Discoveries in the Bonus Bestiary


General Discussion (Prerelease)

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KaeYoss wrote:
CMD is CMB + something. That means what is good for the goose is good for the ganter.

Not really. Here's the relevant quote:

"A combat maneuver is an attack and gains all the benefits (and penalties) a creature might gain on attack rolls from spells, feats, magic items and conditional modifiers."

I sincerely doubt there's a quote that says "resisting a combat maneuver is an atatck and gains all the benefits (and penalties) a creature might gain on attacks rolls etc., etc."


I can't honestly remember the last time I had a party that wasn't all the same level, so I never had to calculate XP per PC. Shows what I know, though. I calculated XP based on Encounter Level, not the CR of each opponent. That's something I hadn't noticed.


Majuba wrote:
I think poisons will actually be somewhat speeded up/better tracked. Most of them "cure" on 1 save, so you really only need to keep track of how many you have failed. Also 1 fewer die rolling the poison damage.

I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves." I'll be keeping the new mechanic, but using the old damage, for exceptionally dangerous poisons. Otherwise we have things like this:

Abalore: "What's the matter, Gunthos? You look a little ill."
Gunthos: "Yes, it's that 40-ft.-long black mamba that bit me in the throat. I kept rolling 1's, so now I feel slightly faint, but I'll be OK in a day or so."
Abalore: "Good thing this isn't the Nature Channel! A 5-ft. mamba on that show pumps enough venom into a throat wound to kill ten men!"
Gunthos: "That's all just scare-mongering from the left-wing media."
Abalore: "No, people can really die from poison on Earth."
Gunthos: "Well, Golarion is a lot less dangerous than Earth, luckily."

Paizo Employee Creative Director

Kirth Gersen wrote:
I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves."

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.


Now that is a poison.


James Jacobs wrote:
SNEAK PREVIEW

AWESOME! Thanks, James. You just might have sold another Bestiary there.


James Jacobs wrote:
Kirth Gersen wrote:
I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves."

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

Don't you mean two or three?

If I'm understanding what was previewed, the caster would have to roll a 12+ (at 20th Level) to neutralize the poison.

With that poison, I wouldn't trust a 45% chance...

Sovereign Court

James Jacobs wrote:

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

I sense a resurgence in the importance of the Heal skill coming...


Disciple of Sakura wrote:
I can't honestly remember the last time I had a party that wasn't all the same level, so I never had to calculate XP per PC. Shows what I know, though. I calculated XP based on Encounter Level, not the CR of each opponent. That's something I hadn't noticed.

I wish I could say the same.

I often run groups of 6-8 players who, especially during the Summer months, are individually hit and miss. I do ask them to commit to 75% attendance, but I don't actually take roll and track such things.

But when one player is almost always there, and antoher player is closer to the 75% attendance, their levels begin to vary.

Under 3.5, if you simply average the party level and hand out equal XP to everyone, those lower level characters just fall farther and farther behind until they become (or at least feel) useless.

So following the steps I quoted becomes mecessary to help them level up.

I also found that most level adjustments for non-core races tended to be excessively punitive, particularly at higher levels, so I added a little houserule that said at 5th level, and every 5 levels thereafter, I knocked 1 off of their LA. Which put them a level behind the rest. So the XP calculations eventually let them catch up.

Pathfinder has fixed all this by returning to what earlier editions of D&D (before 3.0) already knew. Flat XP awards and exponential leveling requirements achieve the same thing, but they put the math on the game designers to make the charts right, not on the DM to do the calculations after every encounter.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Have to agree with DM_Blake there. I loved the new XP chart for PF beta and I am very glad to see the monsters have a set xp reward. Like him I have rarely been in a group when everyone stayed the same level. If nothing else normally at least one PC ends up dead and for us you have to start lower than you was, with your new PC.

We had to make a house rule XP system to make that work to let the new PC to eventually come close to catching up, in PF it looks like that will already be a defacto part of the system.


James Jacobs wrote:
Kirth Gersen wrote:
I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves."

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

Oooooh, I'm getting a poisonous bite?

Yippiieeee!!!

Big old happy tarrasque R O A R ! !

I have always wanted one of those.

Now, hook me up with a breath weapon and vorpal claws please. And invisibility. No, on second thought, Greater Invisibility!

And Trample.

And a gaze attack! Ooh, yes, a gaze attack...

drool

And swallow whole! Oh, wait...


Dark_Mistress wrote:

Have to agree with DM_Blake there. I loved the new XP chart for PF beta and I am very glad to see the monsters have a set xp reward. Like him I have rarely been in a group when everyone stayed the same level. If nothing else normally at least one PC ends up dead and for us you have to start lower than you was, with your new PC.

We had to make a house rule XP system to make that work to let the new PC to eventually come close to catching up, in PF it looks like that will already be a defacto part of the system.

Yep, it will be.

But in defense of 3.x, their system let the new PC catch up too, it just put a lot of extra math on the DM. Not hard math, but tedious to do it over and over.


James Jacobs wrote:


XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

XXX Poison!

Are we talking about an OLD Dragon Magazine reference? Or I'm imagining things?

Paizo Employee Creative Director

Slime wrote:
James Jacobs wrote:


XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

XXX Poison!

Are we talking about an OLD Dragon Magazine reference? Or I'm imagining things?

XXX is what I used to replace the name of the monster the poison is coming from. That is all.


James Jacobs wrote:
Slime wrote:
James Jacobs wrote:


XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

XXX Poison!

Are we talking about an OLD Dragon Magazine reference? Or I'm imagining things?

XXX is what I used to replace the name of the monster the poison is coming from. That is all.

Oh, good, I was worried for a moment that the besiary was going to get all pornographic on us...

Brown chicken brown cow...


XXX Poison?

Is that something like a Calistrian Disease (Veneral Disease for worlds without Calistria, but with Venus)?


Chalk one up for you, KY. I'm almost sorry you explained it.

RPG Superstar 2013 Top 8

I'm guessing that poison belongs to a pit fiend. They're at the top end, and deadly poisonous (as in, their poison used to be save or die, even in 3.5).

Liberty's Edge

James Jacobs wrote:

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

I'm glad to see you guys aren't afraid of having poison do actual hit point damage. I always hated that you just took ability damage from poisons in 3.5.

That said. After seeing that, I'm glad that my players will have a reason to fear poison once more. :D

Paizo Employee Creative Director

Demiurge 1138 wrote:
I'm guessing that poison belongs to a pit fiend. They're at the top end, and deadly poisonous (as in, their poison used to be save or die, even in 3.5).

It's not pit fiend poison—it's from something else. Pit fiend poison already has a specific effect in the game, and while we present the rules differently, in cases like that we do try to make the end result be close to the same. Thus, a PC poisoned by a 3.5 pit fiend and one poisoned by a PFRPG pit fiend will more or less end up with the same sort of problems. The player will know the difference, but the characters probably won't.

Paizo Employee Creative Director

Gene wrote:
James Jacobs wrote:

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

I'm glad to see you guys aren't afraid of having poison do actual hit point damage. I always hated that you just took ability damage from poisons in 3.5.

That said. After seeing that, I'm glad that my players will have a reason to fear poison once more. :D

The rules for afflictions (curses, diseases, and poisons) are both a lot more robust and a lot more capable of doing strange things in PFRPG; they aren't limited to doing only one kind of thing.

Dark Archive

Have you changed the rules about Heal skill?
It seems more usefull to have high Heal skill than memorize Neutralize Poison.


James Jacobs wrote:
XXX is what I used to replace the name of the monster the poison is coming from. That is all.

Damn! Now I just feel old. Please excuse me while I go tell some kids to get off my lawn ! ;)

Liberty's Edge

James Jacobs wrote:
The rules for afflictions (curses, diseases, and poisons) are both a lot more robust and a lot more capable of doing strange things in PFRPG; they aren't limited to doing only one kind of thing.

Spiffy!

I'm definitely looking forward to PFRPG more and more every day.

RPG Superstar 2009 Top 16, 2012 Top 32

James Jacobs wrote:
It's not pit fiend poison—it's from something else.

I'm predicting linnorm.


Epic Meepo wrote:
James Jacobs wrote:
It's not pit fiend poison—it's from something else.
I'm predicting linnorm.

Hefty acid damage and Con drain? Sounds more like SATHA to me!

Liberty's Edge

Kirth Gersen wrote:
Hefty acid damage and Con drain? Sounds more like SATHA to me!

Friggin' good read! Thanks for the link.


Gene wrote:
Friggin' good read! Thanks for the link.

One of my faves. I've statted up Satha in every version of the game from 1e through 3.5.

P.S. A weaker, albino, subterranean cousin also appears in the Conan story "The Scarlet Citadel." Love that Frazetta painting!

RPG Superstar 2011 Top 32

James Jacobs wrote:
Kirth Gersen wrote:
I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves."

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

HOLY *BLEEP* ... that's what I call a poison! LOL


Poison's that actually ARE deadly? And buffs don't AUTOMATICALLY give you outright immunity anymore?

I love this change! One of my favorites so far! It sounds like it may go back to how it used to be… when players actually feared poisons and diseases.

Paizo Employee Chief Creative Officer, Publisher

Mairkurion {tm} wrote:
Chalk one up for you, KY. I'm almost sorry you explained it.

KY?

Does that counteract XXX Poison?

Liberty's Edge

Erik Mona wrote:
Mairkurion {tm} wrote:
Chalk one up for you, KY. I'm almost sorry you explained it.

KY?

Does that counteract XXX Poison?

Only if it has Nonoxil 9...


I knew I was setting up somebody for the spike.

I just didn't know it was going to be Mona.

Points for me!


James Jacobs wrote:

Kirth Gersen wrote:

I like the new mechanic, but dislike the fact that poison damage is like "1d2 Str/round for up to 3 rounds, but only if you keep failing saves."

Well... 1d2 Str/round for up to 3 rounds is probably the low end of what poison does.

SNEAK PREVIEW: Here's poison from one of the Bestiary's toughest monsters:

XXX Poison (Su): Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves.

Which is a pretty good argument to keep a neutralize poison spell prepared even at 20th level.

Thank you!!!!!!!

Hereafter, our life is full of dread of poison,disease,and curse.


Erik Mona wrote:
Mairkurion {tm} wrote:
Chalk one up for you, KY. I'm almost sorry you explained it.

KY?

Does that counteract XXX Poison?

Yes, I do. I counter everything. I'm one of nature's Opposites. I'm against. Not anything specific. Just generally against. Comes with the whole chaos deal (some of us take that seriously, it's not just a picnic in the maelstrom thing for us).

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