If a player takes "Powerful build" as a Feat, does that mean they JUST take no penalty to using oversized weapons
Do they treat weapons of "Large" size as if they were using S/M/L weapons that were medium sized for ALL situations:
Point of contention:
If a Fighter using two weapons wielding anything other but 2 Light weapons has a higher penalty:
If the weapon in the Off Hand is a Light Weapon, the Penalties to hit are -2/-2 which is better than the -4/-4
So if a character has Powerful Build and Two Weapon Fighting feat, if they use two Large Sized Light weapons, is that -4/-4 or -2/-2?
Like all things, it depends on what you need and how bad you need it.
How much would you pay for a gallon of water, right now?
Then think how much you'd pay for a gallon of water after 4 days in the desert, with no water around, you can no longer sweat and you haven't had to "relieve yourself" in 2 days. How much would you pay for water then?
Instead of that extreme, say you're with your wife/girlfriend/etc at a fair. It's hot and you see that water bottles are $2 each and you scoff. After 2 hours, your companion is not happy, thirsty and miserable. Then you see water bottles are $4. would you pay that?
Hell yes you would
Should a Soulknife use up all of their Power Points via "Unlocked Talent" or another Psionic Class do they lose their Manifesting abilities?
Same for an Aegis. Would they lose the ability to form their suit?
Or does it mean they have full psionic class abilities that don't specifically use Power Points?
Here's one for you sir: Rules Clarification on Astral Suit
Now the Aegis Aberrant gives up the Astral Suit but what about those powers, such as Invigorating Suit, Damage Reduction (when suit is manifested), Augment Suit, etc?
Would just manifesting the Aberrant Aegis ability "Transformed Body" be all that is needed for the Aberrant Aegis. IOW, is "Transformed Body" the Astral Suit substitute? If that is the case then when the standard Aegis powers says "when wearing his Astral Suit", "Transformed Body" counts as the per-requisite
Here's a question for you Jeremy, just to be sure.
When a Soul Blade, or Soul Blade Variant, chooses a power for their weapon/shield/armor that stays put.
It is not just that they can switch it at will, they have the Bashing Enhancement bonus, then turn it off to do the Ghost Touch, etc?
One of the consistent issues I've run up against are those who switch what powers their blades, etc
I blame Malfoy
Last questions for now:
1st: If a Character is 1st Soul Knife Armored Blade/1st Aegis Aberrant with a 14 Int and the 2 "Wild Talents" as Freebies from their classes, they'd have 6 PP, 4 WT + 1 Aegis + 1 (14Int/1st Level), correct?
2nd: Do the Customization Points, CPs, for Aegis need to be spelled out when they get them at the next level, like the Sorcerer's Spells or what Evolutions a Summoner's Eidilon will have? So at a 1st Level Aegis, do they need to define what powers they have up to 3 CPs spent?
3rd: The Armored Blade Armor - That is EXACTLY like a MW set of armor when it comes to weight, speed, Max Dex, correct?
4th: If at 3rd level the Soul Knife, Armored Blade picks up "Gifted Blade" (I don't see a reason why they can't the thing they'll lose is "Psychic Strike") and become a Manifestor at Soul Knife (AB/GB) - 2, BUT don't take the power listed in their "Unlocked Talent", does that Talent remain at 1st level ML until they do or will it go up to 2nd Level ML at Soul Knife (AB/GB) 4th level, ML 2, regardless if they take the Power and level it as an "Unlocked Talent"?
Just to be sure then, if a Psionic Character with no Manifestor Levels (say a 2nd level Aegis/ 2nd level Soul Blade) were to take that Feat with that specific power in, it wouldn't work as they have no Manifestor levels at all?
As most powers are "Manifestor Level*x" for duration, the best you can get is a "popping sound"?
I would say my self I dont care if the party wants to buy 300 wands of Cure light wounds its there gold, and if they want to use those wands I dont care, its for them to use.
A few things:
1: Who has 300 Wands just "sitting around" for so relatively cheap?
2: Who says they all work?
3: Who says they are what the label on the package says they are?
I have no problem with TWF and the Monk's normal unarmed attack, so long as the weapon is 1 handed
It requires the Feat and makes their attack -2/-2 as long as the Monk uses one of their "Monk's Weapons". It also doesn't matter if the "Primary Weapon" is the actual weapon and the Unarmed attack is the Off Handed Weapon
Which is more cheese than is in the States of Wisconsin, California and Oregon combined
(The awesome display of missed attacks, not your post)
It's time to realize and call the Monk's FoB, what it is: A highly styled form of TWF
As I don't think anyone really wants to explain the FoB is and how to tell if it's a combo, knife hand, etc
Here's my compromise I made with my players:
They must split up their attacks between their two weapons evenly with any odd attacks going to whatever weapon they wish.
So the FoB for a 9th Monk's BAB and FoB are +6/+1 and +7/+7/+2/+2 if using Med/Med weapons, for FoB it'll be +4/+4 - slightly better than the standard attack bonuses but each weapon gains +3 damage but if they took TWF they'd +2/+2/-3 with the Medium/Medium Weapon Combo.
It is up to the player if that is worth the cost. It also makes staying with the Monk class better over time instead of just giving it to them
The 9th level Monk using the Med/Lt Weapon, for FoB it'll be +5/+5/+0, TWF would be +4/+4/-1, still better than TWF, but it is due to their fighting style and adds +3 Damage for the Medium Weapon and +2 Damage for the Light Weapon
As the Monks in my world are not just Eastern Style, unless the region is Eastern, and those in the area they are in are cloistered brothers of western world, I allow for different weapons to match the western world (or whatever regional type they are)
It makes the Monks' special attacks Special without really unbalancing the game, IMHO
Oh yes, the Monk must have individual proficiency in the Weapon (they can't take "Martial Weapons" and gain the ability. They can take Martial Weapons but that doesn't qualify the Monk to use that weapon in FoB) and the Weapon must be a Masterwork or better
What that does is make the Monk very specific in what weapons they can use to get the benefit
Monks can use TWF when someone explains how a normal Medium Unarmed Weapon does 1D3 but a Monk's Unarmed Attack does 1D6 at 1st level
What part of the body is used?
Is it a hand combo (a quick right-left), or a knee, a snap kick, what?
Like a few things in Pathfinder and its predecessors using multiple definitions or effects of the same word, I think this is really the whole issue.
A Monk's "Unarmed Attack" is their special form of attack that unfortunately shares the name name as basic "Unarmed Attack" all others can do. Perhaps the Monk's "Unarmed Attack" should be renamed "Unarmed Combat Style"
Until you define what's going on in the world, I really can't help you.
Axe is NE, protects from good and Bane vs Dwarves
Paladin has no clue. He would think the Axe is something he "rescued" and it is not Evil, he has forgotten the went to destroy evil axe and vaguely remembers there was something evil he destroyed. Depending on how Wise (higher Int helps but not if his Int > Wis then he's headstrong) he is, those gaps can be used to break him of the hold or allow more saves vs the will of the Axe.
More holes in his memory means he will question the remaining memories. He'll begin to ask himself, "Just what did I destroy", "What do the dreams mean", "Does Charmin really feel better on my tush", etc, and the more he realizes it, the more likely he can break free.
The Axe is looking to slay EVERY Dwarf and won't go nuts unless it thinks it and his meat puppet can take all those who are around. It will do its best to make any carnage look like a blood feud between dwarves. After all, if you're designed to kill something, wouldn't it be prudent to know their weaknesses and how to keep them looking at each other?
What alignment is the Axe? If it is CE, let the "Sly and Filet" begin. If it is LE, it has a purpose. If it is NE then whatever brings about the most hate, fear, death is the name of the game and if he can pin it on someone else, so much the better
The Paladin has no reason to have lost his powers if he is unaware of the crimes. If anything and he's unaware, the "nightmares" he's been having can be part of him thinking there's great evil and he has to destroy it. A great "Dr Jekyll and Mr Hide"
The Paladin would accept his role in the deaths and make amends when the facts and evidence pile up. If he is still unaware, then it is highly likely that he doesn't even realize he has the Axe.
It really all depends on what the goals of the Axe are and what the Paladin knows
I have to agree with SOTS here:
Mixing rage and alchemy I believe would lead to way too many explosive situations
Why do I think far too many Barbarians who know alchemy would be like handing TnT to rednecks?
I can see/hear many a last word of the Darwinian overachievers going something like:
Hey guys, watch THIS!!!
The Paladin is not automatically an Ex-Paladin. He's being controlled, right? Was he trying to destroy the weapon or did he think he could control it when the take over occurred?
If the former, he was doing his duty and got tagged. Bummer, his guilt at what has happened is far more punishment (or should be)
If the latter, greed and hubris are the main evils he did.
OT RANT: Where's the Paladin's god? As all gods seem to measure the minutia of a Paladin's deeds, where is it to take away his powers but not help anyone else? But that's another story. Back to OT
If the Paladin is innocent or not really much more guilty of hubris, have them confront the Paladin. I'd say the fires are caused by the Paladin to spread death and discord, two of Evil's favorites in doing to "good areas"
If the Paladin is a willing servant, have the Paladin come back as you stated and take out those that "debased" his new friend and slaughtering companion
Not everybody says that Unarmed Strike is two weapons, not even all Monk's attacks need to be from 2 weapons
A Monk's Attacks could be Knees, Kicks, Elbow, Back fist, Fists, etc and they could be a single or a combo of blows
Take the 1st Level Monk who does 1d6 with "Unarmed Attack" when the "Unarmed Attack" as per Weapons does 1d3. How do they they do that? When we can agree a mechanic that satisfies 95%, then we can really get on going on how to add TWF that doesn't turn the Monk into a melee machine far outshining the fighter
In addition to what Neo2151 stated, the Monks base unarmed attack (Medium) does 1d6
The typical "Unarmed Strike" does 1d3, sounds as though the Monk already does a Left-Right Combo, so how does one give TWF when it already appears the Monk does just that?
Any claim that "Monks know how to punch better" may be true at higher level but I can't see how a neophyte 1st level Monk knows how to hit better than a neophyte 1st level Fighter with Improved Unarmed Strike as the Feat. The Monk, IMO, already hits with both hands (or one really good knee)
At a higher level, I can see how the Monk learns to hit more sensitive locations, but the 1st level Monk isn't that much better with their naked fist than a 1st level Fighter's (Improved Unarmed Attack) naked fist
This whole thing comes down to "What enhancements can I use on my Monk Character?"
Unless you want to assign damage and Bonus/Penalty to:
Forget it, I stopped at 33 different strikes and combos - there are a lot
How about the KISS principle:
To get MF or GMF, cast it on the normal attack first and then on the FoB. Therefore it makes everyone upset which is the best type of compromise. Of course, that would only be on the Monk's unarmed attacks - no weapons of any sort allowed.
Same goes to all other natural attack enhancing spells.
As for TWF, ITWF, GTWF, etc Monks using their weapons and various body parts, as it says on the left hand lower side of Page 57 under "Flurry of Blows", When doing so he may make 1 additional attack using any combination of unarmed strikes or attacks with a special monk weapon(insert laundry list) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat)
By keeping it simple, a monk character uses whatever part of their body they can strike a blow with, and making them use separate enhancements for the basic and unarmed FoB, it keeps it simple
Good question Grasshopper
That is why I hold that the Attacks by a Monk are "one, some or all" of any the above
Take "Flurry of Blows", FoB. Is it as fists on a speed bag? A punch followed quickly with an elbow? A double snap kick? A double punch? What's the style?
I lave it alone and say that the Monk gets a watered down version of TWF and that is why they can get the FoB and more. How they do it is for the player to decide what the fluff is
Actually it does work, only if the person is intimidated.
If the person is intimidated by one, they'll be happy to talk to the nice one
The real problem is when the person feigns being intimidated and pulls it off. Then they can easily give bad information at a bonus to BLUFF the PCs!
It's a world of feint, counter-feint, counter-counter-feint and so on
If the NPC fools the PCs with the intimidate, fooling with diplomacy and bluff is even easier for the NPC
That's why there's a camera or others behind the mirror to see what went on
doc the grey wrote:
1.) You may worship any god that has been printed in paizo material?
In a Pathfinder Sanctioned Game, yes.
In someone's home game, it is up to the DM. There may be world/social issues that stop that
doc the grey wrote:
2.) A cleric may follow any god so long as he has a list of domains, the cleric himself is not evil, and the god is alive correct?See above. Personally though, a "Neutral" vis-a-vis good and evil for a cleric worshiping an Evil god is only temporary. The Cleric will be evil soon enough
doc the grey wrote:
3.) Are there any plans to create more faction specific prestige buy options for some of the newer groups like the shadow lodge, sczarni, or the silver crusade?That should go in product questions
doc the grey wrote:
4.) Are there anyways to buy temples or build a temple, thieves guild, or other establishment based on those you receive from faction point spending in an area of your choosing like one can with some of the other options?
That is an in game ting and really up to the player's imagination and how the game is
If the game's not fun for others due to a disruptive player, be blunt:
Tell him you're there to have fun and he's making it not fun for the rest. If he complains about having his fun, tell him that he should find another group that finds what he's doing is fun as well.
It is also best to tell him he's not welcome back after the game, a day or two later than the last game, not a day or two before the next
How about this:
Let the Monk Class make attacks, using TWF but count each limb as a separate weapon doing the damage each weapon does, with whatever Feat modification given, but treat Punch, Back Fist, Elbow, Knee, Foot, Head butt, Gouge, etc as a separate Weapon. There's "Common Sense" and overkill. Trust that a Monk already is using both hands and later feet, head butt, knees, etc in their attacks as they get better.
After all, do we really want to start differentiating between Hard and Soft styles, a Tae Kwon Do vs Krav Maga vs Kung Fu vs Drunk and stupid styles of Martial Arts? How far down the rabbit hole does one want to go? And why just stop at Monk? Let's look at all the places that can use more "Common Sense" in Pathfinder or any other RP game!
Just because someone says "Common Sense", and I agree that some of the things I've read on here for monks make sense but many forget the "Common Sense" things that actually go against the Monk?
How come Monks don't run the risk of breaking bones in their hands and feet when hitting a person in Plate Armor? What about the risk of serious bleeding after punching a Glass Golem? What are the ill effects of hitting a life sucking Wraith?
Let's bring "Common Sense" into combat some more and have "Body Points" as well as "Hit Points"? Body points are the physical damage one can take while the good ol' HP are more like fighting ability/wind/fatigue points that come back quickly? When you run out of HP, the damage goes direct to Body Points where you die. Also that would make "Crits" far more entertaining as a Crit ignores (but does not reduce) HP and straight to body. That makes combat and the "criticial shot to the Head" far more realistic and conforms to "Common Sense". It also means a 1st level with a lucky Double Crit getting through the protections of a 20 level level Fighter can kill them in 1 shot
That's the problem with "Common Sense" in a free flow game. Trust me, I'd love to give the Monks the ability to do TWF, Improved TWF, etc
However due to game play, I reconcile that the Monk's attack start with a basic punch, moves with experience to the punch followed by the elbow strike, eventually punch to pressure point-elbow-backfist-knee strike-head butt-back kick then "end of attacks" as a well choreographed display of movement with one goal - hurt something
Just as with a fighter with 4 swings at 16th level with 1 blade. There aren't swing/rear back - swing/rear back - swing/rear back - swing/rear back but far more a fluid movement of blade slicing down, using the momentum to come back in a side stroke, followed by a swing low to high and finally the thrust. No "4 separate swings" but a graceful dance of the blade through the air guided by a master of the art
You want common sense, great! I like it too but before you go and unbalance the game, somethings are done for several reasons, Balance and Playability are two of the biggest ones
Whatever you do, have a few times when you have them roll, for nothing
This is especially fun if they roll for "Bluff" or "Sense Motive" on a Stable Boy, Bar Maid or even an NPC who can have a reason to lie to them.
Have them roll and you roll secretly and no matter what they roll, so, "Oh, you sense they're telling you the truth"
In some cases, have the shopkeeper seem nervous because he's being robbed. The shopkeeper is told if anyone is told his kid/wife/favorite servant/etc will die if he gives the party anything like "Help Me". The more the party presses, the more nervous the shop keeper gets. The party can inadvertently have something bad happen with out realizing it. If they leave, there are many things the party can think about; being cheated is just one of them.
Not every lie or hidden secret has to do with the party. Some people don't want them to know they're cheating on their spouse with the neighbors pretty young daughter
Sometimes the best way to hide things is have many things vie for the party's attention
I love how you use your terms
It seems "Enlightened" = agreeing with you - OBTW, I'm against the Death Penalty but there are things I may reconsider that position
You can differ of course, and youre entitled to that opinion, but in my game world, thats the way it is.Well good for you. Does your game have "Lollipop Woods", do you players have to worry about "Molasses Swamp" at the foot of "The Gumdrop Mountains"? How do they take the "Rainbow Trail" to really make good time?
Of course capital punishement may be (and often is) Lawful - but its not (in my game world and in my opinion) Good.Actually it doesn't have to be Lawful and as for "good", really depends as capturing an evil outside and killing it would be "good" and I dare say a mortal but thoroughly evil Mage
Paladins fight to create a world where savagery, execution, violence and killing are no longer needed, and where mercy, charity and compassion rule the day.All together now! Kum-bye-ya m'Lord
They are righteous and benevolent divine warriors who take the battle to very forces that would undermine this goal, but must avoid slipping into darkness themselves in the fight.And tricked with their pants down three ways from Sunday but any fiend with half a brain
This is why the code exists; Paladins must always strive to be better than those they fight against, should always pursue the higher moral ground, and must at all costs avoid resorting to the methods and tools of the evil they seek to vanquish.
All worth goals but fought with one hand tied behind their back and feet in concrete
I look at it very differently. From Star Trek when Spock, Kirk, Lincoln and the Vulcan hero went agains Kublia Khan, Col Green a really bad klingon, etc - Good and Evil fight the same way, use many of the same tactics but why?
Good doesn't want to fight and it took the threat of destroying Enterprise to get them to fight
Yes we are and you're entitled to your game. I think you have it where it is all happy at the end as that is what you want it to be
I like my games a wee bit darker, grittier and the chooses are very bad, worse, and "Holy crap, what did I do" and you really don't have a clue which one it is
Of course my Paladins when they do find Evil, it is EVIL and the smart ones watch it, the dumb ones don't lose their powers, they generally lose their lives from a big deadly case of the "Stoopids"
Roberta Yang wrote:
Um yeah, happens all the time, in soaps, "Luke and Laura" anyone?
As was pointed out earlier it really does matter what the "good" and "evil" mean and how is that dispensed.
From RAW Alingment makes it pretty clear Evil is EVIL not evil. Being mean all by itself is not Evil. Being mean as you pour more oil "onto the pole a person is desperately trying to climb not to be eaten alive by what's in the Pit" is an Evil act
But the rules I fear are not concrete and the DM MUST tell the Pally player what is expected of them. Saying a collection of words, "chivalry", "Honorable" (which in Klingon I think is the same word as Victory - jk but not by much), "Mercy" really mean with concrete examples and more
The other question is what if DM rules that the Pally is not a Judge, Jury and Executioner but has to take them to somewhere where there is an authority the Paladin thinks is legit, how far is too far? To that point, what if the Pally gets there and the kingdom/City State/etc is none to pleased with the Pally and Co dragging a problem way outside their borders into theirs?
As for Knowledge and other skills to help them determine what the laws are, at 2+Int Bonus a level, that's not a great start
Nice answers but I'm still trying to talk to the basics
In the Write Up for Paladins, it states they are the Sword arm of the good gods, forces of justice etc, why can't they being for Justice do what the law would do and kill them even if they surrendered via force of arms?
RP is not a consideration at this part, just raw mechanics