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Gods Of The Arena- Rise Of The Nightingale Blades (Inactive)

Game Master DM Heterocephalus

A group of slaves purchased by a local Arena Master of the Nightingale Blades seeks to rise in glory to be the best Ludus in Katapesh upon the sands of the arena.


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M Human
Stats:
AC: 23 HP: 12/53 Fort: 9 Ref: 7 Will: -1 CMB 10 CMD 23

And it seems to have done terminal damage to the capital letter parser of your computer!

Just joking, glad you're surviving fine.


Breunnor - I'm glad to hear you're safe. Owyn's right, though. You should probably get that shift key looked at before it creates a bigger problem.

Jobasha - There's plenty of trippers and a grapplers so I doubt you'll be wanting for Sneak Attack. I suggest you play up your high CHAR and make some friends first.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

Yeah thats what i was planning on doing. Can't be a backstabber if you can't get to their back!


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Now I feel bad for being impatient. Glad you're okay Bruennor, take your time.


Homo Sapien Current Arena Map; Current Monster Stats

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait causes the gladiator’s opponent to make a Will save (DC equal to the joker’s Perform (oratory) check) or suffer 50% chance for a -2 penalty to attack and armor class for 1d4 rounds as he fights in a wild and enraged manner.

For every 5 points of the will save the opponent fails, the penalty icreases by 1 to a maximum of -5. The opponent may make a new will save each round to recover. The effects of multiple jokes do not stack, but when the penalty wears off, the joker can make more jokes and cause the opponent to make a new Will save. Once the opponent makes a successful Will save, he is immune to the joker’s jokes for the rest of the day.


It might be best to try to balance all of the gladiator traits while we're at it. Berserker and Braggart give some charisma based checks a boost, Showy does the exact same thing but imposes a DEX penalty. Backstabber gives +5 to Attack and Damage in all sneak attack situations (unlimited use). Daredevil gives you pounce once a day at a -5 penalty to AC and a boost to Acrobatics checks. And Joker is up for discussion...

We might want to come up with a baseline so these abilities aren't all over the place


Homo Sapien Current Arena Map; Current Monster Stats

Yup, better do it now. let's tackle joker first. alternatively I view this as like a reckless offense so...

Reckless Offense

You can shift your focus from defense to offense.Prerequisite: Base attack bonus +1.Benefit: When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

So how about making it -4 to AC but the opponent gets +2 to attack rolls.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

I agree. A negative to both attack and AC is too harsh, my suggestion was an penalty to attack but a boost to damage as your opponent fights enraged, this would make the Joker suitable for a power attacking high HP character like Bruennor.

The problem is in choice, its bloating more options means harder to balance.

Backstab, was Ideal for me, I mean I drop dragon style and take improved dirty trick, Signature move, I blind you, I then trip you, oh look I get a +5 to that and you don't get dex or dodge to cmd, I then full attack you at +5 to hit on all 3 of my attacks and an additional +5 damage on them, + my 1d6 sneak attack on all. I thought this would be too much. You’re welcome :)

Daredevil is really good for anyone with a full attack right now. Other than the once a day not that game breaking. The others are ok, showy should not have a penalty with it I agree.

So what can we do, let’s think.


Homo Sapien Current Arena Map; Current Monster Stats

Backstabber is fine as the backstab needs to be set up

Daredevil is the next OP that needs to be addressed.

And showy needs an obvious benefit to incur the dex penalty.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

ah ninjaed by the DM :( I think that is acceptable, but instead of 1d4 rounds make it like intimidate in a way. It last 1 round +1 for every 5 lower than the save if they fail. So DC 20 opponent rolls 16-19 is enraged 1 rnd, 11-15 you get the idea.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Backstab is not fine, if the sequence above I posted. If flanking is all it takes to get this. I would gladly switch over and change a skill to bluff and pick up improved feint instead. I would win almost every match on rnd 2 of engagment. rnd 1 I feint, rnd 2 signature move and you die, maybe some would go to rnd 3. Its really good.


Homo Sapien Current Arena Map; Current Monster Stats

Ariella, yes in thay case let's standardise, all intimidate feint joking etc will be standard actions.


Homo Sapien Current Arena Map; Current Monster Stats

for backstabbing what about we only add the +5 bonus to attack roll and not damage roll Maybe add another 1d6 to the damage.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

I think backstab may be fine with just the bonus to damage, its still a really good bonus for just flanking but the +5 to his is way too good you got to remember it will apply to the cmb as well


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Woah. Lets slow down and talk about it before we make any changes. These are so powerful that they are major parts of people's characters and it's not fair to just change them without asking first. Especially not in the middle of a fight (for Bruennor in this case).

RE:New Joker proposal

Making it a swift makes it soooooo powerful. You can move, attack and joke or full attack and joke every single turn. Even if your opponent was already affected you can just keep doing it until you get a really good D20 roll, and then they'll be at -5 until the d4 rounds wear off. It should be a standard action. It take at least as long to tell a joke as it does to swing a sword. Also all the similar debuffing effects in the game are standard actions.

Adding 50% makes it overly complex and there's no reason to do that.

It seems to be it should be exactly like Demoralize, except that it affects AC and saves instead of to-hit. Demoralize scares your opponent so they don't hit as hard. Mocking them enrages them, so they don't defend themselves as well. Simple is better, using an already existing game mechanic and just changing a minor piece of it is the most balanced way to do it.

My New Joker proposal:
Joker (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Joker Action

Joking about an opponent is a standard action.

The others I didn't look at that closely, but if they are anything like Joker in its original form they are probably insane.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

well read over feint, so its not super great but its still pretty good, feint only works for the next attack like invisibility so you wont get it on a full attack, unless they are blinded, which they can remove with a move action if its from a dirty trick. So if you just take out the if back is exposed or AKA flanking part of it I think it should be good.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Garris - I agree that using intimidate to make PCs act friendly should not work. But using intimidate to demoralize on a PC is perfectly legitimate. No where in the rules does it say anything about using intimidate on a PC in any way. Saying that PCs can't be demoralized because they have free will is like saying no one can cast cause fear on them because they have free will. They can still be scared.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

DM Jelani's proposal is pretty good I think. It still makes Joker really attactive for Power attackers. I would agree with said proposal.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

its been discussed at length ever since 3.0 when skills came out that these skills were not intended to be used in PVP manner. Fear is usually b/c your character failed a save. None of us are scared its a game.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Actually I retract, thinking about it I know there are bad guys that will use intimidate to demoralize so I concede on that :)


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

;)


Homo Sapien Current Arena Map; Current Monster Stats

kewl kewl the new joker is fine, let's check if breunnor is Ok. Now what about backstabbing and showy


Homo Sapien Current Arena Map; Current Monster Stats

wat about backstabbing be positioning rather than damage.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

Garris in the scenario you posted above for backstab you are using your signature move for it, which is 1/combat. that isnt really a fair judgement of it, because often you arent going to get a handfull of severs or blinds or whathaveyou on top of a full attack.

furthermore pathfinder balanced feint better i think by including BAB in there instead of just using sense motive. so high HD monsters and enemies will have a tough time being feinted. also like you said its just for one attack. the back is exposed part is a little pointless since we aren't using facing from what i can tell, but the flanking part should stay in, perhaps at only a +3 ATK/DMG or just do +5 DMG with no ATK bonus other than the regular ATK bonus.

i agree that when looking over the traits, daredevil was immediately weaker-looking and joker was quite powerful looking. i just didnt take joker because i didnt want to roleplay that.


Homo Sapien Current Arena Map; Current Monster Stats

Also for joker let me add that Perform Oratory s on valid if you speak the targets language, if not you have to use perform act.

Also for showy, I am just gonna remove the DEX penalty. it just a variant of the Berserker and braggart persona. However do not forget this, the Showy persona allows the gladiator to roll for disguise check if he wants.

"A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance. As such he must make a successful Perform (act) or Perform (oratory) check or if he has an elaborate costume, a Disguise check before entering combat or suffer a -3 penalty to all combat rolls. The DC of all skill checks is based on the gladiator’s reputation score.

His persona must have a name, a developed appearance and style, even it’s own alignment, all of which can be different than the gladiator’s, and must be maintained to stay in character. If a gladiator violates his persona, he must make an immediate Charisma check (DC 25) or lose the audience’s favor. Loosing the audience’s favor results in a -3 penalty to all rolls (including damage) for the duration of the combat. The gladiator’s reputation also goes down by one point if the Charisma check fails."


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

oh i thought that part of persona went for all of us


Homo Sapien Current Arena Map; Current Monster Stats

yes this check is for all which Onimais is explaining now.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Why not make backstabber either you add your Dex to damage on any attack that would be a sneak attack. Or add your level if you don't want it to favor dex based characters. Again, favoring BOTH hit and damage to such a high degree is really powerful.

I mean right now you could just build a fighter, take backstabber and improved feint (all you need is 13 int since we all have combat expertise) and then be a 20 str greatsword fighter who can feint as a move action and then two handed power attack with a +5 to their already ridiculous damage and to-hit.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

so we will be rolling at our current rep for the fight. I guess the crowd won't know anything of us besides for me example what a daredevil? A man that takes risks? Just curious.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

I tried to post this awhile ago but never posted then ahd to get to work.

as to the new rules for joker.

new joker rules is the same effect as intimidate to demoralize except use perform and has a language component.

I would rather be a bezerker and get the +5 to intimidate and get the same benefit with a bonus to the check.

if joker would allow a skill bonus to the roll then maybe but why take a persona that gains nothing that cannot already be performed within the rules with Intimidate skill.

If you want to use the new rules for Joker then I would rather make breunnor a bezerker persona and rearrange my few skill points to jack up intimidate instead (with a +5 persona bonus)


Homo Sapien Current Arena Map; Current Monster Stats

Well the starting rep is based on what the orator shouts out about you. Desimo right now is at the arena submitting the details to the orator and checking out the opponents.

When the orator announces your name perhaps play out the FACE or HEEL aspect and if possible your persona eg: braggart joker etc For example since Daredevil requires some high risk moves during combat, you can shout out to the audience during combat and perform your Daredevil stuff to catch their attention and therefore be in persona. it's pretty open ended so be creative and leave me to be the judge for the audience


Homo Sapien Current Arena Map; Current Monster Stats

alright why not we keep it simple, joker now is a variant of berserk with +5 to intimidate bit without the bonus to perform act and the pc can hurl insult vis perform act or oratory The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. . The target if affected is denied his wisdom bonus to intimidation for 1d4 round. The insult is considered a swift action. ??


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

It's not the same as demoralize at all. Same mechanic, but demoralize affects their to-hit. Joker the way I wrote it affects their AC making them easier to hit, and their saves making them easier to Coup de Grace/Sever/Poison/Anything really.

Just give it the same +5 bonus to perform Oratory that Beserker gives to intimidate. That makes it more powerful than beserker, but not overly so. (It's more powerful because you get an ability you can't get anywhere else, and you can't use Intimidate to affect the crowd but you can use Perform oratory so you'd be failing less of those checks to avoid the -3s).

Basically being a Joker lets you hit them easier, being a Beserker makes it harder for them to hit you.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

its really the ease to gain a bonus to intimidate I can take a persona to gain +5 to intimidate and gain a benefit that can be useful as well and I can at least have the class skill bonus that I don't get for perform. my current perform skill is +6 (+9 with the strength added per house rule) (5 ranks and +1 Cha and +3 str)

Intimidate +9 (+11 with strength)(+4 ranks, +1 Cha, +3 class skill, and +3 str) I can get +16 for changinging persona big difference and way better chance of success (the +3 class skill and the +5 persona bonus helps) and I would redo skill points to have the 5th rank in intimidate

the effect is meaningless if the check fails I would rather have a guaranteed demoralize over a chance to lower AC for 1 round only


Homo Sapien Current Arena Map; Current Monster Stats

so if ajoker now is a variant of berserk with +5 to intimidate but without the bonus to perform act and the pc can hurl insult vis perform act or oratory The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. . The target if affected is denied his wisdom bonus to intimidation for 1d4 round.

This can help set up for an almost guaranteed demoralise effect to the target if he is denied his wisdom modifier due to his enraged state.

The insult is considered a swift action thus it can be used to set up your intimidation attempt on the same turn? Trying to level all the personas now..


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

I think I am understanding... now you are removing the other effects with the -2 to AC and saves mentioned earlier?


Homo Sapien Current Arena Map; Current Monster Stats

Also joking keeps the PC in persona therefore helps in the reputation score here.Just got to demoralize in a joking manner.

For the backstabber, lets set as the PC can choose to add his dex modifier to his attack roll or damage roll. The specialization to pump dex and str should reflect in the damage as the PC suffers from lower CMB and CMD and lower damage from weapons and thus should be compensated through damage.


Homo Sapien Current Arena Map; Current Monster Stats

Yes, basically its berserker with +5 intimidate without the bonus to perform Act. But it gives a swift action, to remove the target wisdom modifier to set up your demoralize.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18
DM Heterocephalus wrote:

Also joking keeps the PC in persona therefore helps in the reputation score here.Just got to demoralize in a joking manner.

I think Breunnor has that covered.


Homo Sapien Current Arena Map; Current Monster Stats

Yes and you are a doing a great job and love a joker on the team. so anyways you are the only person using this persona so just wanna fit in to you with no MAJOR OP.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Okay, can you type it up with the exact wording of what Joker does? So I can decide whether I want to switch or not?


Homo Sapien Current Arena Map; Current Monster Stats

ok. Check if it works.

The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait gives a +5 bonus to Intimidation skill and allows the gladiator perform (Oratory) if he speaks their language or Perform (Act) to joke. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier or he will lose his wisdom modifier for 1d4 rounds as he fights in a wild and enraged manner against intimidation checks. The effects of multiple jokes do not stack and only one opponent can be under the effect of joke at all times. When the penalty wears off, the joker can make more jokes and cause the opponent to make a new Will save. Joke considered a swift action.


Homo Sapien Current Arena Map; Current Monster Stats
DM Heterocephalus wrote:

Also joking keeps the PC in persona therefore helps in the reputation score here.Just got to demoralize in a joking manner.

For the backstabber, lets set as the PC can choose to add his dex modifier to his attack roll or damage roll. The specialization to pump dex and str should reflect in the damage as the PC suffers from lower CMB and CMD and lower damage from weapons and thus should be compensated through damage.

Now what about backstabber? Add dex bonus to attack roll or damage. Compensate high dex as low str means low cmb cmd and low weapon damage


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Backstabber - That's fine with me.

Joker - I'm gonna set it next to Berserker for comparison

Joker wrote:
The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. The joker trait gives a +5 bonus to Intimidation skill and allows the gladiator perform (Oratory) if he speaks their language or Perform (Act) to joke. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier or he will lose his wisdom modifier for 1d4 rounds as he fights in a wild and enraged manner against intimidation checks. The effects of multiple jokes do not stack and only one opponent can be under the effect of joke at all times. When the penalty wears off, the joker can make more jokes and cause the opponent to make a new Will save. Joke considered a swift action.
Berserker wrote:
The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker trait gives a gladiator a +5 bonus to Intimidate and Perform (act) checks.
Braggart wrote:
Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +5 bonus to Perform (oratory) and Bluff checks.

So basically if you take Joker, you're trading in a second +5 to a skill for a swift action debuff. It's still way better in my opinion. I say stick with my proposal, and just add +5 to Perform (Oratory or Act) when joking. So it would look like this.

------------------
You get a +5 to Perform (Act) or Perform (Oratory) and the following ability:

Joker (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Joker Action

Joking about an opponent is a standard action.
------------------

That way if you take Joker instead of Braggart or Berserker you are trading your second +5 skill bonus for the ability to penalize AC and Saves instead of to-hit. So it becomes a choice between lowering their to-hit or lowering their AC.

Both your intimidate and perform (oratory) skill modifiers should be exactly the same. They are both class skills for all of us, and we all add our Str and Cha to them. It's also balanced by the fact that we have to make those checks at the beginning of each fight, and you can't use intimidate for them but you can use Perform (Oratory)


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

OK I lost track of the in game thread with the discussion of the Joker effect.

I am fine with skipping that spar and move story along. no matter to me.

BTW I am back to normal for posting. except for the working night shift but oh well.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Does what I just posted make sense to you Bruennor?


Homo Sapien Current Arena Map; Current Monster Stats

I see yr point.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18
Ariella Moiraine wrote:
Does what I just posted make sense to you Bruennor?

Yes it does.

I do see some value in this sparring type scenerios helping to clarify and put the house rules to the test.

and my calcs for the skills are most likely wrong I forgot I may not of put max ranks so there I go typing without thinking.


M Human

Backstabber changes are fine to me I suppose as long as others are similarly depowered.


Homo Sapien Current Arena Map; Current Monster Stats

Ok So we agree on Joker then? Then final should look like this.

Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator.

Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. ou get a +5 to Perform (Act) or Perform (Oratory) and the following ability:

Joke (Standard Action)(Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition.

Fail: The opponent is not enraged.

Showy: A showy gladiator is one who customizes his armor in such a way that it takes on an exotic and visually stunning appearance. It might include overly large shoulder guards, a helmet with long animal manes or tails, spikes on the leg or arm protection, a long, flowing cape, or any other sort of dramatic addition. No addition to the armor actually adds to the armor bonus of the armor. The showy extras do give the gladiator a +5 bonus to Intimidate and Perform (oratory).[/spoiler]

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