Posts Tagged ‘ Pathfinder RPG ’

M Is for Monks

I’ve always liked monks. All the way back to 1E, I’ve liked monks. I liked the 1E Player’s Handbook, and I really liked the 1E monk presented in an issue of Dragon that I still have buried away somewhere in my library (but that I’m too lazy right now to look for). 1E’s Oriental Adventures also had a great monk, especially considering the DIY martial arts rules contained in that book.

Sure, there are so-called purists who object to having Asian-style mystic martial artists muddying up the pristine waters of their medieval Europe simulationist campaigns. They can leave the monk out easier than most gamers could make up a monk class to include in their games had the various designers down through the years not already done so. So, while I can appreciate the devotion to genre that would exclude monks from a campaign, I don’t think that monks should be excluded from the game per se. (I’m of the same opinion about psionics; if you don’t like them, don’t use them, but don’t expect my gaming choices to be constrained by your preferences, and vice versa, but I digress.)

A quick search of threads over at the Paizo Pathfinder boards reveals what appears to be widespread dissatisfaction with monks as they’re currently designed. I think this dissatisfaction isn’t really that widespread, but instead is driven by a rather small number of people whose complaints about the monk range from astute to zany. As for me, I think the monk is generally a fine class, but I would make a few small tweaks.

Let’s start with some boilerplate fluff text:

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it’s least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Just as I think that a character’s background fluff should drive that character’s crunchy game mechanic choices, so too do I think that a class’s features should dovetail nicely with that class’s descriptive text. The PF monk fits his described role well. He is mobile and able to utilize combat maneuvers to put enemies at a disadvantage. In these respects, the monk does seem to be an artist of things martial. Where I see the monk falling down a bit is in some klunky rules text, specifically flurry of blows, which should be the monk’s signature attack ability.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

I don’t like these rules. They’re unnecessarily complicated simply by virtue of making flurry of blows work like the Two-Weapon Fighting feat chain, which itself is unnecessarily complicated. I would prefer something a bit easier to figure out, such as, from 1st-7th levels, a monk can make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon, and all such attacks suffer a -2 penalty. At 8th level, the monk gets two additional attacks, all with a -2 penalty. At 15th level, he gets three additional attacks, all at a -2 penalty. Now remove the line about the monk’s BAB from his monk class being equal to his monk level with these attacks. Thus, a 6th-level monk can make one attack with a +4 BAB or two attacks with a +2 BAB each (instead of flurrying for +4/+4/-1).

Next, take an idea from Trailblazer by Bad Axe Games, and give the monk a “centered bonus” that applies when a monk is not wearing armor, not using a shield, not carrying more than light load, and not using a weapon other than those listed above. This centered bonus applies to attack rolls as a competence bonus. From 1st through 4th level, the bonus is +1; 5th through 8th, +2; 9th through 12th, +3; 13th through 16th, +4; and 17th or higher, +5.

Back to that 6th-level monk: Without a STR bonus or any other adjustments, his flurry of blows attack bonuses are +4/+4 (including the centered bonus) for two attacks using his unarmed strikes, monk weapons, and/or designated combat maneuvers. At 12th level, he’d be flurrying for +10/+10/+10/+10 (including the +3 centered bonus).

April 14th, 2012  in RPG No Comments »

J Is for Jumping

In Pathfinder, the Acrobatics skill has several uses, among them determining how far a character can jump. Leaping out of the rules about jumping is this sentence: “No jump can allow you to exceed your maximum movement for the round.”

Which prompts me to ask, “Why?”

Consider a 1st-level human rogue with a 16 Dexterity wearing leather armor who has put one rank in Acrobatics. His base speed is 30 feet, or a maximum movement of 60 feet for the round. His total skill bonus is +7. Assume a roll of 20 and no surface modifiers affecting his DCs. Without a 10-foot running start, he jumps horizontally 13.5 feet or vertically 3.375 feet. With a 10-foot running start, those distances increase to 27 feet and 6.75 feet, respectively. This rogue consistently puts one skill point in Acrobatics each time he levels up, granting a steady improvement in his jumping distances. At both 4th and 8th levels, he bumps his Dexterity by one point. At 6th level, he acquires a stat booster item that bumps his Dexterity by +2. Let’s crunch some numbers (and continue assuming a roll of a 20). In each column, the first distances are without a 10-foot running start.

Level ~~~Horizontal Jump~~~ ~~~~Vertical Jump~~~~~
1st 13.5 ft./27 ft. 3.375 ft./6.75 ft.
2nd 14 ft./28 ft. 3.5 ft./7 ft.
3rd 14.5 ft./29 ft. 3.625 ft./7.25 ft.
4th 15 ft./30 ft. 3.75 ft./7.5 ft.
5th 15.5 ft./31 ft. 3.875 ft./7.75 ft.
6th 16.5 ft./33 ft. 4.125 ft./8.25 ft.
7th 17 ft./34 ft. 4.25 ft./8.5 ft.
8th 18 ft./36 ft. 4.5 ft./9 ft.
9th 18.5 ft./37 ft. 4.625 ft./9.25 ft.
10th 19 ft./38 ft. 4.75 ft./9.5 ft.

Since Acrobatics itself is not an action, but takes place during another action, it seems reasonable that a jumping character should have to declare whether he is going to make a single move action jump (normal 30-foot maximum in the case of our rogue’s base speed) or two move actions (normal 60-foot maximum in the case of our rogue’s base speed), and that this declaration should take place prior to the Acrobatics check. In the latter case, the rogue makes two Acrobatics checks and adds the distances together, getting more bang for his buck at the cost of both of his actions for the round.

This means, assuming a 10-foot running start with single move action, that our 1st-level rogue could potentially exceed his normal maximum speed by 17 feet with a maximum die roll (10-foot run up plus 27 feet on the jump). On average, he’ll travel 27.5 feet with the long jump, 17.5 feet of that being the actual jump. It isn’t until he reaches 4th-level that he’ll, on average, travel farther than his base speed with a single move action running jump. This is after putting four skill points into Acrobatics and an ability score bump into Dexterity, which seems to me a noteworthy investment toward being good at things acrobatical. If we allow the rogue to declare a double move as part of a single jump, we simply double the distances in the best case scenario, which assumes two d20 rolls that result in 20s. At 1st level, he travels 64 feet, including the 10-foot running start, barely more than his 60 feet maximum. By 10th level, he’s traveling 76 feet with the 10-foot running start.

None of this seems like a game breaker. Adding in other modifiers, such as for base speeds higher than 30 feet or feats such as Skill Focus (Acrobatics), obviously yield higher results, but still not to any great extent. If our rogue had a base speed of 40 feet and Skill Focus (Acrobatics), we’d add 7 feet to each running horizontal jump.

It would be possible for an Acrobatics-focused character to exceed his base speed with a jump check, at least some of the time. This would require a deliberate expenditure of limited resources (skill points and feats) to accomplish, and that seems a fair trade to me. If a character spends resources to be good at something, the character should get to be good at that something. In general, jumping isn’t a better way of moving than running. Jumping may get a character over rough terrain, for example, but it’s awfully hard to change direction once the character is airborne. Also, don’t forget that terrain modifiers affect Acrobatics checks. That 10-foot running start isn’t as easy on a frozen lake or the loose rocks of steep incline.

For added fun, let characters “rebound” from appropriate surfaces to change direction during a jump. Add +5 to the DC for each rebound. So, for instance, our exemplar 1st-level rogue could do a 27-foot running jump, or cover 22 feet with a direction-changing rebound from a wall. He could then jump over a pit in the corner of an L-shaped hallway, vaulting off the wall to effectively move along a right angle to the other side.

After all that, what’s my point? Simply this: Ignore the rule that says, “No jump can allow you to exceed your maximum movement for the round.” It won’t break your game, and it might even make it a tad bit more awesome.

April 11th, 2012  in RPG No Comments »

February’s Quid Novi? Excerpt

February’s Quid Novi? featured some more free content for Pathfinder. Here’re some excerpts, the first two having been written by Shane “Alzrius” O’Connor.

A New Oracle’s Curse

Clumsy: You are terribly uncoordinated, and tend to trip over your own feet. Whenever you take more than a 5-foot step, you must make a DC 10 Dexterity check or fall prone at the end of your movement; you may not take 10 on this check. The DC rises to 12 if you make a double move or withdraw action, or 15 if you run. You may stand up as a swift action that does not provoke an attack of opportunity. At 5th level, you ignore rough terrain. At 10th level, you gain evasion. At 15th level, you are under a permanent freedom of movement.

A New Feat

Hurl Weapon (Combat)
You can throw weapons very far.
Benefit: You can throw weapons up to ten range increments.

About this feat, Shane wrote, “Pathfinder inherited the bow’s status as king of ranged weapons. While there are specialized builds that help make other distance-weapons usable, I was surprised that nothing had been done to let thrown weapon-wielders close the gap in terms of available range increments. I was initially going to set a Strength prerequisite on this feat, the pretext being that you needed to be strong to hurl a weapon so far. However, that seemed too punitive with regard to alchemists and other characters that are likely to have thrown weapons but not necessarily a high Strength. Given that thrown weapons have shorter range increments than projectile weapons, and how few ranged combats take place at more than five range increments anyway, it seemed like a good idea to give this feat the broadest availability possible.”

If you like Shane’s stuff (and who wouldn’t?), check out his great blog, Intelligence Check.

And now for some of what I wrote!

Bazaar of the Bizarre – You Look Mah-velous!

Froderick was an illusionist with a reputation for insanity that varied between whimsical to dangerous. This item is an example more on the former end of the spectrum. It appears to be a fabulously colored feathered boa of the type worn by certain exotic dancers. Its gaudy appearance hides potent magical powers.

Froderick’s Beauteous Feather Boa
Aura moderate transmutation; CL 8th
Slot shoulders; Price 7,800 gp; Weight 1 lb.

Description: This fashionable feather boa has two properties. When worn, it provides a +2 enhancement bonus to Charisma. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Upon command, the feather boa animates to fight as Medium animated object with the grab and constriction special attacks.

The feather boa can maintain its animated status for only 24 hours per week, but the duration need not be continuous. If the feather boa is broken or destroyed in its normal form, it is forever ruined. All magic is lost; its power departed. If slain in animated form, the feather boa simply reverts to an item of apparel that can be used again at a later time.

Construction Requirements: Craft Wondrous Item, animate objects, eagle’s splendor; Cost 3,900 gp.

If you want your very own copies of Quid Novi? via email, visit here and sign up.

February 29th, 2012  in Quid Novi?, RPG No Comments »

The Garden of Unearthly Terrors

In its full splendor, the pleasure garden was a wonder to visit. Townsfolk once congregated there regularly to enjoy the various entertainments presented in the small concert hall or upon one of the several bandstands. The cleverly trimmed topiaries delighted children, and the centerpiece, a hedge maze, provided fleeting privacy for young lovers to steal a kiss or two. All of this was before the tragic fire in the concert hall that claimed the lives of several townsfolk. One of those killed was a gnome lass betrothed to an emotionally unstable illusionist. The couple had argued earlier that day. The lass went to the pleasure garden alone while her beau sulked at home. When he found out his love had died, the illusionist was inconsolable. He took his own life in the center of the hedge maze a couple of days later. His anguished spirit now jealously guards the decaying pleasure garden.

Haunted Pleasure Garden
CR 12; XP 19,200
CN persistent haunt (60-foot-radius pleasure garden; on the map, this is everywhere within the blue circle)
Caster Level 12th
Notice Perception DC 25 (shadowy robed figure)
hp 54; Trigger proximity; Reset 1 hour

Effect: The haunt uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. The haunt can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. These shadow conjurations are three-fifths (60%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save (DC 20) to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes three-fifths (60%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is 60% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC always equals 20. In addition, any effect created by haunt’s shadow conjuration allows Spell Resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 60% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is three-fifths (60%) normal, and all special abilities that do not deal lethal damage are 60% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against the haunt’s shadow conjurations.

Unlike most haunts, this haunt has a sort of innate cunning. It selects effects with intelligence, preferring to divide and conquer groups of trespassers. For example, it might use walls of iron to separate party members from each other, followed by summon monster VI to send shadow creatures after weaker targets while relying on acid fog to slow down and harm others. Of course, the haunt is limited to one effect per round.

Destruction: The bones of the gnome illusionist and his love must be brought to the center of the hedge maze and blessed.

December 25th, 2011  in Quid Novi?, RPG No Comments »