Hey, I am currently trying to convert an older adventure to Pathfinder rules and I've hit a snag. I have the bestiary here in front of me and for the life of me I cannot understand how you calculate the saving throws for a juvenile black dragon. A young black dragon has Fort +9, Ref +8, Will +7
But where exactly do you get this base save bonus.. for the aforementioned young black HD is Base + 4. Base HD is 4d12 but I don't know what that has to do with anything. Dex for the dragon is 14, Con 17 and Wis 13 so those do account for the differences. When I look at the adult black dragon I can't follow how the young black dragons saving throws turn into the adult ones saving throws. It has Base + 10 but its saving throws do not increase by 6 (+stat modifiers) Best regards,
Seek and you shall find. I little bit of googling and I found this place: http://www.d20pfsrd.com/extras/pathfinder-faq Q: I was trying to stat up a horse animal companion when I realized under druid animal companions, the advanced horse section says special ability: war trained (see Pathfinder Bestiary). I looked, but did not see anything. What exactly is this referring to in the bestiary? A: (James Jacobs 11/25/09) War trained is actually detailed in the Pathfinder RPG Core Rulebook under the description of "Handle Animal," on page 98. Of course, there it's called "Combat Training." It's one of the "general purpose" trainings you can give an animal. As detailed on page 177 of the Bestiary, horses in particular gain a special benefit once they're combat trained-their hooves are from that point treated as primary weapons, not secondary ones. So the hooves are primary weapons which answers the main point of my question.
Heyas, Yesterday we started a mini-campaign and one of the characters decided to make a 5th level paladin. He decided on a horse as his mount. We played the first session and I think we made some mistakes in creating this mount because it was amazingly good in combat. First of all I decided that we would go with the horse in druid class section and mostly forget the heavy horse in the bestiary (a ignore the word -heavy- in the paladin description). The mount has attacks bite and hooves (2). These hooves are marked as secondary natural attacks. Since the paladin is a 5th level character the mount gained the "combat trained" feature. Does this mean the same thing as in the bestiary "war trained" under Horse. Which states that the hooves are only secondary attacks if the mount is lacking this "war training". There is no mention of war (or in combat training) about natural attacks. Also since the mount gained the combat trained -training. Can you in addition train the mount the 2 bonus tricks which are mentioned in druid animal companion? It says something in handle animal that a mount loses its tricks when it gains combat training. Right now the mount has three attacks:
If the hooves are still secondary attacks the hooves would be:
Also if there is a rider on a mount can the mount really do 1 bite, 2 hooves and still allow the rider to do its attacks? And another thing since the mount has intelligence of 6, do you really need to teach it tricks or combat/wartraining since it is so "smart" ? And I just realised a horse is a large creature so its size should lower its attack and AC by 1? Sorry about all these questions but my fingers would just not stop :) Best regards,
Sorry about the noobish quest but I have a question about ranged touch attacks. Specifically do you have to account for the range modifiers for them? Example Sorcerer Aberrant bloodline power Acidic ray states that you can fire that baby to 30 feet. What kind of range modifiers would you get? Best regards,
Heyas, We are wrapping up Crimson Throne (I am a player) and since our gm is leaving for some military stuff soonish I think I'll be the interim gm. I ordered the Shackled City hardcover and I might use it for our game while he is away (well he will participate at some point when he gets back). Now I could use some pointers/suggestions. I think I want to keep the adventure in the Greyhawk world but I am not sure what books I should read just to be informed about greahawkish things. I have only a rudimentary knowledge about the setting and I realize that there is a ton of books about it. What do you suggest I read?
Since we have been playing Crimson Throne with Pathfinder beta (and now pathfinder ) rules, I am tempted to use them. Do you foresee any big issues with this? I am not that familiar with the normal 3.5 rules so it actually might be even more difficult to use them ( to "unlearn" the changes). Best regards,
We have been playing Curse of the Crimson Throne adventure path with the beta rules of Pathfinder RPG and naturally we have found loot with magic items. For example Periapt of Wisdom +2 and Gloves of Dexterity +2. Naturally they are fairly straighforward items but we have a question. Since Pathfinder beta rules do not have these items listed in magic items do you intend that they do not exist? There are similar items, belts and headbands, which give ability bonuses but only those. Is the intention that there is only one type of magic item that gives int/wis/cha bonuses and one type of item that gives out str/dex/con bonuses? So one could not put on a belt of dexterity -and- gloves of dexterity ? Best regards,
Star Wars D20 had an interesting system of Vitality and Toughness which explained the HP system quite well imho. Vitality was like hitpoints and you gained some more every level.
Toughness was equal to your constitution. Hits to toughness were actual hits and you bled on them. Whenever you were hit, you first lost vitality points. After they ran out you started to get hit onto toughness. However critical hits hit directly to your toughness and you could actually die from a single blaster shot regardless of level. I might remember specifics wrong since its been a couple of years since I played it, but the idea is roughly that. How would this relate to heal spells, dunno for real. Would require a helluva lot of redesign I think. :) Just a few pence,
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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
So, because I have way too much free time, I decided to have some fun in Photoshop, and provide a handy tool for fellow GMs: Status Condition cards. Check it out here: Image Madness Grab them from the site and distribute them as you see fit. I find that printing them in a 3x3 array with Windows Photo Gallery (Windows Picture and Fax Viewer in XP) yields some good results. I also suggest laminating them, so players can write on them then wipe them off easily, though any numeric values can be dealt with using dice. Put those D12s to use! Don't forget to reduce the size on them. They are by default pretty big. Each card has a color version (sort of?) for those who like copy stores or buying new ink, and a black and white version for those who like cheap or happen to have reams and reams of ivory colored cardstock sitting around their apartments because a certain relation thought it would be a great idea to purchase heaping piles of it. Anyways, I hope people like these. I'll try to work up some more quick reference cards later.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Who owns the content of the previously printed Dungeon and Dragon magazines? Are all the gameplay mechanics introduced therein owned by Wizards? Does Paizo retain any rights to content as publisher/ editorial staff? I'm looking for places to mine content that has a chance of becoming officially parts of pathfinder, and seeing how they can adapt ahead of time. Dragon and Dungeon magazines were a treasure trove of wonderful ways to make and break the game. I'm hoping that some of that content can enter in to the core book rather than wallow in back issues. Has this been addressed yet? Does anybody know?
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
As an addendum to the above, some of the aspects of Autohypnosis could be included as well. -Ignore Caltrop Wound (DC 18 to ignore the movement penalty)
More stuff for me to try out. Looks like I'm going to have to take bigger steps towards kill my party. Hooray!
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Warforged are the first race I've ever seen without a level adjustment that GMs will flat out refuse to allow in to their games. Personally, I love the metal guys. However, with the increase in over all racial power, do they deserve a little more love? Or are they good enough as is? How do they work with the revamped classes? This is what I'm out to discuss. With the new racial ability adjustments, I think that, despite their powers as living constructs, warforged score penalties are a little unbalanced compared to the other races. I think that removing the Wisdom penalty would fix this rather nicely. Wisdom is, arguably, a more important score than charisma, but just about every casting class uses charisma in some way now, so it's still a good hit to balance against the constitution bonus. As far as removing the wisdom penalty goes, this allows warforged clerics and druids to be, well, viable. And, for melee classes, it helps improve their will saves a bit. Since they are by nature constructs, but don't have the mind affecting immunity, it's sort more fair for them to NOT have the wisdom penalty. Barbarian: With the changes to rage, Warforged previous Tireless Rage at level 0 is no longer anywhere near as awesome as it was before. This is actually an excellent fix on the race/ class combination that I think was somewhat inadvertant. Bard: Nothing particularly good or bad here. If warforged keep the charisma penalty, they are less effective bards. Though, with bards being more melee capable now, this is something that could be fun to see. A character who plays his metal abs? Washboard stomache taken too far? Cleric: Divine Conduits are always nice to have around. Especially now that the cleric isn't the walking pile of cure spells any more. Clerics have always had a lot of potential in melee, and now they have the potential to main tank for the party. Removing the wisdom penalty ensures that the warforged cleric can still cast some of those later game useful spells. Like Ressurection. Sort of handy to have, is all I'm saying. Fighter: My question here is if Warforged should benefit from the Armor Training. I say that they should, as long as they are utilizing feated armor. Either Mithril Body, Ironwood Body, or Admantite Body. Composite Plating imposes no max dex bonus or armor check penalty. As such, it's the characters skin. You don't get better at being you. The feat armors are more armorlike (carapace, maybe?), and as such, deserve to benefit from the class ability. As it stands, Mithril Body is still technically worse from the getgo than a Mithril shirt (5 armor/ 5 max dex -2 check penalty (effectively) vs 4 armor/ 6 max dex no check penalty), and Admantite Body is strictly worse than a full plate, since it CAN'T be made if any special materials. I view it as the warforged getting increasingly used to moving about in his armored body. And, don't forget, warfored CAN'T improve their base armor outside of enancement bonuses. Also, Fighter is their favored class. Let's show some favoritism. Monk: Warforged monks are comedy gold. Officially, in 3.5, warforged composite plating AC stacks with the monk bonuses. Never saw that as game breaking, and see it as less hugetacular now. Still good, but with some of the perks of other races, eh, not the best thing in the whole world. Paladin: I think the Warforged Paladin Substitution Levels from Races of Eberron fixed this issue pretty good. Not enough sweeping paladin changes to make this one much of an issue with that material around. Rangers: With the changes to the ranger that make it a class people might actually want to play, a Warforged Ranger would be a fun character. A literally tireless tracker, built to hunt down particular foes. Conceptually, it's pretty cool. He doesn't get quite as much usage out of Survial as other races (hooray for not eating!), but the race class combination is just sort of cool now. Rogue: Charisma penalty tends to keep warforged rogues in the front lines, or in deep cover. Less diplomacy, more stabby here. At most, they'd take Mithril Body, if they really were hard up to stand next to the fighter, but the check penalty might put that off a bit. Combat race, combat class, good match. Sorcerer: This one's a little strange. With the Cha penalty, this isn't overly appealing, but some of the bloodlines could make for a very neat character. As a GM, I'd rule carefully which ones a warforged could take. Abyssal, Arcane, Celestial, Destined, Elemental, and Infernal all make some sense. Short answer: parts used to create the warfored are from those planes, or in the case of Destined, he's just meant to be a hero. The ones that don't really fly (Abberant, Draconic, Fey, and Undead), really require a character to be descended from something. Eww. Grandpappy was a zombie. Built in spell failure still hurts. Thank goodness for Combat feats. Wizard: Probably the better Arcane option for Warforged. Play off the thinking machine aspect for EZRP. With the improved Hit Die, the nifty class features, and the fact that ANYBODY can be a wizard, this is a nice match. The Arcane Bond over the Familiar would be a great path to follow as well. The magical pet would be less appealing for a race that is inherently somewhat of loners. I can see a warfored relating to his things more than to a magical critter.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
One of the features of the Alpha 3 book I liked the most was the Designer Notes boxes. I would actually like to see some of these, or something like these in the final release of the game. Insight in to the design process of a game can enhance play experience. Knowing why a certain decision was made, or in may cases, what options were considered can give a better understanding of the game, and grant new ways to look at different abilities and rules. My favorite part about the designer notes are the ones that list different options for a given mechanic, and the request to try them out, and see which works best. Why only pick one to be in the book? If different ways create a different feel to the game, but don't drastically alter mechanics, why not let players and GMs pick the one they want? Starting and level up HP have always been a headache for players and GMs alike. How many campaigns has everyone here been in that started at level 3, because nobody likes being a squishy for the 30ish encounters it takes to get to a hit point total that isn't laughable? Well, we now have 5 different ways of generating starting hit points. Each of them plays to a differnt feel in a campaign. I like the racial HP bonus, because I think it's flavorfull. A munchkin in my group like the Constitution method, because he gets to be a small tank at level 1. The skill revision notes give an excellent insight in to what has been an ongoing issue with the game system. This is good example where a descision had to be made, because so much relies on skills. The justification for the choice, and the adaption for prestige classes offered are also a great help to players and GMs converting their campaigns or using non Pathfinder source material. Using the Designer Note within the rules themselves places these things in a nice sidebar for quick reference, and has some insight attatched to it. I'd like to see some of the designer notes left in the finished product. They wouldn't need to be labled as such; call them something like Worldbuilder Notes. Whatever. The important thing is they are a good way to include clarifications, adaptions, examples, insight, and general information that wouldn't fit in with the normal flow of the book. |