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Ipslore the Red wrote:
As for curses, you're right about clouded and its ilk, but I also consider it nearly impossible for someone to read 'you are blind beyond thirty feet' and ever think of actually taking that option.
If you do a lot of dungeon-crawling, it's not that big a limitation.
I had a lot of fun playing a witch, even when the campaign ended up fighting a lot of undead. At that point, you need to use your hexes to aid your allies (War, Healing, Fortune/Misfortune, Retribution at higher levels), and mostly use spells on the undead.
Unfortunately, a lot of your spells are ALSO worthless against undead. :( But mostly isn't all, and witches are prepared casters, so your spell selection is a good night's sleep away from making the undead wish they were REALLY dead. Bestow Curse and direct damage still work, Chill Touch makes undead flee, and Summon Monsters don't care what you summon them to kill.
Armor doesn't affect Hexes - they're (su) abilities, which don't need gestures or words to use (I believe the devs have ruled that you DO need to be able to speak to use Cackle, though). As (su) abilities, Hexes ignore spell resistance.
Order of Chaos wrote:
If so, Shadow Demons just got even MORE stupidly overpowered for their CR.
I'd argue there's a big difference between a regular NPC and a GMPC. Mostly, it's a matter of GM favoritism.
My quick guide:
If either is 'yes', it's a GMPC and must be destroyed.
A classic team of 'adventurers' - by which I mean they're going through ruins trying to grab loot and avoid hazards and monsters.
male Human Rogue/Shaman.
OP: DON'T use characters you actually care about.
Remember: The ToH is an intelligence test. If you enter it, YOU FAILED.
The way I heard it, they drove a bunch of orc prisoners in front of them. Ethically iffy, but effective.
(Plus, they knew where Gygax liked to put secret doors. Like at the bottom of pit traps...)
Lawful good android gunslinger who dumped dex and maxed con. His pistol must be high level magic due to the fact that it shoots three round bursts and never seems to run out of bullets.
I think you ought to know you're feeling very correct.
"A human rogue, a human fighter, a... um... 'native outsider', and an undead necromancer? I did tell you guys the plot may involve the end of the world, right?"
Mutants and Masterminds seems to do a half-decent job of it.
I could've sworn I'd answered it already. Ash Ketchum, I choose you!
In a rather odd sci-fi game, the character are:
honestly that is my number 1 complaint of this entire site half the posts are either started by or responded to by people with the premise of "this is way too powerful i can't believe this is allowed or worded this way how can i make this more realistic and lower the power level in my game"
Step 1: BAN SPELLCASTERS.
This is going to be great for any PCs stuck in a 'Low Magic' game (if the GM allows it).
"Oh, you're still playing D&D? That's cute. I do REAL role-playing with an Apocalypse World hack I've added some FATE elements to. Plus my custom rules for shotguns."
I blame music and TV shows.
You forgot 'video games'. These damn kids with their Fourth Edition and their World of Warhammercraft and their Pac-Man....
I'd submit that if you think the Tomb of Horrors it the apex of adventure design... you might be a Grognard.
The problem with that is that D&D 3 (and PF, by extension) seems to have the (obviously false) idea that every Feat is equal in value, and that a Fighter 20 is just as strong as a Wizard 20. (Or a Commoner 20, for extra hilarity.)
If a drunk would try it in a bar-fight, it PROBABLY shouldn't require sober people to have above-average minimum Int to try it.
Its not as horrible if you remove it from all prerequisite lists. Or give it free to all front-line warriors and remove the INT prerequisite.
You mean... allow trained fighters to TRY NOT TO GET HIT... without spending a feat on this esoteric technique?
You're the GM. Unless they're actually paying you to run the game, you ARE allowed to tell them "stop being such an idiot, it's really annoying me".
Maybe you should try a different adventure. I've heard We Be Goblins is good for comically suicidal dumbasses.
Or give up on Pathfinder and just play Toon or Paranoia like they obviously want to.
As long as people are posting advice, my Oracle's hit a bit of a jam. I made her to be a combat-monster in her own right (a few self-buff spells and a big sword), but currently our party is a bit overstocked on damage dealers. The rest of the part are a Monk, a Ranger, a Rogue, and a Witch, but the Witch's player is planning on switching to a Gunslinger, and there's an NPC/Cohort Evoker Wizard joining us.
Yeah, this is not the most optimized group ever. :-P
So, we're getting pretty close to level 8 - what are some good crowd-control/mass buff tricks for an Oracle? Already got Bless & Prayer, planning on taking Blessing of Fervor next level. Battle Mystery, so I have Fog Cloud and I get Wall of Fire, so that's good. I may branch out into more 'utility' spells like Stone Shape and Speak with Dead when I have the chance.
Decimus Drake wrote:
Why does animate dead have the [evil] descriptor but not dominate person or unnatural lust?
Because Dominate Person is a LAWFUL spell, not an Evil one. [lawful]Free will is a privilege, not a right. When people abuse it, sometimes it must be restricted. [/lawful]
Don;t think anyone's answered these yet:
An epic-level Sorceress who's engaged in a battle of wits with a low-level Human Aristocrat who has a small advantage, despite the fact she claims she's already killed him repeatedly.
"Okay, let's see what you rolled up.
I was hoping someone would get it... though I have been rummaging Pathfinder and 3rd Party resources for ways of more closely represent the Mane Six. Some of their capabilities are beyond Pathfinder mechanics...
Someone actually made a published Ponyfinder game.
But how do you represent the Mashin mecha in PF? (it's Magic Knight Rayearth.)
For Barbarian/Oracle, I believe Barb 8/Oracle 1 with the Lame curse is a popular choice - you get the Lame curse's level 5 immunity to fatigue, allowing you to turn all your 'once per rage' powers into 'once per turn'.
As for Mystery, pick one with Revelations that go well with face-breaking.
A Tiefling Fighter with a greatsword and maxed out Use Magical Device and Knowledge Arcana trying to find his twin brother, a Tiefling Kensai that uses a katana, fighting several demons along the way and sometimes using their souls as weapons
Dante from Devil may Cry.
My Little Pony's Mane Six.
Let's get this back up to the top.
A Synthesis Summoner, only her Eidolon has a personality of its own. Her sidekick is a low-level Bard. Her archenemy (at least at first) is a Warlord (PoW class) whose lieutenants include a high-tech Investigator, a Kensai, a Soundstriker Bard, and a Warder who uses whips.
Oracles only have a good Will save, for some asinine reason. And none of the stats they want maxed are save-boosters, except Con. Which I suppose makes Divine Protection a class feature you get at level 5 instead of a Feat. :-P
Silent Justice wrote:
The size of the party, including my character, is 6. Is that too much?
Eh, it might be OK. Depends a lot on the group, and how long everyone takes to make their turns.
My bit of advice: Don't get too attached to any one plotline or NPC you've thought up. NPCs die, plotlines get derailed, and players HATE being forced on the rails of your plot, or to put up with annoying NPCs.
By the same token, try not to make puzzles with just one solution, especially if finding that solution would require the players to read your mind.
If you're doing any sort of mystery plot, always try to provide at least three possible clues to get from the current stage to the next part. You can count on players to miss at least two of them...
As an (former) Exalted player, I have two answers to that:
1: It's not guaranteed. Yes, curing the Great Curse and saving Creation is probably impossible, but doing the impossible is literally what the Exalted exist for.
2: Maybe, but on the way I get to punch out Cthulhu! And that tentacled twerp has it coming....
I actually much prefer NWoD in general. The werewolves from OWoD used to really annoy me with their unbelievable stupidity. Stupid Wars of Rage, where they managed to wipe out almost every single breed of weres that could have actually helped them save the world.
OWoD Werewolf was like an NC-17 version of Captain Planet. And every bit as STUPID.
Edit to add:
One thing that annoys me about the WoD books is that they simply take themselves WAY too seriously. It's very dark and very scary and massively angsty and they continually beat you over the head by telling you exactly how dark and how scary and angsty they think they are...
Oh yeah. And then the players just shrug and play Trenchcoat: The Katanaing in them anyway.
Wind Chime wrote:
I have been playing in a hyper-lethal game of throne type game that my cm is clearly aiming to be as dark and bloody as possible. So after dying a couple of times I have lost the ability not to find the whole campaign hilarious and have just been having fun hamming it up. This seems to passing off my gm but I just can't seem to get into the right frame of mind. So does anyone have any tips on how to get into the right mindset for a gothic style game?
Well, if you don't care if your PCs live or die, you're going to have a hard time in this game. You could just playing a snivelling, conniving coward, and TRY to survive. (How would Ser Edmund Blackadder do in Westeros, I wonder?)
I've been playing a Battle Oracle who can wreck face at least as well as anyone else on the team, AND can heal & provide partywide buffs and such as well. (But said team consists of a Monk, a Ranger, a Rogue and a Witch, so it's not like I'm competing with AM BARBARIAN.)
Darigaaz the Igniter wrote:
This CG human barbarian/transmuter/eldritch knight travels with a LG warforged quinggong monk on a quest to defeat a cabal of Sin mages and develop an epic level polymorph any object to use on themselves.
Ed and Al Elric, from Full Metal Alchemist.
Objection! Despite his claims to the contrary, Laharl's not Chaotic Evil, he's (usually) just a jerk.
And his vassals are Etna and Flonne, obviously. But what about the ensouled constructs who call everybody 'dood'?
4 separate teams of Occultists (3rd party class, PF version of 3.5's Binder) all of whom favor different spirits. Mostly Human, but a few VERY odd exceptions.
This Awakened duck Aristocrat is in the Old age category, and possesses a greater artifact coin that warps reality to ensure that any financial endeavor the owner partakes in is successful, as well as granting him a Burrow speed limited to burrowing through gold coins.
An Awakened Shambling Mound with Mythic Druid levels. His love for a human woman has often been a source of drama.
I think it's funny that the X-Men have a guy whose superpower is that he can LITERALLY kill you by looking at you funny.
Beyond that, no idea. My personal crazy theory is that some evil aliens are bombarding the Earth with Stupid Rays that cause anti-mutant bigotry in order to slow down human evolution.
So, how about that Avengers collapsing-multiverse plotline, eh? Seems to me they hit the "Only the writer can save us now!" point quite a way back....
The Golux wrote:
This alchemist is obsessed with death, and has created a serum that can reanimate a corpse.
That really doesn't narrow it down much, but.... Herbert West?
"Okay, let's see what you rolled up.
Not what I was thinking of, but I guess he fits.
So left me add: Uses the Two-Handed style most of the time.
Correct on all three!
A Tiefling Ranger who put all his Favored Enemy bonuses into Outsider (Evil) and his favored terrain is Urban.
Petty Alchemy wrote:
Drat, I wanted to do Shizuo and Celty! (From Durarara, for you non-anime-fans.)
These shouldn't be too hard...
"All three of you are playing wizards?"
"All four of you are playing Swashbucklers? I know it's a no-magic game, but still."
"OH COME ON! All fourteen of you can't play fighters! Someone play a Rogue, at least! (Thank heavens they've got an NPC to babysit them...)"
This Invulnerable Barbarian wields an minor artifact that can generate an at-will flame blade but has no other magic. He travels with a Sasquatch companion and a Sorceress.
Thundarr the Barbarian.
(And mine wasn't Batman and Robin. It was one of the inspirations for D&D, actually.)