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4,800 posts (4,801 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Lemmy wrote:
Atarlost wrote:
Lemmy wrote:

Deals more damage and doesn't require a million feats...

...And you can always use a buckler fot a nice boost to AC in exchange for a mere -1 to attack rolls.

No dice. You don't get buckler AC any round you use a weapon in your off-hand or use it to cast somatic spell components.
A 2-handed attack is not an offhand attack... Or at least it wasn't... Paizo idiotic FAQ for Schronsigger hands made everything needlessly complicated and confusing...

It doesn't say off-hand attack. It says attack with a weapon in your off-hand. A two handed weapon is in both hands. One handed missile weapons that only require two hands to reload may let you use your buckler, but they'd also let you do the hold with light shield to reload with unburdened hand trick so the buckler doesn't really gain you much.


Now if only shields could do something to offset the greater number of at will SLAs outsiders will target you with over the course of the longer combat permitted by an emphasis on a single aspect of defense. If you only had to ever worry about mundane threats they'd be a better deal, but that's not Pathfinder.


w01fe01 wrote:
advice on what i want to do, not give me something else to do lol

That's what mplindustries is giving you. You make exactly the same character and build, you just don't use the archetype because the base druid makes a better saurian shaman than the archetype.


Lemmy wrote:

Deals more damage and doesn't require a million feats...

...And you can always use a buckler fot a nice boost to AC in exchange for a mere -1 to attack rolls.

No dice. You don't get buckler AC any round you use a weapon in your off-hand or use it to cast somatic spell components.


A shield only protects you from non-touch attacks. Killing the other SoB first protects you from that and touch attacks, save or dies, save or puppets, and even just-die-no-saves.


If you need to buff, buff. Monster AC roughly tracks with medium BAB, which means an unbuffed cleric cannot generally afford to use power attack enemies, but with divine favor she can. You may be looking at 1d8+8 at level 9 (18 strength on a 2 handed spear and +2 from GMW). Divine Favor, by enabling power attack, bumps that up to 1d8+17 while still hitting at +1 relative to a bare attack. That's more than a 70% increase. If you will make two attacks after buffing that's worth the standard action.

A paladin probably doesn't want to cast divine favor. She already has full BAB and is likely to invest more in strength and a better weapon than a cleric.


A utility gish. None of the touch attack focus or action economy cheating or quirky spell list of the extant gishes. An actual EK substitute that can carry the noncombat load of a wizard for a group where nobody actually likes playing straight wizards, possibly through 25% or 33% early entry self only, save (harmless), and willing target only spells on a wizard list using 6 level medium BAB chassis with something like weapon training. Or maybe the ability to reduce the level of a spell by up to 33% at the expense of raising the casting time.


I've speculated on this before, but for three different characters.

There's a passive barbarian rage power that grants the barbarian's mount the effects of all of his passive rage powers. (And, obviously, a prerequisite that duplicates the base rage effects). The Sohei can spend a ki point to give his mount some temporary HP and a bunch of monk abilities and the ability to get the benefits of any ability for which the Sohei spends ki points for an hour per level.

If you allow mount stacks either of these can cascade down the stack, though the Sohei's ability can be interpreted as requiring a ki point per step of the stack, first to give the ability to benefit from ki spending and second to spend the ki for it to benefit.


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79. Put them in a timeless demiplane.


Hey, this actually came up in a RotRL:AE solo run. There was a goblin druid that was at odds with the tribe for reasons I can't remember.

66. Leave them in their cages. Tell the goblin druid they're there in case he cares. Shrug and move on when he doesn't.


To make a character effective in battle there's no substitute for the big six.

Elven Chain is good when enchanted (it's more expensive than normal mithril chain, but counts as light for proficiency and cheaper than a +2 chain shirt and just gets better as the enhancements get higher)

A better sword or whatever weapon he uses.

A +charisma headband or about any stat belt will help.

A better cloak of resistance is always helpful.

A better ring of protection or amulet of natural armor is good.

A magic light shield or buckler may be good depending on his weapon preference.

A lesser quicken metamagic rod makes a big difference on getting buffs out quickly.


1) unless the GM is willing to level the ship's cleric so you have access to the three Rs you need either a cleric or a focused healing patron witch or multiple oracles or a druid and an oracle.

2) This is not an AP about exploring monumental architecture. You're going to find yourself having to deal with 5' doors and corridors on occasion. Reach will sometimes be a liability. Archery will sometimes be useless. Of course sometimes you'll need ranged options, but don't overspecialize.

3) Swimming is kind of important. So is having spare skill points for profession sailor and climb on everyone.

4) All those wizardly utility spells that justify arcane caster as a party role are useless. You can't teleport your boat. You can't make your boat fly. There's nothing exclusive to the wiz/sorc list that you really need.

5) You have a crew. Sometimes they'll need to fight. If you can make them fight more effectively you won't have to replace them as frequently.

I'd go for that healing patron witch as your primary healer. Learn every spell with remove or restore in the name and get healing hex fairly early. Hedge Witch is a decent archetype, but not necessary because this is an AP that begs for a druid.

That druid is your battlefield controller. I'd suggest the storm or tempest archetype. I think at least one is in UM. Druids are tougher than wizards and are good secondary healers. You don't want a companion because you can't use a shark on the deck of a ship, can't use a tiger in a water filled cave, and can't use anything large very well inside a ship or stricture with 5' doors. Weather magic is your shtick. Also, if your GM allows a single ship timber to count as an object for Warp Wood you can just arbitrarily give ships the broken condition and then fix it after they surrender. Being able to turn into an air elemental with a 100' fly speed is nice for finding prey. You can also get good use from turning into a water elemental (eg. to apply Warp Wood) and boats are among the few places where a fire elemental's burn special attack is genuinely frightening. Pirate druids are just incredibly metal.

Next up is the standard bard. Having a bard makes that caster built druid front line capable (provided she has enough con). Use a shield and throw up mirror image and a bard can tank. Illusions are a good focus.

And then if you can get Pirates of the Inner Sea accepted as a source go for Freebooter Ranger with a switch hitter build (balanced str/dex with the archery combat style, power attack, and quick draw, see TreeantMonk's guide for details). Otherwise alchemist is a good choice. Grenadier is the best archetype, but it's in the Pathfinder Society Field Guide so just do a standard alchemist and be sure to be an elf or half-orc or tengu so you can use a decent martial weapon.


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And yet again Paizo nerfs rogues. Arcane Strike and Riving Strike via Minor Magic was just about the only thing rogues could do that slayers and investigators couldn't.


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Aelryinth wrote:

Costs of potion are by caster, not by lowest cost maker. THus, only potions made by Paladins are going to cost that. Potions are actually variable depending on the maker!

Thus, the 300 gp is probably the better price, since there will be very, very few paladin brewer-casters, and they'll likely sell at the higher price point since there's no reason not to. If they don't, then the merchants will buy up the potions and resell them at the higher rate themselves, as caster level has no effect on lesser restoration.

Meh. It's more likely a paladin potion maker will sell cheap to friends and associates, and then at market rates to anyone else. It's not like its a high demand item outside the adventurer set.

==Aelryinth

There's nothing under potion crafting that indicates an exception to the general rule that another caster can provide the spells for crafting. The language about requiring spells to be known or prepared and expended in the process of crafting is the same for all item types apart from some not requiring material components or foci to be provided so if they were meant to override the general rules on spell prerequisites those rules would never apply.

That means you don't need a paladin who took crafting feats. You need a cleric or adept who took crafting feats and a paladin who had a spare spell slot he was willing to donate to the cause of making cheap healing available to those who needed it.


RumpinRufus wrote:
I wouldn't buy in to all the rogue hate if I were you. It sounds like your party has plenty of damage already, so not hitting for 200 DPR is really not a big deal. If you want to play a ninja, play a ninja. (Ninjas are like upgraded rogues anyway.)

DPR isn't the only thing rogues suck at.

The Swashbuckler has more HP, better AC (buckler proficiency), a parry mechanic, and better saves (a few times a day and the same at worst)

The Bard has better saves, better AC (shield proficiency and for some archetypes eventually better armor), and miss chance illusions.

The Slayer has more HP, better AC (shields and medium armor), and better saves.

The Investigator has better saves.

The Alchemist has has better saves.

The only rogue replacements not unambiguously more survivable than the rogue are the wizard, arcanist, and sage bloodline sorcerer. And in practice they're more survivable than any rogue that wants to contribute in combat.


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I don't think the 75% rule is meant to imply settlements have a vast wealth of low value items. It's meant to imply that the first items the PCs ask about are the items most likely to be available. The game breaks down if the PCs can't spend their wealth on the right items so rather than roll for all of the wands a thorpe has they just happen to have the CLW wand the adventurers need.

You can figure the settlement's treasure value as an encounter, determine based on the NPC treasure rules what fraction should be magic items, subtract the big ticket items explicitly rolled for, and get a value. Once that value's been used up there are no more items for the PCs to buy. They have an elevated chance of getting the items they want most, but there's only so much blood in the turnip.


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I'd say there's been something of a bait and switch.

First we were told that Paizo's business model was content-centric and they weren't going to be forced to put out rules splats like WotC.

Then the APG and UM came out in quick succession and we were told they were front loading the rules stuff so it would be out, but it was okay and they had learned from WotC's mistakes and were going to stop when they ran out of rules they wanted to have for use in their modules and APs.

Then more and more rules content of less and less value kept coming and it's pretty obvious that they haven't learned from WotC's mistakes and we're going to keep getting poorly designed rules padding to fill two books a year and character building is going from a fun intellectual exercise to a source of stress most people don't have the time or attention to deal with.

At this point, under the paradigm we were originally promised, we shouldn't be seeing new general player options except when something mythic rules are needed to support an AP like WotR.


For blasting probably fire. That gets you a blasty spell in most of your slots and I'm pretty sure you can prepare any domain spell in a domain slot eg. an empowered fireball in your 5th level domain slot if you don't like Fire Shield. I also think that if you acquire the ability to convert uncast slots spontaneously eg. with the Preferred Spell feat you can select a domain spell and then use non-domain slots for it.

Good feats are your typical blaster wizard feats. Since you can't element swap like an admixture evoker the only really good focus/specialization spell is flamestrike and it's a level higher than recommended for use with metamagic. It's also your first up front damage blast outside the fire domain. Everything prior is either more control than damage or damage over time.


If any druid has ever fallen for teaching druidic the person they taught it to knows the language but is not a druid and could therefore freely teach others. It should therefore be available for a point of linguistics if it's a sufficiently static language that the version that got taught and the current version are mutually intelligible.


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Read Julius Caesar. Every major character except Caesar's wife and Cassius would be well represented as a bard. Henry V would be a bard.

Pretty much any charismatic leader is well represented as a bard or battle herald (which requires bard).


Joe Bots wrote:
Of course none of the above takes magic items into account, but i wont have too much control over that and my GM wont have a magic store.

Do not play anything but a pure caster under this GM unless it's a Paranoia or Call of Cthulhu style game where failure is a foregone conclusion anyways. Anyone that engages in combat needs full access to the core magic item menu at listed prices to function past the very low levels. Being able to turn gold into bonuses is a core assumption of 3.5/PF and if your GM renders it false all of the balance math completely falls apart.

The only workable combat builds are standard action summon builds (cleric or summoner, though cleric needs feats to get it working and can only standard action summon stuff with an alignment subtype that matches his deity). Since there are no items that buff summons they're balanced the same whether you have items or not.


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Bards (or evangelist clerics) change everything. They essentially turn any divine or skill class not deliberately built soft into a martial.

If the existing skill class isn't a bard and the existing divine caster isn't an evangelist cleric player five will do the most good by bringing one or the other depending on whether the skill or divine casting role is better filled. This adds two or three heavy front liners to the party by promoting the existing skill guy and divine caster and if player five is bringing an evangelist she can also be a heavy combatant with a single martial dip or choosing a deity with a good favored weapon.

If there is a bard or evangelist (the best or second best skill class and the best archetype of the best divine casting class so not unlikely) then there are two ways to look at things. Either exploit the bard (or evangelist) or support the arcane.

To exploit the bard you want lots of attacks and needn't sweat accuracy the way you would in a vacuum. Pouncing druids are obviously great. They hit 5 attacks at level 8 with another 5 on the pet tiger. Archer sohei also benefit greatly. They can flurry and rapid/manyshot at the same time for 9 arrows at level 16 but they have a -4 to overcome from stacking the penalties. Finally there's the summoner. Eidolons can stack lots of attacks. So can standard action summons and they could really use the accuracy boost.

To support the arcane I'd figure on a magician bard. It's normally not a very good archetype, but it boosts caster level checks and spell penetration is a caster level check. I think that's probably more advantageous in the long run than the witch's saving throw reduction via evil eye because more things have SR than all good saves. Adding a witch also increases the squishy to crunchy ratio from 33% to 66% (assuming the existing skill and divine classes are crunchy, which most are) while a magician bard reduces it to 25%. A witch therefore reduces the protection the party can offer the arcane caster while the magician increases it.


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Rynjin wrote:
Because you can say this.

No, you can't. T-Rexes are gargantuan and druids can't shape into animals larger than huge.

More seriously, though, druids tick a bunch of boxes. They can turn into a bear. They get most of the iconic blockbuster spells (call lightning, flamestrike, the various weather spells, Gandalf's exploding Acorn (aka fire seeds)...) They get a pet kitty or puppy (rangers can only get pet puppies). They can befriend "innocent" woodland critters. They can turn into a fire elemental.

Essentially they're at least two, maybe three vaguely similar classes smushed together and as a result support a large swath of popular archetypes that are otherwise poorly or completely unsupported.


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I don't believe he was shooting at authentic mail and gambeson. We know that Saracen archery was mostly ineffective against that combination from eg. the battle of Dorylaeum during the First Crusade.

Reproduction mail is of uncertain quality. Medieval European steel was impurity ridden, but reproduction mail is usually made from mild steels that are easier to draw into wires rather than more difficult to work steels that perform better as armor. The misconceptions about how gambesons were made are also almost as bad as those about archery: The surviving examples do not match the literature and still exist, both of which make it unlikely they were ever actual field armor. The surviving examples are two layers quilted with cotton batting. the reproduction Lars Anderson used as a target is probably also just two layers quilted. The written descriptions are 10-30 layers quilted together with cotton batting and sometimes leather. I'm inclined to believe that the absence of descriptions from the crusades is evidence of an absence of standards rather than an absence of quality armor given the ability of upper class Europeans to withstand arrow fire.

gambeson reproductions


It looks like someone needs to take oracle. Possibly both. Chelish Diva bard is another thing to look at. They can cast in medium armor at level 5 and mithril heavy armor counts as medium for all purposes except proficiency. Both characters already have heavy armor proficiency covered.

I'd put Chelish Diva on whichever has the lowest charisma and oracle on the one with the highest or maybe oracle on both. I don't think I'd mess around with prestige classes unless both characters are oracles: you're going to need mercies to get all the condition removal and a PrC isn't going to progress those.


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You misunderstand Silent Table. It's completely useless for its putative purpose because it's a 5' diameter (probably a misprint for radius, but what is written is what is written) which means one square, but it can target an object. Your hat is an object. That makes it a mobile +20 on hearing based perception checks. Since hearing is a component to perception versus stealth opposed checks it's almost as powerful a sneaking enhancer as invisibility, which it stacks with. Most blindsight and blindsense are sound based and it will give a -20 penalty to those as well. That -20 to hear your audible spell components makes the invisible wizard gambit even stronger and may impact spellcraft rolls to identify your spells.


I think the correct fix is to allow any style to be entered as a free action the first time a character comes up in the initiative order in an encounter the same way the action to activate flaming swords is ignored.


TarkXT wrote:
Oh, and the reason why reach warpriests aren't really a thing is due to their incredibly good action economy by dint of fervor. They simply don't have a need to be a passive melee character.

Warpriests also don't offer much of a casting threat compared to a full divine caster or medium arcane caster. I wouldn't build a reach inquisitor or hunter for the same reason.


Another thing to point out is the SLA prerequisite ruling. Most races can't take advantage of it in a CRB only game, but gnomes have arcane racial SLAs even there. He won't be using his swift actions for anything else so this is a good feat for him. Also urge him to run down the weapon focus/specialization chain for damage. He has nothing else to use his feats on unless he wants to try to make a switch hitter because gnomes are absolutely terrible at combat maneuvers and the critical focus tree doesn't come up until much later and isn't good for axe wielders anyways.


Uwotm8 wrote:
Imbicatus wrote:
Power Attack/Deadly Aim/Piranha Strike - Too situational and will often times hurt your damage output.
I agree on less than full BAB classes. For full BAB it's fine. Each of those characters I've always ran into the situation where I was needing not-a-1 on my highest attack to hit or needing a 10 for my lowest attack for CR appropriate AC per the stats by CR table and have to work to diversify the build.

Nope. A typical augmented medium BAB class will have the same accuracy at most levels as un-augmented full BAB when both are power attacking and at many levels has one fewer iterative to miss with. Any time a samurai or ranger not fighting his favored enemy or cavalier not charging or paladin not using smite should power attack an inquisitor or alchemist or divine caster running divine favor or selfish bard should also power attack. Bards can also hit the "power attack by default" accuracy level, but won't match an unaugmented full BAB power attack accuracy solely because they boost him as well. Investigators have over-augmented medium BAB and a power attack viability threshold more like a fighter or raging barbarian or slayer.


pickin_grinnin wrote:
FatR wrote:
Witches do have a good deal of options that are pretty much worthless for PCs
Worthless in combat. Not in other scenarios.

Worthless period. Take Child Scent for instance. It gives a restricted form of scent. Your familiar already has scent.

Cursed Wound is another example. It's annoying to PCs, but NPCs will be dead or irrelevant and there are no noncombat applications for it.

Nails is worthless in combat and, again, has no noncombat applications.

These aren't just situational, they're out right garbage.

The difference between the witch and other classes is that the witch doesn't have much leeway for archetypes. Compare Child Scent to pretty much any ability that substitutes for Inspire Courage in a bard archetype and it's obvious the problem isn't that the witch is for NPCs. It's that Paizo needs to pad out their page count.


The game breaks down for characters less than small and small only works because it has a bunch of exceptions to the normal size scaling that make it act just like medium for most purposes. Just say no.


If your goal is to get the rest of your party killed while you run away Expeditious Retreat may be better than Haste, but if you go into a cooperative social game with the intention of getting everyone else killed there's something wrong with you.


UnArcaneElection wrote:

Marking for interest.

The Pathfinder weapons tables have a number of other inaccuracies. For instance, from what I can find, the historical Falchion was mostly used 1-handed and was not obligate 2-handed, and the Fauchard was a relatively lousy pole arm rather than one of the best (and the spetum is missing entirely), and the Falcata is missing Sunder vs Armor/Shield (and the Falx is missing entirely). I got the impression that EGG at least tried to maintain some historical accuracy with weapons, although the implementation left something to be desired, hence causing it to be dropped somewhere on the way to PF.

There was a weapons versus armor table in first edition. I understand it was dropped in second because it was commonly ignored. This was probably the worst game design decision in the history of D&D. You simply can't have meaningful armor variety without it or something similar.

There's also the issue that good scholarship was just less available before the maturation of the Internet. Gygax et all worked with what they had, but I don't think anyone since has even tried to write good weapon rules. Or rather no one working on D&D or PF in an official capacity.


If you want a non-evil subterranean race that has thought put into it you want Discworld Dwarves but taller and with less facial hair.


LazarX wrote:
DesolateHarmony wrote:

For all of you saying that DR is worthless, my samurai (Order of the Shield) in Jade Regent swears by his Resolute ability which acts much like DR 3/- if there is healing around. It just means he takes significantly less damage, even against big hitters like dragons and oni.

** spoiler omitted **

The OP seemed to be complaining that DR wasn't making his monsters survivable enough, not so much concerned about Player DR uses.

This is working as intended. He may not like it, but monsters are not intended to be survivable. If they were then players would also have to be more survivable. Maybe 4e or Next. I think I've heard 4e combat tended to last longer than 3.x and Next is supposedly a throwback to the TSR era.


Skill Mastery for UMD, even if it worked, gets you little that casters don't already have.

A level 10 sorcerer or caster oracle who invests in UMD and takes skill focus will have 30-32 charisma for a +10 or higher modifier and 10 skill ranks. Wands and staves have a fixed UMD DC of 20 and a charisma caster therefore cannot fail to activate one. Skill Focus and UMD as a class skill (using a trait for oracles) gets +29. That's enough to use a 9th level scroll or emulate an alignment or an ability of 15 without chance of failure or a 16 95% of the time (100% of the time with 32 charisma). Any spell on any charisma list needs no ability emulation so the only possible issues are 6th level inquisitor exclusives and 6-9th level druid or witch exclusives. And sorcerers and oracles don't suck for the first 9 levels.


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tonyz wrote:
53. Somehow their clothing never seems to get filthy, even when they have just emerged from an implausibly large sewer tunnel on the night of the Great Bran God Banquet and Jalapeno Festival.

That's arcane casters, not adventurers. Prestidigitation is a wonderful thing. Also people around arcane casters because what arcane caster wants to go to the Great Bran God Banquet and Jalapeño Festival with a cleric who's covered in sewage


Bohemian Rhapsody by Queen
Hymn of Breaking Strain by Rudyard Kipling
A Hard Rain's Gonna Fall by Bob Dylan
The 23rd Psalm by King David


N. Jolly wrote:
Petty Alchemy wrote:
My lvl20 Healing Hand Monk is named Asmodeus/Sarenrae/[insert deity of choice here].
My lvl20 Healing Hand Monk is named 'The.'

Please. You can manage intelligibility without articles.

My 20th level Healing Hand monk is named 'Be.' He's an identical triplet. His brothers are 'Being' and 'Been.'


Fighters. AoOs are about locking down the battlefield, or at least your corner of it. That's a fighter's job more than anyone else's.


Arachnofiend wrote:
(Any) Court Bard - Satire stacks, and that's all you need.

Human. With the alternate racial trait that trades the bonus feat for several skill focuses. Because apart from Chelish Diva this is the only one in the party with versatile performance.


I'd suggest something like this. That was an off the cuff idea so there are probably a few refinements it still needs, but replacing action types with fungible action points lets you trade movement against attacks freely rather than any movement over 5' costing all but one of your attacks.


Hopea wrote:

I can beat that, at least you gain something for losing an ability.

Summoner - Master Summoner Archetype

Quote:

Lesser Eidolon

A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability.

So essentially, your main class ability gains power at half the usual rate, nothing given back.

Of course the Master Summoner Archetype more than breaks even with what they're given to replace, but this thread is for single abilities after all, not to argue which Archetype is the worst in total.

The master summoner is at least balancing between two abilities that come at the same level.


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Risk based balancing doesn't work. Humans are not good at intuiting risk. Conservative players will just stop using magic and reckless players will use magic like always, get burned, and then become conservative players and your game will become poorer for it.


Senko wrote:
It's an interesting thought however while the no magic weapons/items at the start of the film isn't so much of a problem given the different worlds I'm not so sure about the lvl 6 restriction. Especially if you include the elves like Legolas. Personally I'd go up to 10/11 for their levels.

Right, the Alexandrian assumption about genre shift only applies to casters. Martials and skill classes stay in the gritty and realistic venue for all purposes except environmental damage. Considering the fall Bilbo takes in the orc caves before encountering Gollum without impairment or healing we're not talking about a setting with realistic environmental damage anyways.

Bard kills what is by size an ancient red dragon that's been PfNAing everyone else in one arrow (or knocks it unconscious and drowning kills it). He needs to do 362 damage. Assume the arrow is +6 holy dragon bane so it does 4d6 non-critting and 1d8+10 critting x3. Assume maximum rolled damage. That's 78 damage max. Still need 284 damage. Strength multiplies. Let's give him 26 strength. That's another 24 damage. 260 still to do. Greater Vital Strike and Devastating Strike add another 6 critting and 3d8 non-critting. That's 42. 218 left. Deadly Aim at level 20 is 12 critting or 36. 182 to go. Maximum favored enemy is +10 critting. 152 left. Gravity Bow bumps those 1d8s to 2d6s. There are 6 of them so another 24 rolling max. 128 to go. We're going to have to go mythic. Mythic Vital Strike takes us well over and I'm not going to calculate it out, but I don't think we can escape Bard being a mythic character of at least level 11 and probably 16.

Bilbo's falling damage we don't have the numbers to calculate out, but a low level aristocrat he's not.


The reason classic D&D could use different leveling tracks was that the classes were either designed from the ground up to level at different rates or the leveling rates were used to balance classes not designed to level at the same rate.

You can't really do that with 3.x classes. Even if your fast leveling group is "classes everyone agrees suck" and your slow leveling group is "full casters" you'll have problems.


Eryx_UK wrote:
Haflings make good rogues, bards, druids, sorcerers and anything where their pants size weapon damage isn't going to be a hindrance.

Actually, halflings make terrible druids. Small races don't get polymorph adjustments. You don't get back the strength penalty for being small when shaping medium or larger, but medium druids do get the dex bonus for shaping small or smaller. You don't get screwed over by the polymorph rules quite as badly as, say, a centaur druid, but it's not good.


N. Jolly wrote:

Okay, rather than assuming a custom campaign that coddles commoners, why don't we take it a different way?

Rise of the Runelords, which single classed party do you take to this AP?

Four Samsaran Shamans. Wandering spirit in I think Lore lets you crib from the sorc/wiz list. Being a samsaran lets you grab the clerical self-buffs or druidic blasting or some usually arcane stuff like invisibility off the inquisitor list. I'd say two mystic past life clerics, one druid, and one inquisitor.


rainzax wrote:

on Ki, Stunning Fist, AC Bonus:

Law = WIS
Chaos = CHA

Rogues can and traditionally are chaotic but use wisdom for ki. Ninjas can be lawful and use charisma

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