9th, 14th, 19th), the bonus increases by 1.

Crosshair Master (Su): At 20th level, all threats made against any target that the crosshair mage has a crosshair lock against are automatically confirmed. If the target is incorporeal, the 50% miss chance no longer applies against ranged attacks made by the crosshair mage while the crosshair lock remains active.
In addition, the crosshair mage can now see invisible creatures within 30 feet, allowing her to use her crosshair lock feature on an invisible creature within that range.


The caps are to prevent the math from getting wonky while keeping the BaB progression of the classes.

Hmm...

What if instead of gaining increases in BaB at the cutoff point, you gain an epic bonus to any damage you deal with an attack?

A level 50 character flicks a level 1 character on the forehead for a KO...

Come to think of it, how far do most epic games go anyway?

If we made a level cap at say 60, it would be easier to design the progression.

Fighting a monster at the equivalent of level 60+ would be more fighting lower level parts of its body like trying to kill a living island.

Living Island Hand (CR 45), Living Island Head (CR 52), etc.

Please try to keep the CR jokes about other Living Island parts to a minimum... :)

Hmm...


I wonder if it would be a bad thing to make the hardness and hit points of a magic weapon/shield/armor be increased by its effective bonus, not its enhancement bonus.

This doesn't come up that often since people get yelled by their allies for sundering magic items but there are occasionally other situations it could come up.

Goodbye dear, sweet +1 holy axiomatic flaming burst thundering weapon...Curse you, dread warrior, for your sundering ways and +2 weapon that does nothing!!!!!


KaeYoss wrote:

I don't like the idea of not improving the prime attack bonus too much, but otherwise, it's intriguing. I'm for the continuation of the regular BAB rather than a fixed 1/2 for everyone, and against getting more than 4 attacks. I would grant everyone up to 4 attacks, though, even if they're wizards and such. Maybe, to let warrior types keep their edge, grant them something else whenever they'd gain another attack. The idea of making the weaker attacks better is a good one, as is a damage bonus.

I like the spell idea, though I'm not sure about the need to research the spells.

Note that your caps for epic magic arms and armour are the same as in the core levels: +5/+10. Is that deliberate?

Perhaps if the effective bonus were tracked, say +25 (+20/+20/+15/+10). And when the maximum bonus at +35 (+20/+20/+20/+20) is exceeded, at +40, +45, +50, etc., the character gains a bonus combat feat?

A special epic feat could let you give up your extra attacks to make a single attack at your effective bonus. This should probably be a once per day or once per opponent sort of thing.

Perhaps if most epic spells were researched like normal spells, but certain spells require special research and preparation. I'm thinking of the massive consequence psionic enchantments from Dark Sun, where vast forests were spontaneously generated or sorceror kings transformed themselves gradually into extremely powerul dragons (requiring elaborate setups where hundreds of people are sacrificed for their life force and the energies are focused through purposefully constructed buildings).

If a cap were made on monster AC because of the cap on BaB, I felt that magic item enhancement bonus should be capped too.

Although perhaps effective bonus should be made higher to +15 or +20, for the epic properties to be added. No more than +5 enhancement but up to +19 in magic properties.

In this case a minimum enhancement bonus should probably be ruled for adding epic properties (to avoid the +1 weapon that does +19 abilities but gets sundered by a +2 weapon that does nothing). +2 for a +6 or +7 property, +3 for a +8 or +9 property, +4 for a +10 or +11 property, +5 for a +12 or higher property.


Dorje Sylas wrote:


If you go the way you want to with this and cap at 20 then you will have to cap monsters otherwise the CMB will completely break down. Which will require a revision of many upper level monsters in the 15-20 CR bracket.

There's not going to be a lot of revision involved since most monsters in CR 15-20 do not exceed 20 Hit Dice or BaB +20.

The rules kick in when 20 HD or BaB +20 is exceeded, and it's not very complicated to add BaB according to the table after the monster hits BaB +20.

Plus not all monsters hit BaB +20 at 20 HD so less revision is involved for those critters.

Saving throws will still have to be adjusted past 20 HD but again, the math is pretty straightforward. Just add the epic bonus according to the progression after 20 HD.

P.S. It already caps at +20/+20/+20/+20 - you can't get to +70/+65/+60/+55 with the progression - please look at it more carefully.

The whole combat feat thing at the end will need to be reworked. Hmmm


Vic Wertz wrote:
KaeYoss wrote:
I'm not even reading it until you stop the false advertising :P
Thread renamed... it was a bit misleading.

Thank you Mr. Wertz.

I thought mentioning this was a 'homebrew' at the beginning of the original post would be enough and wrote the title as a gag since it's highly unlikely that an official preview of epic rules would be out at this stage.

I apologize for any offenses made.


Non-Lethal Damage is a bit annoying to keep track of. Perhaps an alternate set of ules for knocking an opponent unconscious would be in order?

Ex. You may opt to deal non-lethal damage for a single melee attack on a successful critical hit. Roll damage as normal. If the damage is equal to 1/2 the target's current HP or more, the target must make a Fortitude saving throw or become unconscious. Actual damage dealt to the target is halved.

Ex. If you deal damage to a target creature that would bring its HP to lower than 0 hit points, you can bring it to 0 HP instead, knocking the creature unconscious without causing the dying condition.

There aren't a lot of effects dealing with non-lethal damage so I don't think backwards compatibility would suffer very much. Am I wrong here? Please correct me if I am.


How about incremental progression of debilitation/damage based on the number of saves you make against a poison?

Poison X requires N successful saving throws before you are naturally cured of the poison. You make the initial saving throw upon being administered the poison and an additional saving throw at the end of each hour afterwards until the poison is cured. Alchemical bonuses/penalties do not stack. A new alchemical bonus/penalty from the same source replaces the bonus/penalty already in effect.

Success: You receive a -2 alchemical penalty to attack rolls, ability checks, and skill checks until your next saving throw against this poison.
Failure: You are dealt 1 point of Con damage and receive a -4 alchemical penalty to attack rolls, ability checks, and skill checks until your next saving throw against this poison.

Each failed saving throw that directly follows a failed saving throw increases the Con damage dealt by 1 until a successful saving throw is made.
A second failure directly following a failed saving throw would deal 2 points of Con damage instead of 1.
A third failure after that would deal 3 points of Con damage and so on.

This simulates the victim's bodily struggle to survive being dosed with a poison.


Dorje Sylas wrote:

This is a nice start and takes into account various suggestions/trends in the general feeback.

However I am worried about its interaction with Epic Monster progression. How does this system impact monster races (such as Bugbears)? One issue to be aware of is that monsters continue to gain BAB and Save increases at the set rate well past 20 HD.

Take a look at the Hezrou (Demon). While it advanced by HD it could also easily have class levels. What happens when I create a Huge(20 HD) advanced Hezrou with 10 levels of Fighter. Under current 3.0 rules the order I do this is very important. If I do the Outsider HD first then I gain no BAB or Saves from the fighter, just Epic progression. If I do the fighter levels first, I still get the Fighter BAB increase past 20th level. This is +25 BAB vs +30 BAB. Which one is right?

(Please, don't just think Player-Only. Keep DM NPC development in mind as well.)

First of all, the rules being adjusted by Pathfinder are the 3.5 rules, not 3.0.

An adjustment would have to be made regarding monster advancement past ECL 20.

First, treat the monster HD as levels. So in this case a 20 HD Hezrou is an LA +20 character. Add 10 levels of fighter for a level 30 character.

The Hezrou at 20 HD would have a BaB of +20/+15/+10/+5, being an outsider. 10 levels of fighter would make it +20/+20/+20/+15. Whether or not you count the outsider HD or fighter levels first, it would still be +20/+20/+20/+15.

As for saving throw bonus, since the Hezrou was obviously a Hezrou before it became a fighter, just calculate for the racial saving throws first before fighter levels as a default. If you want the Hezrou to have lower Reflex and Will saving throws, then change when the fighter levels were taken.
The Hezrou (maximized) using these rules would have at least Fort +26, Reflex +17, Will +19 (could be more depending on where you put the extra ability points).

P.S. Monsters are going to be revisited in Pathfinder Bestiary. Maybe the LA rules will be changed.


Epic levels for monsters may have to be revised if epic levels for PCs are revised. Fortunately, it has been announced that monsters will indeed be revisited so this is possible.

In this particular case, a cap for monster AC at epic levels is strongly recommended for anyone using these rules. A simple houserule to go in line with these houserules.

Still, let's see, on average a melee character entering epic at 21 will have: BaB +15 to +20, ability modifier +2, magic weapon +2

+19 to hit to +24 (full BaB), not including flanking or buff spells or other favorable conditions (high ground, etc.) or feats (Weapon Focus, etc.)

So a monster at epic+ levels should have AC averaging around 29 to 34, and capping in the 40s, to make sure the melee fighters have at least a chance of hitting...

The idea behind these rules is to make it easier to keep the progressive math of epic levels from getting out of hand.

The cap for BaB represents the "perfection" or "peak" of your fighting skills at which point adaptability and decisiveness makes the difference between you and a foe at the same level (hence the switch to bonus feats).

The feat every level does seem a bit much. I wanted to separate the acquisition of non-epic feats and epic feats. It's hard to imagine anybody taking a non-epic feat over an epic feat and I don't want anyone taking a non-epic feat (for fulfilling requirements, etc.) to feel penalized that way.
For now it's at the very least filler for something else.

P.S. Keep in mind the area of effect and duration for Elemental Tempest. Also, Epic doesn't always mean you kill the monster of the same level in a couple of shots. Destroying the castle in a single shot, moving a mountain, etc.


Here is a homebrew set of notes for epic rules redone for Pathfinder. High levels are already convoluted as is so these rules are designed to stem the further appearance of complication as you advance into epic levels. This is NOT a complete set of rules, just a headstart on making better epic rules. Critique and enjoy.

Epic Level Advancement Benefits
Level 1 - epic feat, epic save bonus +1
Level 2 - feat
Level 3 - epic feat, epic save bonus +2
Level 4 - feat , +1 to any ability score
Level 5 - epic feat, epic save bonus +3
Level 6 - feat
Level 7 - epic feat, epic save bonus +4
Level 8 - feat, +1 to any ability score
Level 9 - epic feat, epic save bonus +5
Level 10 - feat
etc.

BaB continues to increase based depending on what class you advance in.

BaB beyond +20/+15/+10/+5 uses the following progression whenever your BaB would increase due to level advancement, capping at +20 per attack.
When you would gain an increase in BaB at maximum bonus, you gain a bonus combat feat instead.

BaB Progression beyond non-epic maximum
BaB +20 (+1): +20/+16/+11/+6
BaB +20 (+2): +20/+17/+12/+7
BaB +20 (+3): +20/+18/+13/+8
BaB +20 (+4): +20/+19/+14/+9
BaB +20 (+5): +20/+20/+15/+10
BaB +20 (+6): +20/+20/+16/+11
BaB +20 (+7): +20/+20/+17/+12
BaB +20 (+8): +20/+20/+18/+13
BaB +20 (+9): +20/+20/+19/+14
BaB +20 (+10): +20/+20/+20/+15
BaB +20 (+11): +20/+20/+20/+16
BaB +20 (+12): +20/+20/+20/+17
BaB +20 (+13): +20/+20/+20/+18
BaB +20 (+14): +20/+20/+20/+19
BaB +20 (+15): +20/+20/+20/+20

Hit Points and skill ranks also continue to increase depending on what class you advance in.

Gain a level in an epic class that you qualify for or a level in a base or prestige class.

Saving throws no longer increase by class level. You instead receive an epic bonus to all saving throws at 1st level and every 2 levels afterward.

Gain an epic feat at 1st level. Gain another epic feat every 2 levels after 1st.

Gain a non-epic feat at 2nd level. Gain another non-epic feat every 2 levels after 2nd.

Add 1 point to any ability score at every fourth level.

Epic Fighter (21st+)
+d10 HP per level
+2 skill ranks per level
Epic Armor Mastery: The fighter's DR from her armor mastery feature increases by 1 every level.
Epic Weapon Mastery: The fighter receives a +1 bonus to confirm threats with all other weapons of the same group as the weapon chosen for the weapon mastery feature. This bonus increases by 1 every level.
Bonus feats: The fighter gains a bonus feat at 21st level and every two levels afterward. These bonus feats must be selected from either fighter bonus feats or combat feats. Epic feats can not be selected for this feature.

<Here's an epic feat that synergizes with the epic fighter>
Eclectic Weapon Mastery [Epic]
Prerequisite: weapon mastery class feature
Benefit: You can not be disarmed when wielding any other weapon of the same group as the weapon chosen for your weapon mastery feature.
In addition, your damage multiplier when wielding any other weapon of the same group is increased by 1 (a x2 becomes a x3 for example)

***Epic Magic Weapons and Armor***

+5 is the maximum cap for enhancement bonus.

+10 is the maximum cap for effective bonus.

Ex. +5 holy (+2) axiomatic (+2) flaming (+1) weapon
Ex. +4 holy (+2) axiomatic (+2) flaming burst (+2) weapon

Artifacts are the exemption to this rule.

***Epic Spells***
Your Spellcraft must be at 21 or more ranks.
You must have access to level 9 sorceror/wizard or cleric spells or level 6 bard spells to research an epic spell of the respective type (level 9 cleric for an epic cleric spell, level 6 bard for an epic bard spell etc.).

You gain epic spellcasting slots. these can be used for adding the benefits of metamagic feats beyond the highest non-epic level you can cast at.
Ex. Use an Epic +1 slot for a heightened (+1) 9th level spell.
Ex. Use an Epic +1 slot for a heightened (+1), stilled (+1) 8th level spell.

Level 1 - 1 Epic +1
Level 2 - 2 Epic +1
Level 3 - 2 Epic +1, 1 Epic +2
Level 4 - 3 Epic +1, 2 Epic +2
Level 5 - 3 Epic +1, 2 Epic +2, 1 Epic +3
Level 6 - 4 Epic +1, 3 Epic +2, 2 Epic +3
Level 7 - 4 Epic +1, 3 Epic +2, 2 Epic +3, 1 Epic +4
Level 8 - 4 Epic +1, 4 Epic +2, 3 Epic +3, 2 Epic +4
Level 9 - 4 Epic +1, 4 Epic +2, 3 Epic +3, 2 Epic +4, 1 Epic +5
Level 10 - 4 Epic +1, 4 Epic +2, 4 Epic +3, 3 Epic +4, 2 Epic +5
etc.

Epic Spells are spells of levels higher than the highest non-epic spell level of a class (ex. level 7 bard spell). These spells must be researched, costing time and materials like crafting a magic item does.
The material cost in gp does not have to be spent all at once. The time cost is the minimum amount of time required for research. It may take longer depending on how soon the material cost is spent.

Epic Level +1: 100,000 gp and 1 week.
Epic Level +2: 300,000 gp and 1 month.
Epic Level +3: 600,000 gp and 2 months.
Epic Level +4: 1,000,000 gp and 5 months.
Epic Level +5: 1,500,000 gp and 1 year.

Elemental Tempest (Sorceror/Wizard 10)
Conjuration (creation) [acid, cold, electricity, fire]
Casting Time 2 rounds
Components V, S, M (1 sapphire, 1 ruby, 1 diamond, and 1 opal, each costing 100 or more gp)
Range Medium (100 ft. + 10 ft./level)
Area cylinder (30-ft. radius, 60 ft. high)
Duration 2 rounds
Saving Throw Reflex half, Spell Resistance yes
An elemental tempest creates a swirling tornado-like column of elemental forces. The spell deals 15d6 points (total, not each) of acid, cold, electricity, and fire damage. Damage is reduced based on your lowest resistance (or highest vulnerability) to any of the four types of damage dealt by the tempest.
During the first round of casting, the caster is sheathed in a scintillating aura that gives a +5 deflection bonus to AC and resistance 50 against each of the types of damage dealt by the tempest.
During the second round of casting, the deflection bonus increases to +8 and the resistance is replaced by immunity.
The aura lasts until the spell's duration ends.


There's a free dungeon crawl game called angband. In the newest version, they did something interesting with healing potions. I wonder if it would be good to apply something similar to Pathfinder cure spells?

Cure Light Wounds - heals 10% of target's maximum hit points (minimum 5).
also restores 1 point of physical ability damage

Cure Moderate Wounds - heals 20% of target's maximum hit points (minimum 15)
also cures fatigued condition or downgrades exhausted to fatigued
also restores 2 points of physical ability damage

Cure Serious Wounds - heals 30% of target's maximum hit points (minimum 25)
also cures exhausted or fatigued condition
also restores 3 points of physical ability damage

Cure Critical Wounds - heals 40% of target's maximum hit points (minimum 35)
also cures exhausted or fatigued condition
also cures nauseated or sickened condition
also restores 4 points of physical ability damage

I always found it strange that a spell that is called cure wounds doesn't cure wounds to the body such as Str, Dex, or Con damage.

This way Restoration spells don't have to be staples at certain levels.The party doesn't automatically have to turn back if they've taken too much Con damage from an encounter and not enough restoration spells.items. DMs don't have to be afraid to use ability damaging monsters for fear of pissing off the melee types because too much Str, Dex, or Con damage can effectively cramp their style.


minkscooter wrote:

I like these ideas! It's not clear whether "Short Ranged Option" was intended for the area healing. Do you want area healing to be ranged? Or centered on the caster?

For the necromancy spell, I'd like a spell to drain hp from enemies into yourself. Another spell I like is to sacrifice some number of your own hp to heal twice as many in an adjacent ally. It's sort of like an active version of the passive paladin spell shield other, and I'm not sure who should cast it.

Sphere of Vitalization - 20-foot burst, Medium range. heals X hit points for living creatures, damages undead creatures for X damage

In the absence of an arcane caster in a battle against undead, the divine caster could do crowd control without having to move closer to the front line.

Draining Tendrils - 10-foot burst centered on caster, all enemies take X damage, caster regains Y hit points per enemy damaged.

Some people prefer melee caster builds so HP drain spells would be useful for staying up during the fight.


I think that more options for healing other than the cure spells should be included.

There is party pressure for the party healer to heal so perhaps if new healing spells were added that did more than just heal.

For example;

-Healing Aura (1 round/level) - any ally within 20 feet gains fast healing X + (caster's key spellcasting ability mod.).
-Bolstering Cure - heal X hit points and target gains (caster's key spellcasting ability mod.) as a divine bonus to attack rolls, saving throws, ability checks, and skill checks for 1 round.
-Protective Cure - heal X hit points and target gains (caster's key spellcasting ability mod.) as a divine bonus to AC and saving throws for 1 round.
-Restore and Regroup - heal X hit points and target is teleported 5 feet x (caster's key spellcasting ability mod.).

They won't heal as much as straight cure spells but they'll give an interesting tactical perspective to magical healers.

If a party healer has to heal, there might as well be a better variety of ways to cure instead of one flavor ALL the time. This will make magical healing more fun and less like a hassle.


Do you believe that healing spells such as the cure spells need to heal more hit points?

Do you believe that more spells that provde healing should be added?

Do you believe that certain spells should provide healing in addition to their current effects?

Should arcane spells be able to provide healing as well?

I'm curious about what would happen if the following were to happen:

1. The buff spells (Bear's Endurance, Bull' Strength, etc.) cure X amount of hit points, representing the "feeling" of empowerment as the recipient's bodies are augmented.

2. A Necromancy sorceror/wizard spell were introduced that could transfer hit points between willing targets, helping the party to have a minimum amount of health per member in the absence of a cleric or cure potions/wand.

3. A Necromancy sorceror/wizard spell were introduced that could allow the sorceror/wizard to sacrifice arcane spells/slots for personal or ally healing.

4. The cure spells cure Xd8 + 2x caster level instead of 1X caster level. The inflict spells would deal more as well.

Let's see some arguments and suggestions for or against boosting magical healing.


I believe that it would be easier to gain a solid perspective of the current state of the spell selection in Pathfinder if we put together a good overview of all the spells that are most commonly used in actual play and why they see so much play.

Here are some of the spells I've seen used alot. Over 80% of the games I've played in have been combat-heavy though.

magic missile - hard to argue with an automatic hit that deals force damage

fireball - toss one in the room and close the door, sweep the BBEG's minions so that the party can gang up on the few (or just the one) that are left

teleport - get around the obstacles or just get out without having to hoof it

dispel magic - magical obstacles and enemy buffs and ally debuffs - strong versatility especially in a magic-rich campaign

If you've got a list of spells/reasons or any interesting staple-related game history, please feel free to share.


Who's to say Sigil hasn't been destroyed and rebuilt in the past...

Oldest in existence perhaps...Oldest in unrecorded history perhaps not...


Perhaps if each target of the spell were allowed a Reflex saving throw to avoid being the target of a grapple before the grappling attempt takes place?

"The floor underneath the Captain and his brigade grew dark. Black tentacles spawned quickly from the darkened area and attempted to snare the soldiers. The few who leaped out of the path of the tentacles in time, including the Captain herself, watched as those who remained where they stood had to fight off the unearthly attackers."


I experimented with Counterspell as an immediate abjuration spell years ago. The caster and the target had to make opposed caster level checks, gaining a bonus or penalty depending on who was using a higher level spell.

My specialist abjurer didn't get much use of it though, since fighting against spell-casting enemies was rarer than I would have liked or the spell-casting enemy was killed before I got a chance to use the spell. I ended up having a dead space more or less in my spell selection for a lot of adventures. That is why Counterspelling should not be an actual spell unless it is something like a counter spellng zone that persists for 1 round/level where the first caster to cast a spell must make an opposed caster level check against the caster.

A rule should also be added that no immediate or swift action spell can be counterspelled by a counterspell attack since such a spell is cast too quickly to be effectively countered.

The rules for counterspell were made before the introduction of swift and immediate actions so they don't account for swift and immediate actions.


Jason Bulmahn wrote:

Well, first off, we cannot use mind flayer in any way, they are not open content.

Technically the actual term "mind flayer" is not copyrightable since it is not a proper name (the term "i******d" is however copyrightable). A different creature design called "mind flayer" can actually be used as open content.

If your description of the creature also deviates enough, it should be fine. Otherwise, WOTC would be sued a LOT more than they have been for their use of similar yet not same descriptions of similar yet not same creatures (their version of unicorn, satyr, dragon, etc.).

For example, a magical humanoid race originally created as a slave race from squids. They have tentacle-mouths and five-digited hands. They have the ability to spit ink to blind their enemies and build their cities underwater. When they feed, they burrow into the skulls of humanoids using a hidden set of razored tentacles within their mouths. They are known as "klynar".

WOTC can threaten to sue only so far as they are willing to be sued themselves. Use "mind flayer" as described above and they can't really do anything since it should satisfy copyright law.

If I am mistaken, feel free to correct me on this. I am not an expert on IP law like Kenzer over at Kenzer and Company.


I would like to suggest the following change to counterspelling mechanics.

1. Counterspelling is an immediate action (once per round for those unfamiliar with immediate action rules).
2. Instead of readying a spell to counterspell, you expend a spell or spell slot to make a ranged touch attack against the desired target. The target must be within 30 feet.
3. On a successful hit, the target must make a caster level check or lose the spell.
4. The DC for the check is equal to 10 + 1d4 per spell level of the expended spell/spell slot + key spellcasting ability modifier of the counterspeller.
5. The counterspeller's place in the initiative order must be higher than the target's. (???)

Premise?
This simulates magical energy flung by the counterspeller to disrupt the flow of magical energy being focused by the target.

Balance?
This requires both a ranged touch attack as well as a check failure by the target to work.
It is immediate but the counterspeller still sacrifices his/her spell/spell slot to do this.

Design Options?
Feats can improve the DC and range of the counterspell attack. Feats may add additional effects such as entangling the target on a successful counterspell. Spells may be cast to augment counterspelling attempts as well.

This probably won't be everyone's cup of tea but it will probably see a decent amount of use as opposed to the current mechanic which is used rarely.


Here's a thought:

Apply massive damage rules ONLY when a PC deals massive damage to an enemy. This way you can have the awesome moments where a PC throws a javelin into a BBEG's head without worrying about the bad guy doing the same. More fun, less hassle.

Furthermore, I think the DC should be 15 + 1 per 5 points of damage over 50.

55-59 = DC 16
60-64 = DC 17
65-69 = DC 18
etc.

Either a size bonus/penalty or different thresholds for different sizes should apply as well.


I think that it would save players lot of time if instead of starting with X gold, they received an equipment package based on their starting class.

The basics such as traveler's clothes, backpack, torch/sunrod, rations, sack, belt pouch x2 would be automatic for every class. Everyone would receive 50-100 gp including their class benefit items to round out their characters' personal effects.

Fighter, Paladin would receive 2 melee weapons, 1 ranged weapon, armor of choice, shield

Ranger would receive 2 melee weapons, 1 ranged weapon, light armor of choice, flint and steel

Cleric would receive wooden holy symbol, 1 melee weapon, 1 ranged weapon, armor of choice, shield

Wizard would receive 1st level wand, mortar and pestle, spell component pouch x2, scroll case, paper, quill, ink, spellbook

Sorceror would receive 1 melee weapon, 1 ranged weapon, spell component pouch x2

Whatever wealth discrepancies may exist here would become insignificant over the next few levels after 1st.

What's the point of having heavy armor proficiency if you can't afford heavy armor? I usually traded for a different feat at 1st and got heavy armor at 3rd.

If 1st level adventurers are assumed to be fully-fledged then their equipment should match their readiness. Otherwise 2nd or 3rd level should be assumed to be starting level.

What do you think?


Here is a partial fix of the arcane archer. How would you compare this to base beta classes at the same character levels (8th to 17th at earliest)?

Keep in mind this is not an entirely rebuilt version but rather a tweaked version of the arcane archer presented in the downloaded pdf file. The greater part of it is still the same as in the download.

Notes
1. The imbue arrow feature has been tweaked to make use of spells that the arcane archer is actually expected to have at the level the feature is gained. (area spells coming up more often by 5th caster level rather than 1st or 2nd).
2. A smaller base attack progression coincides with increasing caster level, gaining caster level on levels where base attack bonus does not go up.
3. Breakthrough allows the archer to keep up with the main target of his attack in terms of overcoming spell resistance. At the level you get this, monsters with spell resistance do have a tendency to pop up now and then. Pure spellcasters will still be much better at overcoming spell resistance but with this the arcane archer at least has a reasonable shot at it.
Being situational, as not EVERY monster encountered will have SR, the increasing bonus should not overpower the character.
4. Arrow of death has been removed, making hail of arrows, an additional use of magic arrow and breakthrough at +4 the capstone of the prestige class.
5. Magic Arrow is a single attack against a single target, so the arcane archer's regular attacks will probably not be overshadowed too much.
6. The combination of breakthrough, magic arrow, and 1/2 caster level increase should make the arcane archer viable for potential epic progression.

ARCANE ARCHER
Hit Die: d8

Requirements
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)
Spells: Ability to cast 1st-level arcane spells

Class Skills
Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis)
Skill Points at Each Level: 4 + Int modifier

BAB progression: 3/4
Poor Fort save, Good Reflex save, Good Will save

Level
1st - (BAB +0) Enhance arrows (magic), magic arrow (1d6), 1/2 spellcasting level progression
2nd - (BAB +1) Imbue arrow (touch)
3rd - (BAB +2) Enhance arrows (elemental), magic arrow (2d6)
4th - (BAB +3) Seeker arrow, breakthrough +1
5th - (BAB +3) Enhance arrows (distance), magic arrow 2/day
6th - (BAB +4) Phase arrow, breakthrough +2, magic arrow (3d6)
7th - (BAB +5) Enhance arrows (elemental burst)
8th - (BAB +6) Imbue arrow (area), breakthrough +3
9th - (BAB +6) Enhance arrows (aligned), magic arrow (4d6)
10th - (BAB +7) Breakthrough +4, hail of arrows, magic arrow 3/day,

Class Features

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, and light armors.

Spells per Day: At 1st and every odd level of arcane archer afterwards, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.

Enhance Arrows (Su): [same as before]

Magic Arrow (Su): Once per day, the arcane archer can conjure a magic arrow of force as part of a ranged attack wielding a longbow or shortbow. As a standard action, the arcane archer makes a single ranged touch attack using the magic arrow. Upon striking the target, the arrow deals 1d6 points of force damage + an additional 1d6 force damage per three levels of arcane archer.
Any special properties normally applied by the longbow or shortbow (ex. flaming longbow) or abilities possessed by the arcane archer (ex. imbue arrow) are applied to the magic arrow as if it were a normal arrow.
At 5th level and 10th level, the arcane archer gains an additional use of magic arrow per day.

Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the target of the arrow becomes the target of the touch spell, hitting if the arrow itself hits the target. It takes a standard action to cast the spell and fire the arrow.
At 8th level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. If the arrow hits a creature, the creature is automatically hit by the area spell. For example, a fireball-imbued arrow that hits its target would allow every other target in the area other than the target of the arrow a Reflex saving throw for half damage.

Seeker Arrow (Sp): [same as before]

Phase Arrow (Sp): [same as before]

Breakthrough (Su): At 4th level, an arcane archer gains a +1 bonus to overcome the spell resistance of the target of an arrow that the arcane archer has imbued with a spell using his imbue arrow class feature. If imbuing with an area spell, this does not include other targets within the affected area, only the target of the arrow itself.
At every even level afterwards, this bonus increases by 1 (+2 at 6th level, +3 at 8th level, +4 at 10th level).

Hail of Arrows (Sp): [now at 10th level]


This is an all-inclusive thread for desired changes to the requirements that characters must fulfill to advance in the beta prestige classes.

I'll start off with the assassin and the arcane archer.

With the assassin, I believe that the alignment requirement is a bit unrealistic. Take for example, the intelligence operative assigned to take out a confirmed terrorist leader. The agent sent as an assassin certainly has the skills of an assassin but isn't necessarily evil. In fact a good person may indeed develop the skills of an assassin to eliminate evil threats to society. He/she doesn't have to like what he/she does, but having a conscience doesn't prevent him/her from having the sort of skill set represented by the assassin prestige class for his/her line of work.
Unless a blatantly evil-themed class feature like unholy aura is added to the class, I believe that the alignment restriction should be stricken.

With the arcane archer, I believe that the racial requirement is illogical since none of the prestige class' features have anything to do with the racial features of an elf or half-elf. For example, improved low-light vision, which extends the range of low-light vision, or unearthly allure, giving a bonus to Charisma-based skill checks.
Therefore the arcane archer class should be open to any race capable of using magic.


The thread focuses on the design of the shadow dancer's shade companion.

What are your thoughts and how would you like this feature changed if at all?

I would like to see the following changes, all made together for balance:

1. The shade has HP equal to the shadow dancer, being a true shadow of the character.
2. The shade's BAB and saving throw values are equal to the BAB and saving throw values of the shadow dancer, "dancing" parallel in combat just as a true shadow would.
3. The shadow dancer can dismiss the shade as a free action, summoning it back as a swift action. No Fortitude save (I always felt that was ridiculous since the shade is actually absorbed back into your shadow, making you feel more whole.).
4. If the shade is destroyed, the shadow dancer makes a DC 15 Fortitude save or takes 1d6 points of damage per level of shadow dancer, symbolizing the growing bond between the shadow dancer and the shade.
5. The shade must remain within 10 feet of the shadow dancer. A later feat can improve this range. At the end of each round that the shade moves outside the limit, the shadow dancer must make a DC 15 Fortitude save or take 1 point of damage per level of shadow dancer, representng the mental and physical strain on the shadow dancer.