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Sometimes GMs have to make decisions on the application of rules.
Regarding PFS: the lack of GM discretion is one of the reasons why I don't play PFS.
For what it's worth, if I am playing a mid/high level wizard and we don't have any healing class available, I will use Summon Monster V for a bralani azata - 2 x Cure Serious Wounds.
Steve Geddes wrote:
I don't believe that Paizo will fix the monk.
(Yes, I am aware that they said they would fix the monk. I am too cynical now.)
Mithril Breastplate (even a mithril comfort breastplate) does not actually count as light armor, so should not be able to take the brawling property.
Yes it does.
This is a poorly written and underpowered feat. No "real" PC or NPC would ever take this feat because it is so situational.
This feat is for GMs who want to throw in an occasional curveball to the group, in this case to mess with the group's rogue. I don't see a problem with that approach.
Not according to the rules. Accidental kills can happen. If you need to capture rather than kill an enemy, it is better to use non-lethal damage. A sap is a great weapon for this.
Nimble Moves and Acrobatic Steps are very weak feats. The price of the item is about right. The cost in feats is excessive. I would never spend even a single feat to get both features. I might consider spending a trait to get them.
That's baseless speculation. If I said what I think of your claim of insight into the practices of ALL playing groups, my post would be deleted.
master arminas wrote:
If I ever play in one of your games, I will definitely play a wizard.
You fell into the trap. Powerful Sneak gives an extra 1/6 of a point of damage per sneak attack die. You would need to be level 23 to get 2 extra points of damage per sneak attack. And it only works with full attacks. And you take a -2 penalty, so you hit less often - so you end up doing less damage.
Only if you have the Skill Focus: Profession (lackey) feat....
I dunno, is it really fair to give monks a weapon that can bypass DR? I mean, they already can't be disarmed. It would probably be overpowered.
I am wondering whether you are being sarcastic. I actually can't tell.
The zen archer "may not make a flurry of blows with his unarmed attacks". Therefore he cannot "substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows".
If by "working on it" you mean "not working on it", then yes.
Nero Burning ROM?
Now, when I see that Ross Byers was the last person to post in a thread, I assume that either uncivil posts were deleted or the thread has been locked altogether.
This is the first time in about 3 months that it isn't the case.
"If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move."
This text refers to the "combat artist" who uses a sketchpad and pencil to depict exotic weaponry that he sees on the battlefield.
"Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action."
Wealthier combat artists may use marvelous pigments to create real, permanent versions of these weapons.
While a few specialized builds can actually make use of Combat Expertise in itself, it is generally no more than a feat tax and Int tax for anyone who wants the subsequent manoeuvre-based feats.
Since Pathfinder improved Toughness and Dodge, Combat Expertise now ranks alongside Endurance as the worst feat in the game.
In Paizo's defence, this feat (and its Int tax) has been around since 3.0. Actually in 3.0 it also had the worst feat name: Expertise, which actually means nothing at all in the context of feats.
I will certainly never create a character that takes Combat Expertise. That prevents me from taking any of the subsequent feats, some of which are potentially quite useful. There are character concepts that I would like to try out such as the trip expert, but I am not prepared to pay the tax.
I would say that fast healing only stops bleeding critical up to the damage it can heal. For example, if you were bleeding for 4d6, would a fast healing of 1 HP per round stop it?
A Cure Light Wounds spell that heals 2 hit points would stop all bleed damage.
Well, I find it surprising. The amount of debate and the number of requests for FAQ is unprecedented.
MY approach is always to him him in the hand with a hammer as hard as you can. Then leave the hammer on the table. It reduces the number of future rules lawyering attempts.
But it increases the number of real lawyers required.
The Headband of Mental Superiority +6 has a construction cost of 77,000 gp. However extrapolation from the +2 & +4 headbands should price it as 72,000 gp.
The same is true of the Belt of Physical Perfection +6.
If you believe that this is an error, please tag this post for FAQ.
"I have literally never seen a PC fail to confirm a critical hit except by rolling a natural 1." - mplindustries
Really? Then you haven't been playing enough Pathfinder. (Or you have some peculiar houserules.)
I am new to this thread. I have two comments to make that have not already been made.
There is no indication that Blue Star has invited the other player to view/post in this thread. I assume that Blue Star has not done so. (No doubt Blue Star has an excuse about how this would be futile or counter-productive.)
I am glad that I do not play with Blue Star.
In my opinion, it looks balanced.
Comparison with a kukri: you're spending a feat for thrown ranged attack increment, disarm feature, and +1 shield bonus to AC.
Comparison with a light spiked shield: the main gauche is cheaper, has a better threat range, a thrown ranged attack increment, and the disarm feature. However the main gauche's AC cannot be magically enhanced. And you're spending a feat to use the main gauche.
Comparison to using the feat two-weapon defence with a kukri: the main gauche has a thrown range increment and the disarm feature. Two-weapon defence gives a bonus with fighting defensively/total defence.
In most situations, the light spiked shield is a better option, because most melee characters do not need to spend a feat for proficiency. Also, the shield is magically enhanceable. In low magic settings, a two-weapon fighting rogue might prefer the main gauche, because the rogue isn't automatically proficient with a spiked shield or kukri.
From a "fluff" point of view, I think that it would be better without the thrown range increment (is a main gauche really an effective thrown weapon?) but with the two-weapon defence's bonus to AC when fighting defensively/total defence, i.e. the shield bonus to AC increases to +2.
You should be playing 3.5 D&D.
"I disagreed vehemently....
Eventually he won out, I accepted his ruling under protest and the game moved on."
RavingDork, you knew the rules. You knew that the GM was wrong. However you disrupted the game in an attempt to prove your point.
Now you come whinging to the Paizo forums, looking for sympathy and ammunition to fire back at your GM.
These actions speak of a lack of maturity.
"I disagreed vehemently"
This is a notable statement. You noticed that your GM made a mistake. You pointed it out. The GM still overruled you. You "disagreed vehemently".
Dude, it's only a game. So what if you had to take a standard action instead of a move action? Is this really a good reason to interrupt the game? You should have just accepted it during the session, then e-mailed the GM afterwards.
It's worth mentioning the feat tax: Endurance. In 3.5, it used to be one of the three worst feats in the game, alongside Dodge and Toughness.
In Pathfinder, Dodge & Toughness have been improved, leaving Endurance as the worst feat in the game.
The mechanical benefits of wearing medium armour while sleeping and the resistance to fatigue just aren't worth spending a feat on. You want to wear armour while sleeping? Buy a chain shirt.
Diehard itself isn't a bad feat. But the feat tax makes it a poor choice.
A mithral chain shirt is light armour. Adding the armoured kilt makes it medium.
I don't see why a mithral armoured kilt should prevent the armour category from increasing. If your GM allows a mithral armoured kilt to be added without increasing the the armour category, it becomes a "must have" item for every fighter-type character.
Very well, just remember that you lose 5 points for every magic item your build is dependent on. (I've decided to use Top Gear scoring here... UK style) I will be your Clarkson for this analysis.
The god-wizard is sub-zero.