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Varisian Wanderer

Aelryinth's page

RPG Superstar 2012 Top 16. RPG Superstar 2013 Star Voter, 2014 Star Voter. 7,508 posts (7,571 including aliases). 1 review. No lists. No wishlists. 1 alias.


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RPG Superstar 2012 Top 16

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Hey, that's only 40 balors. Piece of cake going from 22 to 23.

==Aelryinth

RPG Superstar 2012 Top 16

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Spells taking time to renew is an out of combat thing. Which means, if youw ant the spellcaster around, you leave combat too.

So, standard memorization taking too long hurts the party, not the wizard. Once he's got his spells up, he's fine...everyone else waits on him.

Now, the whole 'sit down for 15 minutes to grab the spells I want on the fly', yeah.

73. Ability score maximum benefits by class. Especially Con scores.

==Aelryinth

RPG Superstar 2012 Top 16

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THe reason why Gygax didn't work with low stats having bonuses is to force specialization.

If everyone gets Strength bonuses easily, it means that those who rely on Strength primarily are devalued.

So, a 12 Str now gets you a +1/+1. That's the equal of a 17 Str in 1E. For next to no investment, you have a combat bonus.

It rewards spreading points around, rather then focusing on something and being good at it. Strength scores sub for martial ability easily (just ask wildshapers). By making it hard to get those strength scores and benefit from them, you made melee levels more valuable.

This is also why there were Con/HP bonus limits for non-melee classes. It made that big d10 for HP more valuable...you couldn't just buff Con to the skies to sub for it...which is exactly what caster classes do now. Fighters went from having absolutely the most hp to having basically what any other class with Con as a secondary stat did, or less, if that class wanted to raise Con and had fewer other stats to raise (like, oh, wizards).

=================================

Sucessive studies have shown that except for raw muscle power, there's really no difference at high end or average ability scores for men and women. Men can be colossally resistant to pain and possessed of superior endurance (start reading some survival stories, or look at ultra marathon records). Women are just as smart, understanding and capable of leadership, albeit in different manners.

The best way to reflect the difference in women's social abilities is simply assign the -2 to Strength, and +2 to any other ability score, up to 18 maximum, to reflect the fact they don't get by on raw muscle power. If that ends up in Wisdom or Charisma or Dexterity, that's 'normal', and women will be naturally stronger in areas men are not by default, but not at the high end.

And note that while magical strength doesn't have to obey biology, even at the high end of literature examples, the male characters tend to be stronger then the women (Superman/Supergirl being best examples), while the women tend to have other strengths.

==Aelryinth

RPG Superstar 2012 Top 16

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Green Star Adept. you eventually turned into a construct, IIRC.

The biggest abuser of caster level nonsense was that one necromancy-centered class that counted ALL your class levels towards the caster level. Worked awesome with Theurge classes.
The other one that stole power from the gods did the same thing.

There was a 3rd level Armor of Light spell that granted you a +6 AC bonus and blinded enemies that was an abjuration. Otherwise, yeah, looking at Shield. Still, +9 AC from a Shield spell was nothing to sneeze at, and there was NO DRAWBACK for taking those 5 AC levels. Full BAB, full casting, + class abilities. That's why it was crazy broken.

Not the AC bonus. That was just icing.

==Aelryinth

RPG Superstar 2012 Top 16

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Und ve shalt call him "Fate Stayed Gilgamesh!"

==Aelryinth

RPG Superstar 2012 Top 16

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And not to mention she could easily be rocking a 50+ AC while she does so. And we haven't even gotten into her diplomacizing Wishes out of hapless efreet for inherent bonuses.

While telepathically commanding multiple orders of knights, adventurers and allies across the entire world.

A-Yup.

==Aelryinth

RPG Superstar 2012 Top 16

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Ah, poor will save? Once you equip her as a PC, her Charisma should be around 37. That's a DC 28 Will save for the at-will charm monster.

Her base Will save is +30. Her defenses are incredible. 144d6 worth of healing.

She can Smite something for an additional +13 to hit, +12 damage, and basically hit with every iterative. Add in Power attack, and items to up str or dex depending on the build, and she's a monster on the attack. Sword bond on top of everything else she can do...she's fine.

NPC's are always lower on the totem scale until they are properly equipped.

I think if you put her into a PC party she'd do just fine.

Especially when she starts leveraging profane gift and the ability to communicate telepathically with the recipients across any distance...and then teleport to them on demand.

yeah.

==Aelryinth

RPG Superstar 2012 Top 16

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He's a 5th level, no spell Ranger with IUS and the gunslinger line of feats, and FE: Human, with excellent stat rolls.

Flavor as you like. +4/+4 TH/DMG humans and skill rolls against them would be monstrously strong in our world, and highlight just how much of a human-killer he is.

==Aelryinth

RPG Superstar 2012 Top 16

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and you're wrong.

Look at adamantine full plate.

13,500 gp to make. By the rules, making a set of adamantine full plate will take a VERY skilled armorsmith more then six months to churn out.

In that same time period, a mage can make 360 suits of adamantine armor.

In short, no smiths are going to be making adamantine armor. They can't afford to invest the time into something, and one mage can meet the demand of an entire nation.

Second, plagues are a problem because the demands spikes to a need for thousands in a very short period of time, and then falls off.
The solution to a plague is very simple. You make a magic item that casts Resist Disease one/person/day.
The plague victims line up, get cured, and go home. No dental problems, mental health deterioration, arthritis, liver ailments, cancer, etc for the ENTIRE POPULATION. Health care savings = massive.
If it fails to work because of a high DC, come back tomorrow and try again.
And that magic item? It can potentially be around FOREVER.

But there is a HUGE difference between a plague, and crafted items.

Let's use something simpler, like masterwork chainmail, value 300 gp. Note that the wizard does not need Masterwork Transformation to make the chainmail, since he'll automatically pass the check.

Let's give a 5th level smith with the right feats, tools and helpers like +20 to the crafting roll. With a DC 10, he gets 30, x the Craft DC of 20, = 600 silver per week, or 60 gp. It will take him 5 weeks to craft Masterwork Chainmail if he doesn't rush things.
5 weeks is 35 days. In that same time period, our wizard could make 70 suits of Masterwork Chainmail (2/day), costing him 7000 gp (1/3 the 300 gp sale value), selling for 21,000 gp, for a net gain of 14,000 gp, and 20 minutes of his time each day.
At 60 gp/week, it will take our level 5 smith 225 weeks, or more then 4 years, to complete that Adamantine full plate armor. If he raises the DC to 30 to accelerate his work, his pace is now 90 gp/week, and it takes him 150 weeks. 3 years. 1095 days.

The wizard replaces 70 Armorsmiths worth of production for high end chainmail. He replaces 2,190 of them if we're talking Adamantine Full Plate.

Note: I'm using a 5th level smith as the 'average' smith. Sure, a 15th level smith with magic items can work faster. The Fabricator is only going to be replacing HUNDREDS of such magnificently, 1/kingdom smiths, instead of thousands of them. Do you really believe that even a Mythic Crafter could compete with someone who can churn out 27,000 gp worth of armor every day? And that's a fresh, wet-behind the ears level 9 wizard, not some level 18 Archmage casting 7 of these spells a day before Pearls.

A magic item that casts Fabricate 1/day at 9th level using the craft mods of whoever uses the item costs 9th level x 5th level spell x 2000 gp, divided by 5 for 1 use/day, = 18,000 gp.

It pays for itself in two days of making adamantine full plate, and from then on is pure profit. If you can get an order for tens sets of adamantine full plate from the hellknights, you can afford to upgrade your Fabricate Toy to 5 times/day. Hilarity would then ensue as you put 2190 smiths worth of production to work, wiping out the high end work department for smiths across the entire country. Yes, you could very, very easily keep an entire kingdom supplied with masterwork armor and weapons BY YOURSELF. Remember, all this masterwork stuff you are making is going to be around for years and years. You've got time to build up a freaking arsenal at a fraction of the cost in time and labor of any other smith.

And we won't even get into the destruction of high end jewelers and gemcrafting. By the rules, that is.

Oh, and one more thing. You have to have the raw materials on hand. You don't need tools, which aren't involved in the making.
So those extremely rare forges that can actually reach heats high enough to work adamantine? Maybe 3, 4 of them on the continent? Nope, don't need to work at them. Just wave your hands and done.

Fabrication is realistically totally broken, and so avoided like the plague in all things. It's a 'fun spell', there to help PC's make something they want right now, and totally avoids the realism of what havoc it would wreak in the high end Craft market.

That's why Fabrication should have either an a) time limit on how much Crafting it replaces (I favor 1 day) or b) an absolute limit on how much GP work it can do (I again favor 1 day's worth of GP production, or maybe 1 gp/level, or what have you). Not having either of these limitations, with no cap, is what breaks this spell.

Fabricate destroys time investment in labor. It should be brought back down to earth.

When does it break? when it's doing the work of ten crafters? 20? 30? Sure, it's a complete waste if you're dealing with stuff a Crafter can churn out in one day...in our example above, that would be anything worth less then about 6.5 gp, as two Fabricates/day would basically be around 90 gp of production.

Where's your cut off? Ten crafters? Everything 65 gp or higher is best done by Fabricate. 20? 50?

What happens when a Wizard who can make masterwork items faster then a smith can make normal ones has saturated the masterwork market? He starts lowering the price and shrinking the normal market, because he's still making money, so why not?

That's how realistic economics work.

This kind of thing is why writers prefer to work with fighters, rogues, and classes with severely constrained spellcasting. Because if you actually use the spell list like a wise or intelligent person would, you very quickly start to break things.

==Aelryinth

RPG Superstar 2012 Top 16

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A minor problem with portraying Native Americans is that while they are definitely classical barbarians (i.e. don't have a written language for the most part), they do NOT have the Barbarian-style backstory of rage-happy, battle-crazed warriors. The great warriors of the NA's are mostly awesome rangers with the resulting spiritual component from spellcasting and stuff.

Makes for a very different cultural standard when your great heroes are all rangers. Although rangers with FE: Humans are naturally devastating opponents against humans...

==Aelryinth

RPG Superstar 2012 Top 16

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unlimited times a day...as long as you are in a fight.

It should be noted that if you aren't fighting, technically there's no way to discharge most To9S techniques.

So the guy who can unload the mass AoE fire assault? He can only do it repeatedly if he's actually fighting something, since he can't refresh outside of combat. That door over there is perfectly safe from a second swing.

And that's the only time 'out of combat' is relevant, is when you are NOT fighting.

In practice, he just has all of a limited set of abilities available each fight. The spellcasters have a much, much wider set of available abilities that can potentially run out, but if they are a prepared caster, can literally cover almost any situation...far more flexible.

And in PFS, sorcs follow the same paradigm.

And I will note that in To9S, the Fire and Shadow Disciplines were intended for the use of the most mystic of the 9 Disciplines. The 'fighting' disciplines like Iron Heart and Stone Dragon and Tiger Claw had very, very little of the casty flavor and more of the "I'm an 18th level Melee, watch THIS" flavor.

==Aelryinth

RPG Superstar 2012 Top 16

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Samy wrote:
I'm not sure what you're saying, Aelryinth. Do you mean to say that what was wrong with Maztica was that we didn't get more of it?

I'm saying the reason that it went nowhere is because it got no support from TSR.

It was one of a great many boxed sets they put out, that they then either didn't support or immediately invalidated with events in the Realms.

But, hey, they finally told us where Balduran died, and that wood elves keep killing all those settlers from across the oceans...and that the most elite mercenary company in the Forgotten Realms is dumb enough to put all their priests on one ship AND don't have the power to save it from a storm.

Yeah. But meeting Hiawatha of the FR? Not gonna happen.

And what did they do with 4e? Swiped in an entirely new continent or two as Abeir finally came back to Toril. Convenient place to put your dragonbloods, and suddenly one green dragon is enough to subjugate a continent.

==Aelryinth

RPG Superstar 2012 Top 16

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Maztica was a standard TSR boxed set case.

"Here's this great and robust world covering an entire two continents but focused on this Aztec culture that we're putting out here and with a trio of stories to validate it, and then we're going to completely ignore it in later canon except for the occasional reference so Ed Greenwood doesn't get too mad with us.
American Indians and PC's? Ugh, sorry, aren't covering that."

==Aerlyinth

RPG Superstar 2012 Top 16

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Kobold Cleaver wrote:
As someone who bought way too many splatbooks he no longer needs, it'd be nice to get an inverse of this thread—what are some 3.x things that are pretty great for conversion?

Start a new thread.

Reserve feats will probably top the list for casters.

==Aelryinth

RPG Superstar 2012 Top 16

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Legendary Gems I find useful. If I get the names wrong, the effects will still be accurate.

#1. Miranae the Teardrop:
Smites. 2000% smites. The 15% chance to activate basically means you get one every 6.67 attacks or times you hit something. This is awesome for whirlwinding barbarians, or wizards getting triple magic missiles, or anyone with AoE attacks that hit more then one opponent.
At level 25, you are guaranteed a smite every 5 seconds, and your smite is up around 3000%.
The smites are target wipers. They are single shot eliminators of enemies, which means they reduce the damage being done to you. The crits can be in excess of 80 million damage for my characters, and occasionally I'll get 2-3 firing off on top of one another for monstrous amounts of damage on things like Rift bosses when they activate together.
My wizardess is the best user of these, as each magic missile + familiar is an attack that can activate the teardrops. At 6+ attacks/second, I'm basically getting one teardrop per second falling down and smacking my enemies.

#2 Simplicity's Strength: If your primary attack is your main attack, this is your gem. Straight damage to your repeated no-cost attacks. At level 20, this is +40%.
The level 25 effect is +2% life per hit. If you're getting 4 hits a time, that's +8%, which is excellent. If you have extremely high health, it's better then most Heal on Hit effects, but not overpowered. Combine the two, and I can generally get back to full life in under 5 seconds.

#3 Bane of the Trapped: If you're using slow/chill/freeze effects, this is your toy.
Bonus damage to anything suffering a slow effect. At level 25, you GENERATE a slow field, so that anything that is close to you takes the damage bonus.
If you're using stuns or cold effects, this is your baby.

#4 Bane of the Powerful: Another favorite, this one gives you +20% damage for an increasing period of time after you kill an elite pack. It's about a minute at level 30. If rapidly clearing Rifts is your thing, this comes in VERY handy.
At level 25, you get a flat +10% against elites, to help you along.
This is a good gem for high mobility builds.

#5 Miser: This one makes you gold. If you have gold problems, slot this and don't look back as you go around slaughtering stuff. You can effectively get 'drop rates' of over 50% at higher levels, and picking up gold increases your movement speed! Combine with a Goldskin to really make the money.

#6: Gizzard and Estoeric Alteration: These are two of the new gems. The first gives you regeneration powers, and the second one gives you a big boost to your resistances.
If you are playing a group game and are used to operating with Templar buffs, these are extremely useful items to slot into your rings for the duration of the group game. The Gizzard's health per second is massive, the largest in the game, and the defensive bonus of the alteration is, too.

#7 The other new gem that gives you bonus xp/monster. If you can level this to 25, you can level up noobs in no time at all. The xp bonus multiplies by your level, so it is MASSIVE. Combine with a -40 level required weapon, and accelerate your noob to uberness.

#8 The Toxin stone: The poison DoT isn't that impressive. It's like a Smite that takes ten seconds to actually use. The best part is, at level 25, anything taking poison damage takes +10% damage from anything else, once you've damaged them. Paint a target with AoE's, they take some incidental per round, and 10% from the real stuff you're heaping on them.
If they are splives, the additional DoT can actually kill them over time if you don't have time to deal with them. The DoT doesn't stack in damage, but the longest remaining duration does apply.

#9 The pet enhancer stone: If you are doing major damage with Pets, you can't go wrong here.
Note that this doesn't work for marauder-using DH's using sentries, as such fire when you do.
Combine the speed boost with Tasker and Theo, and you are giving a massive offensive punch to your independent pets.

#10 Zei's Vengeance.
This stone does more damage the further you are away from the targets. Amusingly enough, this applies to DoT calculations.
So, wizards hitting with a Firebird set can smack an enemy and run away, and literally accelerate the burn damage they are doing to an enemy thereby. It's also great for a massive opening salvo.

Special: Elemental Booster: The new gem that does massive damage of a particular elemental type as it changes every 4 seconds should be EXTREMELY useful to a Tal Rasha build that makes use of all 4 elements anyways.

RPG Superstar 2012 Top 16

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General Words of advice:

The key things to get to a million damage are Base Weapon: High main stat; Crit Damage; Crit Chance; and Attack Speed....in that order.

Socket your main weapon with an emerald. Just do it. Biggest emerald you can find.

Get your fighting stat up there. While each +400 to the stat might not seem like much, the aggregate is your main damage multiplier.

Your necklaces and rings should have +stat, +Crit damage, +Crit chance. Whether you want +Vit or Attack speed or +Elemental damage otherwise is up to you.

Your Bracers should have + 6% Crit Chance modded to them, with +Stat. +Vit or + Resist All is your call. The bracers that give a bonus to movement speed save you paragon points. Bracers can also roll with any + Elemental modifier.

YOur boots should ALWAYS have +Movement. Most boots do NOT mod to +Resist All, but some do. Test and see. Your ideal combo is +stat, +vit, +Movement, +resist all. THe illusory boots that let you move through enemies are excellent since they let you wall through Wallers.

The Witching Hour and the Hellcat Waistguard both give you more offensive punch.
There is one belt that rolls with a +lightning modifier.
Getting two pieces of the blackthorn set gives you +250 vitality and +10% damage against elites. It's a common drop.
Getting the ring and necklace of the Traveler's set is +50 Crit damage, which is also nice.

Your gauntlets should be +stat, +crit damage, +crit chance, and then choose between Attack Speed or Vit. I usually go with AS if possible. There are Legendaries that roll with +Cold and +fire elemental mods.

Your helm should be +stat, +vit, +6% crit chance. The #1 offensive helm is Andariel's Visage, which always rolls with an elemental modifier and a +attack speed. The #1 non-set defensive helm is Blind Faith, which gives a 30-35% chance to blind on hit, which is huge for shutting down a foe.

Your torso should ALWAYS have +stat, +vit, and 3 sockets. I prefer resist all as well. Cloaks can also roll +Discipline for DH's. There's a lot of nice non-set BP's. A lot of people end up with Blackthorn's for a time because it's so common.

Your legs should be the same as torso, with 2 sockets. legs often come with nice secondaries if legendaries, from +move, to acid clouds, to double base skills damage, and more.

Your shoulders should be +stat, +vit, +resist all, and +regen. You may or may not want to sub in resource reduction or cooldown reduction for regen.

There is an item, the Rimaldi token, that lets you socket a weapon. Which means that you can tinker for +weapon damage (max +10%) or +Attack speed (max+7%).
If you don't have a Rimaldi, don't worry about it. Get the socket on your weapon by tinkering. When you do get a Rimaldi, tinker the weapon again to get weapon damage or attack speed, then Rimaldi it for the socket.

Special Note: Any Special gem effects are based on your weapon damage, not your DOT. Thus, using a big 2 handed weapon means those effects, like the poison DOT or the Teardrop smite, are bigger if you are using a 2h'er.
The big comedown for the 2h is because you are missing out on extra stats and extra modifiers, they are actually better in many instances then a 1 h for dealing big hits.

Off hand: You want +Stat, +crit chance (up to +10%, huge!), and if you're a DH, +attack speed (up to +20% on a quiver, huge!). +Vit is next. Special powers vary by class, but your off-hand often determines your game play (Bombardier's Rucksack and Seven Cirri for DH's, Mirrorball for Wizards, for example).

Crusaders may or may not want +Block % on a shield. It depends on your play style. WD's and Wizards probably want +maximum mana.

==========================

That's gear basics. I'll get to Companions next.

==Aelryinth

RPG Superstar 2012 Top 16

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christos gurd wrote:
Eltacolibre wrote:

actually seems like they pretty much said that rage is an option:

Quote:


Want to be a druid who specializes in taking out dragons as her favored enemy or flies into a rage when the natural world is in danger? You've got that too.
rage was confirmed, rage powers weren't. Although they would make sense to out the progression.

Once you have Rage, Extra Rage Power means you can take them with feats.

Which I find really amusing, since rage powers are definitely stronger then combat feats.

==Aelryinth

RPG Superstar 2012 Top 16

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Truthfully, I don't care about multi-classing rules.
While it would be nice to give a non-caster class a default spellcaster level advance like they get BAB, it's secondary.

the fighter has fewer class features then any other class.
It gets bonus combat feats, which it must qualify for with stats. Pretty much every other class that gets bonus feats gets them regardless. Especially the ranger. Which is totally embarrassing.

The fighter gets bravery, weapon training and armor training. That's 3 features.
It gets armor movement. That's 1.
It gets a false armor capstone at 19 (suddenly DR enters the equation at level 19?), and a false weapon training capstone at 20 (because the capstone applies to a weapon, not a weapon class). That's 2 more.

So, 6 class features. Only 3 of them scale, and one of them (Bravery) is basically worthless.
Combat feats are half the strength of class features, don't scale, and must be qualified for. UGH.

We'll see if they change things. But since they have never mentioned actually changing/updating the fighter CLASS...I have my doubts.
The fighter's problem has never been his combat and damage output. it's been his versatility, his defenses, and his movement.
Basically NONE of those are covered by combat feats.
So, I don't have high hopes. Makinig the combat feats powerful is nice, but all it makes him is even more of a glass cannon.

relying on other classes to actually be strong/versatile is a cop-out. We'll see what shakes out, I guess.

==Aelryinth

RPG Superstar 2012 Top 16

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Interesting. the reverse of the spell can target objects or petrified creatures, but cannot target creatures made of stone.

So, useless against elementals or stone golems or whatnot.

I take it back. RD, yer mucked. Disintegrate is over in corner waiting for you to come begging back, however.

==Aelryinth

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Because Fey come from the First World, which exists before and between our own world, would it be more proper to characterize fey as 'insiders' instead of outsiders? :)

==Aelryinth

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He wants to see a published weapon shield so he can see if they double the masterwork price on the shield, and lay this whole argument to rest.

==Aelryinth

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The post explicitly notes that a masterwork shield is a masterwork weapon, but doesn't gain any bonuses for being such.

You are drawing lines where they do not exist.

The cost of a masterwork shield as weapon is part of a masterwork shield, period.

You are attempting to add something on which is completely irrelevant. Shields are armor and weapons. A masterwork shield is a masterwork armor and weapon, BUT does not get the bonus to hit.

Where exactly is this artificial line you are inserting supposed to go? It's already masterwork. End stop. You add the cost of a masterwork shield to the cost of the magic shield. If you already added that cost to the armor side, there's no need to add it twice...it's ALREADY ADDED. It gets tacked on to the front of the total cost of the item, it doesn't get tacked on twice!

I'm really not sure how you're interpreting this and making it so hard.

==Aelryinth

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The masterwork pricing for shields specifically mentions that the shield is a weapon, yet does not gain a bonus to hit. This implies that even though its a masterwork weapon, it's an exception to the normal masterwork weapon rules, else they wouldn't need to mention it.

There really isn't a question about it.

==Aelryinth

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Merm7th wrote:

I have a character that has a darkwood shield that she bashes with. What I did to avoid any confusion is...

Got a masterwork darkwood shield paying the 150gp for masterwork, and darkwood masterwork shield spikes, paying 300gp for masterwork. The spikes increase the shield damage by one size category.

There are no such things as masterwork shield spikes, because all they do is modify the underlying weapon.

A masterwork shield is masterwork with or without spikes. You can't buy spikes and pick up a +1 TH, it's still a shield and masterwork shields don't get a bonus to hit.

A shield IS a weapon. A masterwork shield is masterwork for both purposes, defense and offense. There's no 'line' between the functions. Likewise, you never enchant shield spikes...you enchant the shield. The spikes change the shield, the shield is still what you hit with and what you enhance.

==Aelryinth

RPG Superstar 2012 Top 16

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I oppose that line of thought. Combat Expertise should stand on its own as an excellent feat that does what the title says it does.

If it is supposed to be a gateway feat, call it "Advanced Combat Defensive Training" or some other name to indicate how useless relatively it is.

To make it stand alone AND a gateway feat, simply do the following:

If you are a Fighter and choose Expertise as a Combat feat, in addition to the normal benefits, you also:

1) Pick a number of Maneuvers equal to your Expertise Bonus. You no longer provoke an AoO when attempting those maneuvers. You may choose Unarmed Strike or Grapple as maneuvers for this purpose.

2) You gain a bonus to your CMD against all combat maneuvers equal to your Expertise Bonus.

3) You gain a bonus on the maneuvers you've chosen equal to your Expertise bonus.

----See what I did there?

I got rid of an entire line of Improved and Greater Feats, I made Expertise scale, and I made it plain that if you're a smart fighter and take this feat, it will come in VERY handy for you.

So if you swing that 13 INt as a fighter, you get something GOOD for it.

===Aelryinth

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The feat should show that you are an expert in Combat.

it doesn't. It just shows you know how to fight defensively a little better.

It needs to actually do something that says "I am a professional, smart combatant. Watch this!"

It doesn't.

==Aelryinth

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Coridan wrote:
I keep trying to get a DM to let me play a Magic of Incarnum character but so far no luck.

Incarnum is pretty cool. It's like having Power Armor made out of your soul, just plug your soul into what you want boosted.

The INcarnum Mage prestige class can break pretty easily. Depending on how you interpret it, you can have your Incarnum pay metamagic costs for you as you cast spells. If you're a blaster and have 4 points of Incarnum free, that means you could Twin Spell or Quicken Spell every round.

==Aelryinth

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Dunno why you're fixated on Arcane. Any good Cleric, Oracle or Druid build will do what you want.

==Aelryinth

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I had a friend who simply cast continual light on a leather strap wrapped around his hand. THe fight starts, he threw it away.

The lodestone Cont Light sticking to a helmet or shield is over thirty years old.

Here's a Forgotten Realms version of a Nightstick.

Rolled, gnarled steel tube with a flare head that encompasses an iris. In front of the iris, the lens cap can be unscrewed and swapped out for various colors, or other magical effects (like possibly enchanting them as low level detection spells, or covering things in the area of effect in faerie fire).

The COntinual Light is Heightened to at least 5 to overcome COntinual Darkness and other darkness effects. It is mirror-mounted on an activated Sinhalas gem, which dispels and prevents Darkness spells from manifesting with 30' of it, so such things cannot be cast onto the light to dispel the illumination. With a lens on it, line of effect is broken and the Cont Light cannot be directly targeted by dispels, either. The sinhalas can be moved up and down the tube to vary the amount of illumination, while the iris can be further used to narrow it down if desired. If there is no lens, the Light can actually jut forth out of the tube for full 360' illumination.

The back half of the light is sealed and empty. When thrown into water, the light has positive buoyancy and will float.

The end of the tube has a clip ring for hanging to the belt, and can also be unscrewed. Within is another Continual Light sinhalas mounted on a lodestone. It can thus be mounted on a helmet or shield for universal illumination as needed, while the main light throws out illumination in a desired direction much further.

Sometimes ranger survivalists add a small dimensional storage area to the back half of the unscrewed tube (1 cu ft) for hiding important things or necessary supplies.

The whole can be enhanced as a jo stick (d4 dmg) if desired, although, being hollow, it can dent easily if used in combat before being enhanced.

There is a pen light version that does the same thing, designed for pinpoint illumination so as not to betray one's prescence, popular with thieves. The lens is often magically conditioned to change the light to a Continual Faerie Fire effect across items illuminated, and in doing so operating as an ersatz Detect magic and revealing invisible objects at the same time.

==Aelryinth

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Rogue Talents and Combat Feats (well, most feats) have the same problem re: Rage Powers. Rage Powers are viable when they are taken and scale nicely so as to be useful at all levels.

Talents and Combat feats? Not so much.

==Aelryinth

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1) TWF is a feat intensive build. Generally requires 4-6 feats. Feats that could be spent on other things.

2) The -2 to hit for TWF is the main reason TWF is worse then 2h fighting. A low BAB class is effectively magnifying this problem.

3) You have to pay for two weapons. In short, you have worse weapons, with lower TH bonuses.

4) You only get to TWF if you make a full attack...or spend yet another feat or take an archetype that allows you to attack with each weapon on a standard action or charge.

TWF is only going to be better for you if:

You get MONSTROUS bonuses to hit, or fight enemies with a low AC.

You get fixed damage bonuses per attack (like ranger FE, or Sneak Attack on every swing, or Paladin Smites) that stack on every swing.

======

No, there is no way to fix the accuracy problem. All the typical bonuses to hit you get, you will also get on a non-TWF build. Buffing from the party will help you, but you have a low BAB to overcome.

Ninjas in stories are fighting people with no armor. People with no armor are easy to TWF. Monsters are not people with no armor.

Monks effectively get the TWF tree for free, but their increased damage by level is NOT enough to offset their lesser damage per swing. Pummeling style is probably the best to use, but there's a reason its banned in PFS.

TWF is simply a less effective style in Pathfinder. Your AC suffers, your ability to hit suffers, and your damage suffers.

If you want to TWF, restrict it to one attack and one feat. That will only matter when you full attack, the second attack is at relatively high to hit. It will gimp your iteratives, however. It's a little bit extra you can heap onto mooks or a low AC foes if need be.

==Aelryinth

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Inlaa wrote:
Quote:
Monkey Grip. It was a feat in one of the splat books that allowed you to wield weapons larger than normal or use a two-handed weapon one handed. It was always used so someone could cheese a dual-wielding Greatswords or Great Axes. Ugh.

...In a biweekly 3.5 game I play I'm playing a Goliath Favored Soul that's using Monkey Grip to wield a Huge sized Great Axe for 4d6+lotslots damage.

Should I see myself out?

What, you're not using the Strongarm bracers that allow you to wield a weapon another size larger?

And why are you using a greataxe instead of a Minotaur's Greathammer? You can't stack Greater Mighty Wallop onto an axe!!!

:)

==Aelryinth

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I'd also like to point out on Twin Spell: It was indeed one of the best spells to take as Metamagic, right after Quicken Spell, and after Empower if you were a blaster.

But: Persistent spell does almost the same thing in PF. Persistent spell forces two rolls for saves...which is exactly what Twin Spell would do with a non-damage spell, since you can't change the target of a Twinned Spell.
The only thing not having Twinned Spell did is cut down on the amount of higher level blaster damage.

the absolute best damage feat was Split Ray, because it had a +2 modifier to double your Ray damage. Combine with Spellwarp sniper to convert any damage spell into a ray, and you could get nice damage numbers out of that. Add in Empower, and then Chain spell to hit multiple targets, and you had a room clearer of a spell.

==Aelryinth

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The Smithsonian is a pretty cool visit, even if you've never seen the movies.

I personally love the gemstone exhibits in the Museum of Natural History.I think the movie actually only involves the Museum of Natural History.

FYI, 'the Smithsonian' is EVERY museum around the National Mall, the stretch of open grassland at the center of them between the Washington National Monument and the Senate Building. I actually didn't know that until I walked up on it...who calls an open park a Mall?

Boston has one major problem...getting around by car is a total pain. At least both places have good public transportation.

==Aelryinth

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Question for Wayne:

Seoni's Hair.

the early books seem to indicate she's blond. Later art seems to turn that to white.
What is it actually supposed to be, according to you, and has Paizo simply shifted it more to white?

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A lawful person believes in rules, structures and authorities that extend beyond himself.

A Chaotic person believes in rules set only by those he believes personally in, that he sets himself, and authority is the reach of your arm, no more.

YOu believe in authority and laws, but you may not believe in specific laws or specific authorities (like, say, an illegitimate ruler, or laws allowing slavery). You do not have to have a personal investment in an authority or legal body to regard it as valid. Even if it goes against your personal desires, you might still regard a law or authority figure as correct and defer your judgement to them.

A chaotic person always decides these things incident by incident, person by person. They may not respect the law, but they may respect an honest cop who enforces it fairly, and try not to cause him a hassle. They may respect family as an authority figure, and stop absolutely right there, but it will still be based on personal respect and blood ties, not simply "Obey Dad."

But being lawful does not mean you unwaveringly do what the local law or authority says. Your personal code can easily override lesser strictures, and this is why multiple LN countries can very, very easily go to war with one another.

==Aelryinth

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Aye, the Mythic version is basically "Spend one Mythic to heal yourself of 50 hit points of damage"

Contrast with Mythic Spellcasting: Spend one mythic to cast any spell you could normally cast. Like, oh, HEAL. Granted, the guardian ability is available at a low level, but it rapidly falls behind in usefulness. Having to blow more mythic power on it so it scales is just blatantly unfair.

==Aelryinth

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gamer-printer wrote:
For 3PP, the Yabusame (samurai archetype) from Rite Publishing because I helped design it. And because I needed an archer specialist who didn't just lob endless arrow volleys, but rather fired less shots that were far more accurate and damaging - more like the concept of sniper. Most of the yabusame's special archery attacks involve a single shot at its target at great distance and not seeming like a fantasy machine gunner as seems to be other archer schticks...

Huh.

Okay. He gets a typeless smite as often as the Paladin. With arrows, no less.

In ONE level, he gets Dex to damage, AND the whole Vital Strike chain for free.

He can slaughter basically any foe from range and is considered the epitome of honor if his foe can't strike back.

And this is a samurai/cavaliar archetype?

I am not impressed, and would never allow the archetype as it stands.

Vital Strike should be open to all melees, or at least all fighters. I'd never give it out to one archetype flat like this.

I would be hugely leery of Dex to damage for archers as a massive damage punch that they simply do not need.

The archetype should have issued a standard challenge to a foe. The bonus should have been to negate cover/concealment of his foe, and a bonus against the ranged return attacks of his enemy. Archers do not need a damage bonus. The bonus should have gone up at the normal cavalier rate, too.

:( Sorry, man, that archetype is just WAY overpowered.

==Aelryinth

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agreed. It doesn't make individual encounters harder or easier. it just enables you to go through more of them before you have to stop. Sometimes to an almost ridiculous extent, depending on the enemy.

==Aelryinth

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A party with fast healing starts really placing emphasis on high hit points and getting immunities to other conditions. This is so they don't have to worry about in combat healing...they have so many hit points they WANT the fight to be about hit points.

Hit points come back out of combat for nothing. totally a win situation. 1hp of fast healing/rd = 15,000 hp/day, which is the equal of 55 CLW wands. A party with fast healing starts tilting their gameplay style towards hit points and gogogo.

This is very friendly to classes with few daily resources, like fighters and rogues, whose only resource to manage is hit points. They are never telling the party 'time to rest' because they are out of hit points.

==Aelryinth

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Barb damage: For realistic purposes, Pounce and Come and Get me are unclimbable walls to the average fighter, and can massively increase damage output. Put in Reckless Abandon on top of it, well...

So a Barb will outdamage a fighter in melee combat.
The fighter will hold the edge in archery...but that's about it.
Now, the fighter somehow has to overcome the barbarian's superiority in speed, uncanny dodge, DR, saves, hit points, and if desired, AC on top of this.

For Rangers, keep in mind that the iconic feat, Shield Master, Rangers not only get six levels earlier, but don't have to waste pre-req feats to get. That's the huge thing about rangers...they don't have to take dump feats to get the good feats, and Fighters do.

For Paladins...come on. No fighter has the staying power of a paladin. Lay on hands means bundles and bundles more hit points for a paladin. Better saves and outright immunities on top of it. Spells and Weapon Bond can easily equal the damage gap with fighters even against neutral foes (since the enhancement bonus of the sword bond stacks with the enhancement on the weapon, the Paladin's +2 sword becomes +4 as the fighter is laying about with +1 weapon Mastery and weapon spec).

The paladin will outlast the fighter because he can heal himself and endure the damage coming his way.
Noteworthy, Smite is the shield-friendliest ability around. The damage boost is so high for it that using it with a shield is still a good idea, especially if you can shield bash in addition. Smite also works with TWF and archery. A paladin archer smiting outdamages any other archer on the field.

These are proven facts. It's why people rage on the fighter. I want a fighter that is the dominant physical combatant that he was in 1e. except maybe against giant-class humanoids, heh! He does not exist in the post 3E world or in PF.

==Aelryinth

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The 'game changing' effect of fast healing is 'go go go.' Since you don't run out of healing, you can just keep going.

It doesn't 'radicalize' things. It doesn't change the game into rocket tag, or make the PC's suddenly capable of stomping all over enemies.
It means they can just Keep Going.

If you're able to gain some key defenses and immunities, such as against charms, save or dies, Freedom of Movement, and the like, you literally never need truly fear hit point damage.

Your melees are thus capable of solving more problems because they don't have to worry about injuries so much, and are always at full strength.

Conversely, with the melees shouldering even more of the load, the power of spellcasters can be stretched out a very long time. Casters that can melee along with the melee classes can extend this time out even further.

So, yes, it will change the game, because you can just keep going. The change may take the GM by surprise, and even the PC's might be startled at the shift in ability.

I cite 3.5 Persistent Mass Lesser Vigor, which granted the whole party fast healing 1 for 24 hours, and completely shifted party dynamics as nobody needed to heal, and altered the playstyle as a result.

==Aelryinth

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His point is the fighter still does not have the ability to add enhancements to his weapon, ridiculous or even good saves, still has to meet prereqs on his feats, doesn't automatically get an animal companion, can't heal himself or remove status effects, doesn't have a lot of skill points or skill, and no immunities.

After you take away his ability to disarm. A really MINOR ability. Take away smite and FE, MAJOR abilities, and the paladin and ranger still aren't looking all that horrible.

==Aelryinth

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and losing HP at negative HP. Technically, you go right to 0 and then you're up the next round from a negative total.

==Aelryinth

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IT has the following effects, depending on how it is applied:

1) if One person has it, it means you don't have to spend any after-combat healing on them. This means if they are a melee person, they have no downtime or being in danger to heal. For fighters and rogues, it effectively means they can fight forever because they never run out of resources.
Your adventuring day will last longer because healing resources will go further, and you won't need to worry about your primary melee running out of health.

2) if multiple people have it, assuming they are melees, it truly frees up a lot of casting slots since healing magic will only be used sparingly.
The adventuring day lasts longer because your purchased healing goes much further, and fewer slots are used on healing.

3) if the whole party has it, you only have to heal in combat in desperate circumstances. No money will be spent on downtime perishables. Also, the constant healing means the party will 'always' recover to full between fights.
Your adventuring day thus becomes how many spell slots are used up on the casters, and those slots last much longer. Wars of attrition are much harder to do since a lot of melee is an option even if you are low on spells, as your wounds will all be healed regardless.

From a realistic standpoint: Its a bigger deal the lower your level is. At higher levels, having to dish out a 200 HP heal to keep a tank alive is not uncommon. Out of combat healing is incidental spare change.

At low levels, not having to spend ANY money on out of combat healing, and healing to full within a few minutes, is a massive advantage, meaning your primary melee's health is never a reason to call it the end of the adventuring, and he's always starting every fight at full health.

==Aelryinth

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eeesh, wow. So, no weapon training at all, either.

The highly developed art of wrestling is obviously beyond the training skills of a devoted fighter.

==Aelryinth

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miss chance becomes less and less effective as you level, due to the prevalence of creatures with blindsight, tremorsense and true seeing.

A high AC is never a bad thing. Especially for a melee toon.

Good saves are, however, very important, but shouldn't be a problem for a barb.

==Aelryinth

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Hrm.

Mithral BP+5, AC 21.
Dex +5, AC 26.
Nat Armor +5, AC 31
Deflection=5, AC 36.
Jingasa, Luck +1 = 37
Ioun Stone, +1 Insight, = 38.

Rage powers for Nat AC, Dodge??
Why are you having problems hitting a 30 AC again? Just because you didn't buy the typical defenses?

==Aelrynth

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Tactical choice for casters should be made by type of spell.

Spells should have different casting times. Making them swift, move, standard, full attack, full round and multi-round+ casting times would be a tactical choice.

For instance...iron rule, all summoning spells are full round, no getting them out faster. Summoning is a monstrously useful, powerful spell set...but by making it full round only, you really have to be careful with using it in a fight.

Evocations, on the other hand, might all go off as standard actions, with a subset of them as quickened.

Other 'combat spells' might only be full attack, greatly lessening the mages maneuverability.

Basically, there should be such a thing as 'combat magic'. Spells that have utility uses, great flexibility, or somesuch should NOT be Standard Actions.

Indeed, if evocations and a few abjurations like Dispel Magic were the ONLY spells that you could get off with a swift or Standard action, barring some rare excetpions like feather fall, that would do a LOT for making it a more popular school of magic.

==Aelryinth

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A full attack should basically be the equivalent of a flurry...maybe generating an extra attack. It should also be a more defensive style, giving you possibly a bonus to AC or your saves, possibly your bonus to hit.

Let's just say a Standard Action gave you all your attacks.

Taking the full attack action now means you are GIVING UP your move action. What do you get for that? Specifically, why isn't a full attack useful at level 1, when you don't get multiple attacks, as well as at 16th when you get your 4th?

Redefine what a full attack means.

Full Attack: Gain a +2 To Hit, to your AC or to your saves, your choice. This improves by +1 for each iterative attack you have.

So, you'd give up your move to really be able to hit something hard, to really defend yourself against an attack where you can't move, or to harden yourself against incoming spells and stuff.

That's worth losing a move action. It becomes a tactical choice, instead of the tactical choice being, "How can I move to get a full attack?"

Which also does away with Pounce and the best class being the one that gets it or an equivalent first.

The flip side of this? You have to choose if monsters also get the benefit of this with multiple natural attacks, or if it is only available with iteratives.

If iteratives, it swings the damage bar away from natural attack users and back to weapon users. Humanoids will have an advantage over monsters and wildshapers.

==Aelryinth

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