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Liberty's Edge

The crusade spell description on p. 327 starts off:

Quote:
You issue a divine mandate to the targets. you pronounce a cause.

Not sure whether a word is missing, or whether the second "you" should just be capitalized, or the two sentences conjoined with a semi-colon.

Suggested correction: Change these two sentences to "You issue a divine mandate to the targets, pronouncing a cause."

Liberty's Edge

The rarity index entry on p. 635 lists an occurrence on p. 535, but the Item Rarity sidebar it's referencing actually appears on p. 534.

Correction: Change "535" to "534" in the rarity index entry on p. 635.

Liberty's Edge

There's a newly-updated PDF of the GM Screen, but it still has the error you mention, so I'm not sure what was changed. Like you, I've had no luck finding an errata document for the screen.

Liberty's Edge

Gary Teter wrote:
The Beginner Box pawns are printed on both sides. The same image is used for each side.
Sean K Reynolds wrote:
As Gary said, the pawns have art on both sides.

...and that's what I get for shooting my mouth off before the box arrived. Thanks for the corrections, both of you.

Liberty's Edge

Gray Tiger wrote:
My only complaint with the Beginner Box figures is that they aren't two-sided.

I agree with this: I'd love to have two-sided figures, not for facing (which, as others have pointed out, isn't an issue in Pathfinder), but just so that everyone can see what's on the figure without needing to turn it. Battlemaps are usually in the middle of the table, so one-sided figures mean someone will be looking at a blank side; that'll make it harder to tell who's a PC and who's an opponent or NPC.

Having the same art on both sides would be fine for me. This would definitely increase the odds of my buying separately-sold sets of figures (which I think are a brilliant idea).

Liberty's Edge

I placed order #1738949 on 7 July (a single-item pre-order) and would like to cancel this order. Please let me know if you need any further details or confirmation from me to cancel the order.

Thanks!

Doug

Liberty's Edge

Please cancel the following four of my subscriptions:

- Pathfinder Adventure Path
- Pathfinder Campaign Setting
- Pathfinder Player Companion
- Pathfinder Module

This should leave only the Pathfinder Roleplaying Game subscription active.

Let me know if you need any further information from me to process these cancellations, please.

Thanks!

Liberty's Edge

Along somewhat similar lines, I give half-orcs +2 to any one ability score (per the Core Rules) and the option to additionally get -2 Int and +2 Str or Con -- representing a half-orc who takes more strongly after the orc parent.

I don't allow the +2 bonuses to stack: you can't take the "more orcish" option to get -2 Int and +2 Str and then add your floating +2 to Str as well.

(I do the same thing for half-elves: +2 to any one score, and the option to also get -2 Con and +2 Dex or Int, again with no stacking of bonuses.)

Liberty's Edge

rando1000 wrote:

In the 3.5 SRD, a wolf gains a free trip attack if it hits with it's bite, essentially pulling it's victim off his feet. This free trip attack gains no AoO, and cannot be counter-tripped.

Not yet having monster information specific to Pathfinder, should I assume this rule holds true in the Pathfinder system, and that the victim not only doesn't get an AoO, against the trip, but that the wolf cannot trip itself up by missing it's attempt by more than 10?

The Pathfinder stats for the wolf are included in the free Bestiary Preview PDF. There's no detail on the trip attack: the damage just says "1d6+1 plus trip." Which suggests to me that it should be treated like a regular trip attack.

Liberty's Edge

Deyvantius wrote:
Really there shouldn't be any prestige classes. there should be a list of special abilities, that any character with the right pre-reqs can get. So Paladin's get divine Grace freely, but it becomes available to all characters with a Pre-Req of Say LVL 7 and CHA of 15 or greater. Then we could solve this entire debate easily.

I agree with the first part -- I dislike prestige classes in general -- but I do like the idea of qualifying in-game (so that you need the right contacts and some role-playing to join the Arcanists' Guild, rather than just the right Int score and level).

I'd just prefer to have qualified characters get expanded ranges of options, rather than a whole new class with a fixed progression of abilities.

So a wizard who joins the Guild, say, might have access to new feats, spells, and class-ability choices that a non-Guild wizard would not. This expands his options, but doesn't shunt him into a specific 5- or 10-level progression: not all Guild wizards would take the same options in the same order. It makes the prestige organization more useful (IMO) and more flavourful.

And I think a lot of the spells, feats, traits, and other options provided in the various Pathfinder Companion supplements would be ideal for this sort of use: perhaps only arcanists from the Westcrown Academy can learn the Dweomer Retaliation spell, and only monks of the Chelaxian Order are trained in the Cornugon Stun maneuver (feat)? In addition to making the supplements a ready-made source of prestige-group benefits, this also has the advantage of explaining why the new spells, feats, etc., aren't in more general use (i.e., why they aren't in the core rulebook).

(And yes, guess who just got the Cheliax PDF?) :-)

Liberty's Edge

Dragnmoon wrote:

You are missing a rule, It is called Favored Class.

At Every Level you have one class that if you take you either get 1 HP or 1 Skill Point, all the Pregens got HPs

it is on Pg 31 of the PFRPG.

That's it! I'd seen that rule, but I guess I was expecting that the character sheets would specify how those points were spent. Something like "Favored Class (Cleric): $NAME has +1 hit point from taking a level of her favored class."

Thanks to you (and the previous poster) for setting that straight for me.

Liberty's Edge

The glossary entry for "Hit Points" on p. 12 of the final PFRPG rulebook suggests that starting PCs should get (max die roll + Con modifier) hit points, rather than using any of the variant options which were advanced in the beta.

But the pregenerated 1st-level PCs available for Pathfinder Society play all have one extra hit point, and some of the pregens in the back of the Crypt of the Everflame module also have hit points differing from this formula, so I'm wondering: did I miss a rule, or are there just glitches in the pregens?

Here's my math for the Pathfinder Society pregens at level 1:

Cleric 1, Con 14 = 8 (maximum on 1d8) + 2 (Con bonus) = 10 hp. The character sheet shows "1d8+3" and 11 hp.

Fighter 1, Con 12 = 10 (maximum on 1d10) + 1 (Con bonus) = 11 hp. The character sheet shows "1d10+2" and 12 hp.

Rogue 1, Con 12 = 8 (maximum on 1d8) + 1 (Con bonus) = 9 hp. The character sheet shows "1d8+2" and 10 hp.

Wizard 1, Con 12 = 6 (maximum on 1d6) + 1 (Con bonus) = 7 hp. The character sheet shows "1d6+2" and 8 hp.

This isn't game-ending, obviously; I'm just wondering whether I've overlooked something in the rules, since every hit point counts at first level.

Liberty's Edge

Most of my "dislikes" are more "pet peeves with 3.5 that I didn't really expect PFRPG to address"; they haven't solved the multiclass-spellcaster problem, they haven't gotten rid of prestige classes (which I generally dislike), they still imply an economy where magic items are fairly easy to buy, etc.

I haven't had the chance to field-test the new rules yet (we're generating characters at this week's game session), but so far I haven't found any changes that immediately jump out at me as a bad idea. I may have more to offer once we get playing.

There are a few oversights to get me grumbling -- either there's no section explaining how to compute hit points at first level (is it maximum on the die, as in 3.x D&D?) or else I haven't yet found it. Similarly, I find myself missing the "level-up checklist" from the 3.x PHB; again, maybe this is present and I haven't stumbled across it.