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Why in the name of all that is holy would you base the hex size on something that doesn't correlate to the movement rates for overland travel in your own game??? This hex size makes absolutely zero sense. 12 miles center to center, now that would make sense, though 6 miles center to center would be better.
We've had this problem for some time in my campaign, the rogue hits fairly often, but even the cleric is more likely to hit than the monk on any single attack. The reason is simple enough, both rogue and cleric have a weapon with a better plus to hit than the monk.
The cost for an amulet of mighty fists is extremely prohibitive compared to that for a single magic weapon. Also rogues often shine outside of combat, which a monk seldom does unless something needs jumping over, most of their skill areas are already covered by a rogue, and generally better covered.
A magus will pretty much never miss if he really needs to hit. With Spell Combat and a few cheap L1 Pearls of Power the magus can almost always have that True Strike available when he needs it, and he can use the +20 on his attack in the same round thanks to spell combat.
A monk Ki power that allowed them to add their Wisdom bonus to hit for a round would be a good addition I think.
Does the Armor Training from Fighter 3 stack with that from Myrmidarch 8? Probably not a build a lot of folks are doing, but one of our players is currently an F3/Myr7 and is wondering if he will get to improve his Armor Training from fighter when he gains it as Myrmidarch 8. I am inclined to say "Yes" but wondered if there was an official answer.
Yeah, this is one of my few beefs with the magic weapon and armor system in 3.5/Pathfinder. Wish they had changed it. Adding flaming to a weapon is pretty much equally effetive whether added to a +1 weapon, or a +5 weapon. If anything, it's less useful to add it to a +5 weapon, because by the time you can afford a +5 weapon, adding 1d6 to your damage is fairly inconsequential. I'd rather see all of the special abilities have fixed costs with a modifier for stacking fixed cost abilities. Say +5000gp for flaming, then to add shocking to that costs an additional +5000gp (x1.5 for being the second fixed cost enhancement).
I'd love to see an official answer on how chill touch (and other instantaneous muti-touch spells) works. I have yet to find two DM's who run it consistently going all the way back to early 3.0. It's one of the most poorly written, either highly abusable or useless (depending on interpretation) spells ever propagated from one edition to the next.
Oliver McShade wrote:
So you get double the vulnerability but generally speaking, none of the optins of either race? Since bad effects that affect a particular race (bane, favored enemy, etc. are much, much more common than beneficial one, that definitely makes this ability fall into the Weakness category rather than Strength. No other races have a built in weakness like this.
My problem with limiting it is that the example given is that a monk can always make his or her full attacks regardless of how many of her limbs etc. is impaired/unavailable. If that is true, how can it not be all the attacks with any of the monks many weapons...I always thought of it as monk hits you with numchuks, swaps them to other hand and hits you with that hand, rinse repeat...it fits the genre of the kung fooey classic imo.
I would like to point out that it is highly unlikely the weaponsmith can actually sell 2 martial weapons a week, even in a big city. So while he theoretically could make that amount, it is much more likely he spends most of his time making much less doing weapon repairs, sharpening weapons, etc. At a guess, I'd say his yearly wage is likely 1/10th of what you have here due to most of his wares sitting on the shelves for a couple of months. Same for the armorsmith.
I definitely would not have taken that route. I would have let the players massacre the children, and when they arrived back at town there would be officials there to arrest them. It would be easy for someone to have been scrying on their efforts, or for some passing woodsman to have seen them commit the atrocity. I also would have shifted alignments of the players which could definitely have caused issues with their deities, especially for any cleric in the party.
I think they can and should face the consequences of their actions, this is an RPG after all, not a board game so any whining about you "not being their Daddy" is just that, whining. the whole point is to pseudo-replicate a real world wherein actions have consequences and the where displeasing the gods have very real, visible, and directly attributable effects. think about how Hera reactes to Hercules...
I don't see why this is such an issue, nobody complains that the rapid fire sequence allows using a single weapon to make multiple attacks when the two weapon fighter cannot. I just don't see it as that big of an issue, certainly not enough to justify the complexity of tracking what a monk can do when he has which body parts unavailable and how many attacks he is limited to at that point.
james maissen wrote:
Hmm, frankly I disagree with your first assertion, the Bard/Wizard would not be allowed to take an Imp familiar.
Clearly for some folks rules must be written so that mere table headings say thing like (Arcane Caster Level for Class that allows you to take this familiar) because otherwise the intent will be subverted to the literal wording, though likely only when it suits you.
1) There is no miss chance for incorporeal creatures, incorporeal creatures talk half damage from weapon attacks which can hurt them (magic weapons).
2) No, Channel Energy is a burst effect so it is stoped by physical barriers. See Channel Energy in cleric description.
3) Possession does not eliminate the possessor's body so if that can be reached it can still be attacked. If the possessing entity moved his/her body inside the pc's body before possessing them, then it would be hard to hit and could be immune to channel energy since (as in 2 above) it is a burst effect. However, a Protection from Evil spell cast on the PC will prevent the Ghost from being able to control them.
James Jacobs wrote:
Ok, How does Frostbite (or Chill Touch) work even by itself? Do you get the multiple touches in the round you cast it (like the section on Touch Spells says) or do you get one touch a round until they are exhausted? And depending on that answer...
How do Chill Touch (or Frostbite) and Spell Combat, and Spellstrike work together???
Inquiring Magii want to know? or maybe their GM's do?
Actually that first part is incorrect. And yes, it can be shown where in the rules it says you can touch multiple targets in the same round and specifies how it works IF the spell says you can touch targets over several rounds, which Chill Touch does not.
From the PRD under Magic, Range:
"Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action."
Thus Chill Touch allows you to touch up to 1 target per level on the round it is cast and then it is exhausted. Still a poorly written spell, but unfortunately they didn't improve the mechanic when they wrote Frostbite which reads the same way.
So really they need to either rewrite the duration to be 1 rd/lvl with the usual 1 touch per round, or faq how this works with spellstrike. With just the spell, it really isn't a big deal since the damage is small and you can only touch a few targets generally. But with Spellstrike, some interpretations say you can use your weapon for each touch and get 1 attack per level if enough targets are there. That seems outrageously effective to me. Frankly I also would errata Spellstrike so that it does not work with cantrips.
James Jacobs wrote:
But what abnout shuriken which are a thrown weapon that is listed as ranged weapon and that is treated as ammunition for the purposes of drawing them? Could such a user with TWF, Rapid Shot and a BAB of +6 throw 4 of them at +4/+4/+4/-1 plus applicable dex bonus? With Str bonus and Sneak Attack this could be more effective at close range than a bow.
So this is very odd, you can use an SLA while paralyzed...however, using an SLA provokes an attack of opportunity??? How exactly does someone perceive that the person is using an SLA so that they know there is an opening to exploit??? Especially if the person using the SLA is paralyzed??? So I can't just get a free AOO on a paralyzed person, but if they use an ability I cannot perceive them using they let their guard down and I get to whack them??? This makes less than zero sense...if that's possible.
Um...sure, but it doesn't remove friction. Even if you sliced through a wall the weight of the stone would push the two pieces together and friction would make removing that wall piece, even with 4 cuts to form a square nearly impossible. Cut through a block of cheese and then try to just push the top piece off the bottom one...now extrapolate that to 500+ lbs of stone.
The stabbing someone through the wall thing is cool though.
James Jacobs wrote:
I think you are missing the interaction between Spellstrike and Spell Combat. Spell Combat allows the Magus to cast a spell with his offhand as a full round action and still receive his iterative attacks. If that spell is a touch spell that provides a free touch attack as part of it (like shocking grasp) then the magus would still get this attack. So using Spell Combat, but without Spellstrike, the magus could attack with his sword and cast shocking grasp and deliver it as a touch spell with his off hand. With Spellstrike (which the ability states can be used with Spell Combat) the magus can make the attack for the shocking grasp with his sword instead of his off hand (though it is no longer a touch attack). I think this works fine so long as cantrips are errata'd to not be usuable with Spellstrike.
Does this make sense?
I'm going with a Monk / Magus (Kensai), with Magical Knack trait my two levels of monk at least won't hit my caster level.
It's a point buy game stats-wise so having 16 Dex, 16 Int, 14 Wis is more cost effective than going for 18 Dex, 18 Wis.
I'm sure it won't be completely optimal, but it should be fun!
AACK! This really plays havoc with an adventure line like Kingmaker. The impacts on travel and exploration are significant enough, but the impact on military encounters where suddenly light horse skirmishers are slower than heavily armored knights on destriers due to the light horse's encumbrance are extremely out of sync.
How is it the Dog and Riding Dog warrant each getting it's own stat block, but the vastly more common light and heavy horses do not. Simply making a Light Horse "Advanced" is not a reasonable way to model a heavy horse.
Sounds good, but since this is a standard action I could cast it and then move...so when does it end, when I move next round? when I finish a standard action next round? what if I take a full round action next round, does it end somewhere in the middle of that action?
I agree with all the points made logically, I just don't believe the duration rules as written make any reference in utilizing the effect of a spell in determining when that duration ends, i.e. all spells with a duration of 1 round end when the caster's next round begins by rule. I'm perfectly fine with houseruling the ability to work for 1 effective round per 2 caster levels, and that probably is the intent. I just wish they would write things better so that you don't have to houserule a bunch of things because they didn't think it through when writing the ability.
No, I'm interpreting that it ends when your next round begins. I agree that logically you shuld be able to use it, but I don't think the rules support that logic. If spells work the way you suggest then I could cast Vanish and would disappear not only for the rest of my current round, but for my next round as well.
Based on the wording in True Strike I would have to say that is not how it is intended to work, otherwise there would be no need to specify that the bonus in True Strike is effective the next round.
Actually the duration is fine I think, I was going to propose to my Gm making it a full round action, then it would be in effect starting the following round and be more useful. Ironic eh? sanctuary is a bad example though since it affects others and they are guaranteed to get to act sometime before your current round and the start of your next one. Summoning spells are similar in that they are a full round action to cast and hence the first round is the round following it being cast.
That's why I said you can't use it on yourself...sure you can touch someone else's weapon and it will have the Shock property for 1 rd, but givning your own weapon the shock property for 1 round is useless since you won't be able to attack with it having used your std action to activate the ability.
Being stormborn you would think it would be easier to enhance your own weapon than it is someone elses...
So I was working up a new character and thinking of being a Sorcerer, so the obvious question of which bloodline to take was first on my list. The new Stormborn bloodline looked like a good thematic fit, however one thing struck me about their first level ability...you can't use it on yourself until 4th level.
Maybe I'm misunderstanding how it shoudl work, but since it only lasts for for half your sorcerer level in rounds (hence 1 round until 4th lvl), and it is a standard action to activate, and it enhances a weapon, you can only effectively use it on someone else until you are 4th level. Now that might be reasonable, but it seems out of concept that the stormborn sorcerer can only make someone else's weapon charged with electricity (the boreal power works the same way). Out of all the bloodlines, only Destined gets an ability at first level that is of reduced uselfulness when used on themself or directly used by them and that one is so good it seems ok. Both the boreal ability and the stormborn ability seem way underpowered and thematically out of place in contrast to other bloodlines. Maybe if it were a swift action but could only be used on a weapon that you wielded yourself that would be better?
I haven't seen any errata yet on the APG so perhaps this will be fixed?
I still don't get it. When I first saw this Combat maneuver I thought it would be really cool, but it's really not...I mean, why would I want to give someone any of these conditions if they could end them with a move action when I could just as easily trip, grapple, or disarm them and all of those either give me an attack of opportunity (in all likelihood) or prevent the person from moving, and are much harder to remove than the Dirty Trick effect is.
I mean, throwing sand in someone's eyes is the classic one-on-one fight maneuver, but it's not at all useful the way Dirty Trick is written. If the action of removing the condition provoked an attack of opportunity then I think it would make sense, but as written it is useless except for those weird, multi-skill/spell/feat combos.
Adding the AOO balances it perfectly with Trip and Disarm I think and makes it worthwhile. You throw sand in the guy's eyes and if it works you still get to smack him when he tries to clear them. Your smacking him is more effective than if he is tripped in some circumstances, but not all since you get +4 to hit the prone guy with no dex bonus, but only +2 to hit the blinded one. Yes rogues can more out of this than other characters, but shouldn't rogues be the ones most likely to benefit from a Dirty Trick???
James Jacobs wrote:
Any chance of getting an update on this soon? It's been nearly a month now. Seems that getting the take 20 ability earlier (at the cost of versatile performance) does not balance unless the ability to take 10 is retained.
This isn't a case of getting a lesser power earlier, but rather of getting the same power earlier and giving up another power entirely.
Exactly, while a single Attack is both an Attack Action and Standard Action, a Cleave is a particular another type of standard action from the attack action that just happens to be a standard action, just as casting a spell is another type of standard action (in most cases).
War Jack wrote:
Sadly, as game companies continue to refuse to learn, all this does is ensure that only players of their tabletop game will who happen to play rpg's will buy in. They would do far better to take an established rpg system and use it's popularity to drive people to their tabletop game. Sigh, sadly its a lesson that every game company refuses to learn from history.
Well, your 26 Int wizard is limited to only tactical combinations of spells that you can come up with on the fly...shouldn't a wizard with a 26 Int be able to figure out the optimal combo of spells to memorize every day and thus do a much better job of it than "normal old you"? Like it or not, your 26 Int wizard already is limited by what you can imagine and remember, and figure out...not just in the area of puzzles.
Garden Tool wrote:
That's disappointing. PrC's that require a specific set of classes to even qualify for aren' very useful. I've been looking for a good PrC for my Paladin/Bard and was really hopeful for this one...
Lord Fyre wrote:
We had a hard fight with her, our barbarian was able to really hammer her due to having +21/+21/+16 for 2d4+23 dmg (+6 BAB, +4 for 18 Str, +2 for Bull's Str, +2 for Rage, +1 for Bless, +1 for Prayer, +2 for Bardic Music, +2 for Flank, +2 for +2 Ranseur, +1 for Weapon Focus, -2/+6 for Power Attack). We didn't like the look of the tower starting out and flew in while invisible. Ironically, it was the flesh golem that gave us trouble, killed the barbarian with a lucky crit and nearly TPK'd us after she went down.
We generally coordinate, but only to the level of everyone deciding what they want to play and then someone saying, "So someone can find traps right? and cast spells? and heal?"
Our most dysfunctional group was a Beguiler (traps and spells), a druid, and 3 fighters...I think 3 of the characters died before 4th level. Or it could have been the group of 4 clerics and a rogue/sorcerer...they were pretty sucky too. :-)
Since then someone always volunteers to be the "martyr" and make their character last, playing what we need instead of what they want. Fortunately we take turns at that role.
Huh? I'd love to see Chiwetel Ejiofor (from Serenity) as the Doctor after the current one. I think he has the perfect semi-quirkiness and pleasantness to pull it off.
Interestingly I would say that most of the wizards I see in our groups tend to favor the spells he recommends so highly. That said, a lot of his tactics don't work indoors in fairly cramped tactical conditions where there are often choke points etc.
I would say our wizards tend to memorize a balance of battlefield control, summoning, and blast spells, leaving the buffing generally to others or making potions beforehand.
While a 5d6 fireball seems weak in his interpretation, it's still pretty potent when you're facing 6 CR worth of ghouls for example. Indvidually that fireball is going to wreak havoc on them and they are immune to a lot of your other typical control spells.
I rarely see it where a wizard can get through the night without needing to contribute damage-wise at some point due to tactical situtations. Still, I agree with many of his points.
I am surprised he doesn't see the value of Acid Arrow though. At 2nd level it is one of the best anti-caster defensive offenses there is. Does dmg and causes concentration checks to cast for multiple rounds. That's gold in my book.
Corrected some issues, fixed the save progression, made some ability tweaks.
Dawnflower Dervish of Sarenrae
By Lissa “SunshineGrrrl” Guillet
The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners.
Skill Points at Each Level
While dancing, the Dawnflower Dervish cannot cast spells (except as described under dance power) or activate magic items that require a command word, a spell trigger (such as a wand), or a spell completion (such as a scroll) to function. She also cannot use skills that require concentration or require her to be still, such as Stealth. She can use bardic performances that utilize Perform (dance) or Perform (singing).
Starting at 1st level, a Dawnflower Dervish can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can dance for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like Eagle’s Splendor, do not increase the number of rounds that a dervish can use this ability per day.
Additionally, once per dance, a Dawnflower Dervish may expend a use of the Channel Energy ability to double her normal number of attacks. While under this effect the dervish may make up to two attacks between moves. This ability does not multiply additional attacks granted by effects such as the Haste spell or the Speed magic weapon property.
Level BAB Fort
A Man In Black wrote:
That's what i get for writing it up while at work in 15 minutes I guess. But Battle Cunning is always in effect, no swift action required. Also, a fire giant is going to kill any of these classes one on one in a toe to toe battle. In fact, using the elite array you're not getting better than 10d10+20 without being a barbarian or taking toughness and that still doesn't survive the dmg.