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Some things to remember about burrow (emphasis mine)...
..snip...
So, no digging around those dungeons/buildings, and no creating tunnels for your mates (in most cases).
Also, a creature granted burrow that doesn't also gain blindsight, tremorsense, or at least blindsense is going to be moving as if totally blind...
For all animal abilities, however, I would like some clarity on things like fly (if I'm a creature with a better/worse fly speed and maneuver rating, does the spell change that?). Maybe reword the sentence something like this:
"If the form you assume has any of the following abilities you gain the listed ability: climb (maximum speed 30 feet), fly (maximum speed 30 feet, maximum maneuverability average), swim (maximum speed 30 feet), darkvision (maximum range 60 feet), low-light vision, and scent."
The problem lies in that there are creatures who can. In fact, while not knowing the full text of the polymorph subschool, I can point to one monster/animal that they could transform into at that level that allows just that. See the Dire Badger
Can't go through solid rock, but any short of it can, and it leaves a usable 5ft diameter tunnel. Big enough for the party to use. At 3HD or CR 2, I can't see the spell not allowing it.
Edit: Jason posted as I was typing/researching my post...

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Ah, Sunday. Only a few more days left until release 2 gets posted (crosses fingers). Here is yet another exciting preview.
Polymorph, and all of the abilities based off it such as Wild Shape, have undergone a wide variety of changes in the upcoming release.
This sounds Awesome, Jason. Thanks for sharing. I have been hoping for a 'better' implemented polymorph.
Really looking forward to A-2!
Robert

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First off, polymorph is no longer a spell, it is a subschool of transmutation. While I am not going to get into all the specifics right now, there are now a large number of spells in this new subschool.
I hope Disguise Self didn't accidentally end up in this new sub.
Alter Self yes, but not Disguise.
Always bothered me that Conjuration and Illusion had so many yet some of the others that seemed to need it like Evocation and Transmutation were ignored. (I could imagine Evocation being broken down into Fire/Ice/Force.)

Weylin Stormcrowe 798 |

Exactly what I was thinking.
While the listed 21 rage powers could be the "common base" for barbarians, a nice gazetteer (Pathfinder Companion? *hint*) could fill the details for the Golarion-specific tribes, such as the Shoanti.
I find really exiting the mutual benefit from crunch to fluff and vice versa: you a have a cool idea for a power, you develop a themed piece of history that backs it up, you have a cool concept for a background theme related to a specific tribe, you develop simple rules to reinforce the feeling of specialization.The same base concept can be morphed to suit different monk styles too, with a basic list of ki powers and a further development covering the details for fluff-heavy (with crunch backup!) Golarion monasteries.
Moreover the pool point framework gives a player a very nice balance of flexibility in game and strategic use of its character resources.
Good times...
I would be ecstatic to see monk's ki-abilities given the same treatment as the barbarian rage abilities. I think that would breath some good life into the monk instead of "do you punch and kick or do you grapple and trip".
-Weylin Stormcrowe

Pathos |

I would be ecstatic to see monk's ki-abilities given the same treatment as the barbarian rage abilities. I think that would breath some good life into the monk instead of "do you punch and kick or do you grapple and trip".
-Weylin Stormcrowe
I can see that... much like how the Ninja's Ki abilities work.

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erian_7 wrote:Some things to remember about burrow (emphasis mine)...
..snip...
So, no digging around those dungeons/buildings, and no creating tunnels for your mates (in most cases).
Also, a creature granted burrow that doesn't also gain blindsight, tremorsense, or at least blindsense is going to be moving as if totally blind...
For all animal abilities, however, I would like some clarity on things like fly (if I'm a creature with a better/worse fly speed and maneuver rating, does the spell change that?). Maybe reword the sentence something like this:
"If the form you assume has any of the following abilities you gain the listed ability: climb (maximum speed 30 feet), fly (maximum speed 30 feet, maximum maneuverability average), swim (maximum speed 30 feet), darkvision (maximum range 60 feet), low-light vision, and scent."
The problem lies in that there are creatures who can. In fact, while not knowing the full text of the polymorph subschool, I can point to one monster/animal that they could transform into at that level that allows just that. See the Dire Badger
Can't go through solid rock, but any short of it can, and it leaves a usable 5ft diameter tunnel. Big enough for the party to use. At 3HD or CR 2, I can't see the spell not allowing it.
Edit: Jason posted as I was typing/researching my post...
Actually it doesn't leave behind usable tunnels... but for Beast Shape I, I think Burrow is too much (5th level). By 9-10th level it's probably more appropriate.

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Actually it doesn't leave behind usable tunnels... but for Beast Shape I, I think Burrow is too much (5th level). By 9-10th level it's probably more appropriate.
Yes, it does.
A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
D20SRD.org is down...

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Where else would the CEO, the lead designer, and the publisher all hop on the message boards to update its beloved consumers who are eagerly awaiting the newest release!
I know it's a rhetorical question, but the answer is: Steve Jackson Games, maybe. Other than them, I can't think of anyone.

erian_7 |

I'm just not seeing the difficulty with burrow here, in comparison to what a caster at that level can already do--there was mention of bypassing standard dungeon layouts, but burrow is already outclassed there (gaseous form, or for those air-tight areas, blink). And if the party really needs that tunnel, summon monster III will call up that dire badger to take care of that job. As already noted, burrow grants little combat advantage when the burrower has no senses to otherwise make it useful. Basically, as I think about this spell granting burrow compared to what a 5th level wizard is already doing, it looks just fine.
I do agree that the material component should instead be either expensive (preparation of the body part requiring an investment) or be made a focus. By taking this route, the rules put the control for available forms squarely in the hands of the DM.

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www.d20srd.org is NOT a WOTC website. If it's down it's because Jans Carton decided to take it down or there's server trouble.
This is the page that will disappear when WOTC kills the system.

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www.d20srd.org is NOT a WOTC website. If it's down it's because Jans Carton decided to take it down or there's server trouble.
This is the page that will disappear when WOTC kills the system.
Even if the page gets taken down, the OGL is non-revokable.

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The problem with letting burrow with that spell is the duration. At 1min/level, it will last 5 minutes by the time you can cast it. Assuming that the caster uses double move actions to maximize their burrow speed, they can dig 1000(20ft per round*10 rounds in a minute*5 minutes) ft long tunnel. At 5 ft in diameter, the tunnel is large enough for the whole party to walk/crawl through. Heck, by raw, a large creature can make it through the tunnel provided it can make its escape artist check repeatedly. This may not have any in combat functionality, but it has huge non-combat functionality that has major ramifications. Thats why the spell doesn't allow burrow.

Weylin Stormcrowe 798 |

Weylin Stormcrowe 798 wrote:I can see that... much like how the Ninja's Ki abilities work.I would be ecstatic to see monk's ki-abilities given the same treatment as the barbarian rage abilities. I think that would breath some good life into the monk instead of "do you punch and kick or do you grapple and trip".
-Weylin Stormcrowe
Exactly, Pathos. COuld even include some ninja-like ki ailities under the monk class. Shift the ninja concept from being a rogue with monk-like abilities to a monk with rogue-like ability. I really hope jason takes this approach with the monk.
-Weylin Stormcrowe

T'Ranchule |

I had some thoughts about the Monk for alpha3. Unfortunately I wrote this while feeling pretty tired so I apologies if I ramble a bit.
Purely from a flavor/archetype perspective, I personally think a points-pool system is more appropriate for a Monk than a Barbarian, maybe representing his daily ki pool that fuels certain abilities (kinda like how stunning fist works now, in some ways).
As for what those (monk) abilities might be, it would really be a balancing act to add new abilities while maintaining the classes flavor (much like the rest of the pathfinder project, really): too little and the Monk starts feeling like a Fighter with no armor; too much and we start getting the same kind of complaints people have with 4th edition (overpowered, too anime ect).
The way I see it, there are four tiers of realism of stuff martial artists do in fiction: the grittier, Bruce Lee-style depiction (which, cools as it is, would probably muck up the Monk's flavor); unrealistic but superficially plausible stuff like Kill Bill's Five Point Palm Exploding Heart Technique (which is basically Quivering Palm); blatantly-supernatural-but-not-overpowered stuff like the special moves in a Street Fighter game (which WotC opened the door for with the Ki Blast feat in PHBII); and finally the utterly ridiculous stuff like Dragon Ball and Fist of the North Star. Needless to say this last category would probably not be recommended.
Monks are also perfect for fluffy ability names like the infamous Dragon Tail Cut because it is part of the archetype. People expect Kung-Fu practitioners (which is what a Monk is meant to be, let’s not forget) to have exotically named fighting techniques like Rising Dragon Fist, Wave Motion Strike or Tornado Whirlwind Foot.
Anyhow, that’s just my thoughts. Now I’m off to sleep.

Majuba |

Monks are also perfect for fluffy ability names like the infamous Dragon Tail Cut because it is part of the archetype. People expect Kung-Fu practitioners (which is what a Monk is meant to be, let’s not forget) to have exotically named fighting techniques like Rising Dragon Fist, Wave Motion Strike or Tornado Whirlwind Foot.
Anyhow, that’s just my thoughts. Now I’m off to sleep.
I like your analysis, however I've read numerous people who object to overly oriental-style naming conventions - especially for those without such a region in their world.
I'm a bit easier about it in general, but am actually currently playing an Elven Monk, worshiper of Abadar. Tornado Whirlwind Foot really doesn't mesh well with that.
Oh, and doo dood dododoo doodoododo doo Come on Alpha 2!

The Dalesman |

I had some thoughts about the Monk for alpha3. Unfortunately I wrote this while feeling pretty tired so I apologies if I ramble a bit.
Purely from a flavor/archetype perspective, I personally think a points-pool system is more appropriate for a Monk than a Barbarian, maybe representing his daily ki pool that fuels certain abilities (kinda like how stunning fist works now, in some ways).
I wonder if it actually would be good for both, in that it becomes a common mechanic for the classes it makes the most sense to have. It streamlines the system by using something that becomes more mechanically 'familiar' because it is used in multiple places.
I've been knocking around the idea of renaming the fighter bonus feats as "Metacombat Feats" in order to seem more analagous to the spellcasters' metamagic feats, but that may just be more confusing than helpful...time to stop rambling methinks and jus tget ready for Alpha 2 ;)
Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

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Joey Virtue wrote:Countdown to Alpha 2I'm all tingly with excitement! Or maybe that's just all the coffee ...
*paces back and forth by email inbox*
No... the bouncing, *that's* the coffee. The tingliness is actual excitement.
It's like christmas... but not knowing what day christmas is gonna be...

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Remember guys its only like 8 oclock over here on the west coast so they havent even got work yet more then likley
I'm convinced none of them actually sleep. Between posting here on the messageboards and cranking out Pathfinder material, there just isn't enough time left over in the day for them to do anything else :p