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Sleepless Detective

Abraham spalding's page

RPG Superstar 8 Season Star Voter. Pathfinder Society Member. 11,310 posts (16,151 including aliases). 1 review. No lists. 1 wishlist. 14 aliases.


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Hookers and Blow


Otherwhere wrote:
Fake Healer wrote:

Is there any way to scrap weapons or armor without a bench? I would love to just be able break things down on the fly....

Not without a mod, unfortunately.

Oh, all that wonderful scrap that's just outside of your settlement zone! If I could just... drag it... Damn!

Some items you can. Like dragging bodies out of your settlements some of the scrap can be dragged in -- I tested this with a tricycle at sanctuary.


CapeCodRPGer wrote:
Tvarog wrote:
Otherwhere wrote:
As DQ said, it would really be helpful to be able to name our saves.
Or even put the character name in the filename, so you can sort by character.
I don't think you can name the save files on PS4 or Xbox 1.

Don't need to really, xboxone separates save data by character already.

If you go to load press "Y" for a list of your characters to load from.

You can delete saves while in game under the character and know you are only deleting that character's saves.


Alternity keeps regrabbing my interest.


Garen Sparrowhawk wrote:
Kalindlara wrote:

Ghost rider seems very thematic for such a cavalier.

Is cavalier required? Warpriest and fighter both have options for upping a dagger's damage, and the cavalier VMC is still an option.

Cavalier is not required, though I am looking at something more knightly and geared towards failed courtly romance, so maybe a fighter with some multiclassing for more courtly skills or perhaps warpriest could be a really fun option.

Also looking at ghost rider as well for its thematic nature.

I really like your character's backstory, Ophelia.

Hmm... There is a wizard archetype that would be perfect for this background, however I get you want knight.


James Risner wrote:
Casual Viking wrote:
This is the second time in this thread I'll have to ask someone to go read Flurry of Maneuvers.

I used your logic for years playing a Maneuver Master up to 11th level in PFS. I used the logic that FoM isn't FoB and isn't restricted by FoB's Armor restrictions.

Turns out I was wrong, it is and in errata got a line about armor.

I suspect as a result, the line about "as if TWF" is another line they need to add. Or you get people wanting to combine FoM with TWF.

1. It has a line saying it replaces flurry of blows, but doesn't have one that states that it is or acts like or anything else, until it does it's its own separate thing.

2. It can work with two weapon fighting because it doesn't state it can't, only that it doesn't work with armor, shields or burdens.


bbangerter wrote:
Abraham spalding wrote:

yup, medusa's wrath would stack too if you had it.

i recently put together a build that use master of many forms with spell combat to use snow ball to trigger medusa's wrath and get extra attacks with a nodachi (spear dancing spiral to treat it as a quarter staff, and ascetic style to treat quarter staff as unarmed strikes).

What are you using to get around spell combats requirement that your weapon be a light or one handed weapon? (the nodachi is 2-handed).

Spear Dancing Spiral allows you to use the nodachi as a quarterstaff, quarterstaff mastery allows you to use the quarterstaff(read nodachi) one handed.

I should have mentioned it is the staff magus archetype as that would have cleared up the confusion.


yup, medusa's wrath would stack too if you had it.

i recently put together a build that use master of many forms with spell combat to use snow ball to trigger medusa's wrath and get extra attacks with a nodachi (spear dancing spiral to treat it as a quarter staff, and ascetic style to treat quarter staff as unarmed strikes).


voideternal wrote:
If a GM decides to use Pregenerated Characters, is Session 0 still important?

Even moreso, players with pregens are going to have a lot of questions or they won't invest in the character and the campaign will go gonzo.


Earlier I advised that you could simply store everything in your workshop.

You CAN do this.

However, you are likely to cause a buffer overflow on what the game can recognize is in the workshop container.

HOW TO RECOGNIZE THIS (how I figured it out):

1. Go to build a turret
2. You have no oil.
3. Buy oil put it in the workshop (or just keep it in your inventory)
4. Go to build a turret
5. Still no oil!

HOW TO FIX THIS:

1. Remove excess items from the weapons, armor and aid tabs.

What happened:

Technically a buffer overflow.

The game simply ran out of array space to store it in the variable. The actual database for the workshop seems to be a bit more robust as the "missing" items return after you remove the excess items from the other tabs (so no worries that all your oil is disappeared forever).

Technically this should probably happen to all containers and is only visible because of the settlement build mechanism.


Fluff


Honestly the homunculist is probably the best out of the three, with the promethean being second and the construct rider being a much further back third.


yes it is, yes it is, and yes, it is.

Next question.


Honestly I'm of the opinion that since it's variant multi-classing you are a member of the class just like you would be if you normally multi-classed into it.

Granted it's still rough, but it just makes sense to me.


hiiamtom wrote:
666bender wrote:
Blaster ? Orcale black hand wins a fire cleric.
Ash domain Theologians are probably the best blasters in the game if only a little feat starved. All important spells get intensified for free with no change to the spell's level or casting time. You can have intensified quickened dazing fireballs, and use elemental metamagic in place of intensified. What's worse is Oracle doesn't get fireball easily.

Theologian gives the intensify for free, I'm following that. I am guessing that you are traiting fireball to get a level dropped when you metamagic so you can add both dazing and quicken since that's 7 levels to a third level spell (normally a No no without rods of metamagic), however there is no way you are trading intensify for elemental since that's not a choice for theologian.

A flame oracle gets fireball just as easy as your ash theologian, so it's not like it's difficult to get. I'll fully agree that the theologian ability to alter a spell permanently is better than the flame oracle's final revelation, but burning magic is also nice and not a metamagic as well.

To add to this general point though without multiclassing neither of these classes are going to outblast the top end or even just optimal arcane blasters.

Quote:
What's better is that there is wiggle room to dump channeling for Divine Strategist depending on GM ruling (or just ignore channeling because it's all but useless). That boost initiative and fits really well with a deity like Angradd or something.

What wiggle room? Both theologian and divine strategist alter your domain ability -- they can't stack at all.


Edymnion wrote:
Abraham spalding wrote:
Derklord wrote:

A wizard doesn't need magic items for protection - that's what Mage Armor, Shield, PfE, Protection from Arrows, Blur, Mirror Image, Fly, Overland Flight and/or Invisibility are for.

A divine caster can't compete with a Summoner or Wizard who summons monsters while under Invisibility and Overland Flight the whole time (maybe with a wall or some difficult terrain-spell thrown in for good measure).
Unless you have a campaign were most enemies are human(oids) with lots of spellcasting power.
And where is he getting all these extra spell slots to be doing this the whole time?

Pearls of power, wands, scrolls, etc all come to mind (depending on if you count a Pearl of Power as a permanent magical item in it's own right, or just a storage receptical for magic).

If you know you're not getting protection from permanent magical items, I think its a safe bet that you sit your butt down during downtime and start making reams of protection scrolls.

Generally if it's in the wondrous items and reusable it's permanent.

Also if you think you are going to be the only ones with scrolls, when the clerics have all the summons too, and invisibility purge, dispel magic, et al and be perfectly safe... you aren't too keen of a wizard.

But this does illustrate a point I made earlier...

At the end of the day this is what the problem is going to be -- you trade "permanent" items for everyone packing a bunch of consumables.


Derklord wrote:

A wizard doesn't need magic items for protection - that's what Mage Armor, Shield, PfE, Protection from Arrows, Blur, Mirror Image, Fly, Overland Flight and/or Invisibility are for.

A divine caster can't compete with a Summoner or Wizard who summons monsters while under Invisibility and Overland Flight the whole time (maybe with a wall or some difficult terrain-spell thrown in for good measure).
Unless you have a campaign were most enemies are human(oids) with lots of spellcasting power.

And where is he getting all these extra spell slots to be doing this the whole time?


Cuthel wrote:
And as for Rogue .At level 10 and up its why bother they are pretty useless. But try making it to level 5 without one in the group. I prefer to play at low level as at high level it easy for any spell caster that has a brain to break the game.

You misspelled, "And as for Rogue. It is completely superfluous and multiple other classes perform all aspects of its 'job' only better. You can play at any level without one easily."


4 people marked this as a favorite.

His archetype trades spells for plot armor.


I just want an instigating laser musket...


Also without save throws being a balancing factor this is not going to be complete.


Monsters as well

Behemoth, Goblins, Bombs, et al, are in every game I can think of.


Cid

Chocobos

Fire, Ice and lightning magic
Cure, Cura, Curaga
magic names based on rank:
Base = -e
Middle = -a
high = -ga

Holy
Ultima
Meteor

A range of weaponry
Airships
Eidolons (in some form... "summons") since... 4 if I remember correctly

Ivalice is a pretty common land name (but not absolute, just common)


The caster could make some guesses as to what the item is or does based on the aura. That does not mean he will know just from looking.

For greater it depends on how "magical effects" is defined. I would generally think that would include what effects magic items are having on the character.


Rashagar wrote:
Abraham spalding wrote:


Sorcerer Unchained would be nice.
Definitely agree, though the necessary changes would be fairly minimal I think.

Mostly a moving the bonus spells known up, perhaps adding an additional spell known of each level, and unlocking the feats in some direction how help.

I also think the sorcerer needs some actual options beyond the single choice of bloodline.

Beyond spells known and feats (which any spontaneous caster gets, and everyone gets) that is literally the only choice a sorcerer makes.

Boring!


Compare means "how are they alike"

I think you mean contrast bender, as you are listing how they are different.

Also what is the point in comparing these two classes out of all the classes available?

Is it just because as baseline classes they both have an animal companion?

If so I would point out that the ranger is rather limited on his animal companions:

Quote:
A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf.
That is a bit bigger list than the cavalier but not by much
Quote:
A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level.

quite frankly considering that most of the ranger options are not mounts and cannot serve as such as is and are not good combat choices plus the fact the ranger is 3 levels behind on keeping his animal companion maxed I'm less than impressed with his coming out of the gate.

This isn't to say either or both do not have fixes for these issues (they both do) but if we are simply comparing or contrasting the classes themselves well, lets do that.


4 people marked this as a favorite.

Discussing the Oracle to the Cleric without comparing the connection to the similar connection between sorcerer and wizard is in my opinion a wash.

Quite frankly the oracle took every lesson they learned from the sorcerer then did it right, and then added a few goodies on top just to be sure.

Sorcerer Unchained would be nice.


there is a technical limit on the number of thralls.

the number of rounds in the day. you have to concentrate at least a round per day.

It is mind affecting with all the issues that brings (like undead
immunity).

Finally arguing that we should ignore all the ways from level 1 on we can mitigate the spell while also arguing that it's too powerful in the hands of the players is bizarre at the minimum. "This spell is too powerful as long as you let me handwave away all the ways you can bust it" is hardly a good argument.

I mean it isn't a bad spell, but as far as really game changing strictly "meh"


honestly out of the mind control spells dominate is low on my list of worries. It is obvious, limiting, and bland. There is no question you were dominated and the effect that was had.


Also for metamagic you have to use a higher level spell slot.

Just having the metamagic feat does not allow you to apply the effect to your spells for free.


2 people marked this as a favorite.
Matthew Downie wrote:
Derek Dalton wrote:
A four person party needs two things, a healer and someone able to disarm like a Rogue.
Not in my experience.

It looks like it is the season to go over the basics again.

Trazpfinding is not a requirement, healing is situational at best, fireball is inefficient...

I keep meaning to archive all this every time we go over it again, and I always seem to forget to do so.


Sometthing to worry about is consumables getting you right back to where you are.

A potion of greater magic weapon lasts hours and with several of them you might as well have a permanent magic weapon.

I fear more than anything you are going to end up with ammunition counters (for the consumables) instead of permanent magic items.


Right so I'm home.

I am sticking with the point of Core rulebook since that was when the math was originally done, and beta versions at that however:

This thread as a whole was great on the topic

Now magic items are going to account for:

+11 to highest stat (for casters this is more important than non-casters)
+5~6 to save throws separately from stats
+5 to hit
+5 to damage
+5~20 to AC (dependent on armor, shield, necklace, and ring)
+1 to caster level
Pearls of power.

Now the +11 off of the highest stat will hurt the casters the most, as this is the most direct hit to power for them. it results in a -6 on DCs, not a -3.

The loss of bonus to hit and damage is offset by the loss to AC for everyone and visa versa (the loss to AC is offset by the loss of bonus to hit and amage).

However boosting spell DC is the hardest thing to do in the game. There are very limited feat options for it, and the most common methods are: 1. Higher level spells 2. increases to casting stat.

When we went with a wisdom 10 human fighter he had (on average) a 20% chance of saving against a supercharged wizard's best spell.

Change that to a dwarf and that went into the fighter's favor by 15% and giving him a starting wisdom of 14 moved it 10% more into his favor, putting him to a 45% success rate against the best the wizard had at the time.

Losing 8 points off of that hurts, but the wizard losses 6 points off his best spell. This is a 10% swing in the caster's favor, but he has less spells to do this with and has more need of his spells to bolster his own defenses with the lack of permanent magical items.

However this is against one of the two acknowledge weakest save throw class/race combinations in the game. Almost every other class is looking at a much improved save compared to the human and fighter rogue.

If we grant inherent bonuses through scrolls the fighter and wizard will evenly increase with the wizard getting back an extra +1 on his DC compared to the fighter (due to +5 from level increases and +5 inherent coming to an even number).

The wizard is going to lose at least 1 bonus spell of each level (2 for 8th and 9th level at 25 Int compared to 36).

Somewhere in that thread is much more information on the topic... I have to be back up in about 7 hours for my son's pinewood derby. I'll be back tomorrow afternoon to cover it more directly and thoroughly.


Limited magic from unchained might be an idea lemeres

However we did a the math back during alpha and beta and the peeks for no wbl and full wbl were the same between saves and spell dc at that time. Proportionally the removal of permanent magic hits evenly offensively and defensively.

It does make spells more desirable though while also limiting them more.

Magically speaking it makes targeting the right save for each opponent type more important, and makes team-based casting more desirable (better guarantee of successful casting).


knightnday wrote:
Abraham spalding wrote:
There are several divination spells work across the planes and are not blocked. It also does not prevent location of the spell itself. So while it helps some against initial probes its like turning off beacons on your wifi and thinking it is some sort of defense.
True. I meant to elaborate and was distracted by small people in my house. In any case, it still bugs. :)

no problem...

for what it is I find... no not game altering.

it is not warp wood, minor creation, shrink item or even an illusion spell where out of the box thinking opens up incredible shenanigans... It's barely s rest spell


There are several divination spells work across the planes and are not blocked. It also does not prevent location of the spell itself. So while it helps some against initial probes its like turning off beacons on your wifi and thinking it is some sort of defense.


Ian Bell wrote:
Also, charging is another bad example, as it is the easiest thing in the world to stop from happening as a DM, even by accident. I would have to go out of my way to make it broadly useful as a tactic.

Plus most times without heavy investment you are geting 1 attack at double movement with a penalty to ac and likely to eat a full attack in return before your next action.


Actually they do. Archery can be stopped by windy conditions, vision restrictions and many other mundane means. Tripping can as well (flight for example).

Cleave is not going to be an always feat, but then few feats are.

And again I would take cleave on a medium bab class that I intend to melee with.


Link

So I was fiddling around with spreadsheets and developed this while doing so.

It's for Razimarian Priests however the pages of spell knowledge can be helpful for anyone.

You can choose your wealth by level and make sure you don't go over with that, it's at the bottom.

If you want to see just how many spells you'll "know" with your "spell book" just choose your level at on the side and it'll give a break out there.

So far it's only for human sorcerer's with their FCB, but I'll work on that later.

*****************************************************************

Ack! It did not transfer well, so the wealth by level and sorcerer spells known sections are broken at the moment.

I'll fix them in a bit.


2 people marked this as a favorite.
Grand High Poo-Bah CXXXMCCCXIII wrote:
*Weeps tears of failure as his pitiful turn attempt washes off of the lumbering undead behemoth.*

You couldn't turn a year older on your birthday!


I like cleave for medium bab classes. You don't get a second attack until level 8, or a third attack level 15.

So at pre-level 8 it is better than a full attack. At level 8 through 14 it is equivalent (two attacks but different targets but smaller action type).

Only at 15 plus is it a lesser option.


polearms

Supposedly this update is in the book mentioned.


To update:

We now have at least two styles that further adjust weapons and what they count as and what we can do with them.

Spear Dancing Style (with the spear dancing spiral) allows for a polearm to be a quarterstaff for feats and abilities.

Ascetic Style allows a monk weapon to count as unarmed strikes for interactions with feats and class abilities.

How far does this travel?


Update!

I have adjusted the attributes and provided definitions for them and their initial values. A few subattributes have been done as well.

Next I need to do the effect definitions and effect specific attributes for each effect.

Likely I will need to decide how spellcrafting will work sooner rather than later so I can start building the rules for how the interactions between the attributes work.


My other thought is:
Prerequisites: quicken spell, silent spell, still spell
Benefit:when you cast a riding spell in the same round as another spell at the same target the target does not realize the second spell was cast if he fails any save throw against the second spell. A riding spell must be applied to a quickened spell and raises the spell level by 1.

People trying to identify a riding spell take a -10 penalty to recognize the second spell was cast. If the second spell is lower level than the riding spell this penalty increase by 5. If the second spell is higher level that the riding spell the penalty decreases by 5.


alexd1976 wrote:

Too powerful.

You could cast four spells a round this way with Quicken Spell.

Four 1st level spells at the cost of a ninth level slot and a sixth minimum.

Also with a familiar spell you can already do that cheaper than this feat, and cast higher level spells to boot.

I am considering a requirement that riding spell can only be applied to harmless spells though.


You have learned to hide a spell behind the casting of another spell. This masks the second spell with the first from the unwary.

Prerequisites:heighten spell, still spell silent spell
Benefit:when you perpare a riding spell select a second spell. When you cast the riding spell the second spell is cast as well. If any save throws are required then the dc is set to the altered spell level of the riding spell. If the save throw of the second spell is failed the target of the riding spell does not recognize that the second spell was cast on him.

People trying to identify a riding spell take a -10 penalty to recognize the second spell was cast. If the second spell is lower level than the riding spell this penalty increase by 5. If the second spell is higher level that the riding spell the penalty decreases by 5.

A riding spell has a spell level of both spells combined +4.


Well arilica that is where I am trying to get!

I agree it is rough, which is part of why I posted it, Not just for critique (obviously too early for that), but so people can help debug and say "you forgot about (xx) for attribute (y)."

I feel I have most of the attributes and a majority of the choices for those attributes now I need to assign values and methods.


The idea is to use the concept of object oriented programming to build spells.

Eventually it could be actually programmed but right now it is mainly just making the system.

The ideal for the system is:

Spell builder that is balanced against the core spells and allows for a huge range of spell development by players/ gms with minimal worries about balance.

At this point we are developing the class, and making sure it works with the current spell in the game.


So I have two thoughts on how to use this.

One is a series of baseline spells. The attributes for the default is "spell level 0" for that spell. Change an attribute changes the spell level.

The downside to this is the need to develop each baseline. The upside is that the standard spells can be use to template the default spells, allowing easier expansion.

The second method is to point value the choices for each attribute, then assign each spell level a point range. Choose the attributes add the points compare and that is the spell level.

Downside is getting the point totals right. Upside is more free ranging spell development.

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