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BigNorseWolf's page

RPG Superstar 7 Season Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 32,245 posts (34,055 including aliases). 18 reviews. 4 lists. No wishlists. 35 Pathfinder Society characters. 6 aliases.


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Shadow Lodge

M Tall dwarf Level 3 druid

I got a ratfolk boon for PFS and couldn't resist making modified version of justin.

Couldn't find any good ratfolk mini's though...

enter sculpy

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Belt of impossible manuevers is good, but takes the belt slot.

Still, sooooo uch fun.

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More of that less blue gunk jokes

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M Tall dwarf Level 3 druid

I think i missed the scene change. But Justin cheek pouching a few extra pancakes for Dayo and then stuffing himself when he wasn't cleared is something he'd do.

Shadow Lodge

Humanity's real superpower is to be the half in half-anything. It's rivaled only by dragons.

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1 person marked this as a favorite.
Wyatt_Austin wrote:
So I could have pretty much all I wanted but I can't travel in my lamp? That's still pretty cool for a backstory/rp. I'm still really new to pathfinder in general, how would the mechanism of the lamp work or how would I gain one starting off?

For PFS your downtime doesn't have any mechanical benefits, so you can pretty much say what you're doing in your off time.

One way i often introduce the party is to have ye olde messenger boy come around and ask the players what they're doing at 5 o clock on the morning.

One of my druids hasn't left bat form in 7 levels, he lives in a hollowed out silver maple in the park. My Kitsune swashbuckler stays at his mothers palatial estate. They function the same way No mechanics= no problem.

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1 person marked this as a favorite.

i can't think of a PFS legal way to do that with an Ifreet wizard (oddly enough its possible with a fox shape kitsuneor druid hanging out in a familiar carrier)

You can live in one on your downtime, but traveling inside a lamp has a lot of mechanical effects that you're not just allowed to have: protection from arrows and fireballs from ambushes for example.

Shadow Lodge

1 person marked this as a favorite.

pssst

Revenge of the FAQ Attack!

Tuesday, February 14, 2012

Shadow Lodge

If the sanguine angel has levels in another class that grants the armor training class feature, the levels (in that other class) stack (with the levels in sanguine angel) to determine (your effective fighter level for armor training), but only when she is wearing Gray Maiden plate.

make sense?

Shadow Lodge

No.

You need to bend the light around yourself, predator style, to use hellcat stealth.

You can't do that when the light only exists for you and not the people who's eyes you're trying to fool.

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3 people marked this as a favorite.
Hilary Moon Murphy wrote:
* Whistles *

earperk

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2 people marked this as a favorite.
John Compton wrote:


I wouldn't hold your breath on this curse, above or below water. Our assessment was that a curse that compels a player to shout and sing is far from promoting a consistently positive play experience when gaming with strangers and or in a public play environment.

Perhaps issue boons based on a singing competition? :)

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TOZ wrote:
No, it just gets harder to use character tools to manage them when options disappear.

score one for dead tree!

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3 people marked this as a favorite.

chances are pretty good that if PFS play is having a problem with something it's affecting home games as well. If a DM feels that something worked fine before, PFS doesn't send flying raptors to their house to make sure they're playing by the new rules or anything.

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No. That item appears on the chronicle sheet with a cost listed on it. It means you can buy it

Shadow Lodge ****

9 people marked this as a favorite.
Cyrad wrote:
Gloves of improvised might are legal! Rejoice for today improvised weapon builds are finally viable!

It makes me so happy i could throw a +5 table to celebrate!

Shadow Lodge

The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface.

So the sphere goes into the ground.

Shadow Lodge

Rysky wrote:


... you don't get your first Vigilante Talent till 2nd level though.

I know. I was saying that it might be an anti dipping measure, and musing on an idea for a new one.

Shadow Lodge

Getting the key ability at level 1 has lead to a lot of biscotti builds: dip dip dip dip.

I suppose a lot of classes could have a clause "If (class) if your first level you gain this ability at level 1 otherwise you gain it at level 3"

Shadow Lodge

Volkard Abendroth wrote:
And some people are incapable of understanding context, being either myopic or obtuse. Even when provided the source for the existing definitions.

I agree with this but disagree about who it applies to.

You have provided a definition of bear.

I am asking for a definition of "teddy bear"

Using your logic, a "teddy bear" is in fact a mammal.

Quote:
The rest of us are able to figure out what new words, and combinations of words, mean by observing the context in which they are used and comparing that context to existing definitions.

You seem to be not doing that. You are trying to use the word "Attack" as if it had one standard definition throughout the entire game, and it clearly does not. You cannot vital strike or smite evil with a fireball, even though fireballing the ogre tribe is an attack by the definition of invisibility.

The quote you posted from SKR seems to be warning you against this. So I'm not sure if i misunderstood your position or what here.

Shadow Lodge

M Tall dwarf Level 3 druid

I would imagine that to a ratfolk, the subtle cultural distinctions between a "tiara" and "jeweled crown" would pale besides "shiny", especially a "found shiny" and to justin doubly especially "found shiny with extreme historical signifigance"

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1 person marked this as a favorite.
Scott Howland wrote:

Approve everything, if it's too powerful for an organized play campaign why is it being printed in the first place?

Some options are also too DMs cally for organized play

Shadow Lodge

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Volkard Abendroth wrote:
Are you going to argue that an invisible character can use combat maneuvers against an opponent without breaking invisibility?

All bears are mammals

Teddy bears are bears.

Teddy bears are mammals.

The question is not if grappling is an attack according to invisibility (it is), but what the compound phrase "grapple attack" means. Words do not always break down into their component parts very easily.

I can see no discernible reason to say "grapple attack" in place of grapple, grapple check, or grapple combat maneuvers. I CAN see why you would use it in place of "a combat maneuver check to maintain the grapple and take the damage your opponent with armored spikes" option: an option which tells you how to use armored spikes.

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Kalindlara wrote:

This is, I think, the biggest misconception I see throughout all of this. Almost everyone seems to speak as if the developers said "Okay, we're going to set aside page space in here to nerf one single overpowered thing. Lore warden it is!"

Correction, people embracing the change are acting as though that's the process. If the process is re writing things without respect to power level? Thats not going to balance the game at all.

Quote:
A far more likely series of events:

Hold on, you forgot the entire reason why people are ticked..

-and then lets take the other option away from people in pfs.

Shadow Lodge

Grandlounge wrote:

I mean this question completely seriously and without judgement. Folks that don't like being stuck with dual identity but want to play a superhero why not play a gun slinger and call him the Punisher or a brawler and call him Captain Andoran (once his identity has been revealed)?

Every class is a super hero simulator, so what is attractive about the vigilante if you don't want the dual identity that you cannot get another class?

It's mildly annoying that the vigilante figured out that martial abilities need to scale with level because otherwise they became a resource sink... but left the resource sink in place for the signature ability of the vigilante.

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6 people marked this as a favorite.
The Raven Black wrote:

Nerfing ALWAYS create frustration. Hopefully sometimes it can help achieve balance

There is no hope for this if, when looking at the myriad of options in the game, the most overpowered thing sticking up above the rest is the lore warden.

Shadow Lodge

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If its any consolation 50 50 is the best nature manages on a good day

Shadow Lodge

wait, it was a repeat after..2 episodes?

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2 people marked this as a favorite.
John Compton wrote:


The process also involves Linda; a rotating team of venture-officers who help us review products; the authors who write the content in the first place; and the developers and designers who outline, assign, and refine that content.

... can't fit that into the meter sorry.

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1 person marked this as a favorite.

It is not slow motion. It is slaad level random motion.

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On the first night of optionmas john compton gave to me

Some claws for the pretty kitty.

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woooot

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3 people marked this as a favorite.
pjrogers wrote:

Rather than observing OP characters as being needed for the rare situation described above, I've generally seen them trivializing encounters or overshadowing the efforts of other, often newer, players.

To the degree that nerfing helps reduce the number of OP characters and discourages obsessive optimization, I think that's overall a good thing for PFS in general.

Okay, but which of these nerfs has achieved that? Which has even been a move in that direction?

Thats what changes the attitude from annoyed to frothing at the mouth. The actions are entirely arbitrary if thats the goal, and you're telling people with mid level optimization that they're dirty cheating power gamers but the gunslinger is just fine.

Shadow Lodge

6 people marked this as a favorite.

Early morning at the wolf center. Some of the neighbors had said that there was a pair of feral dogs seen in the nearby state park. So when i heard "ruff, ruff" I figured it might be them.

Ideally i could catch them and get them a hope. Acceptably i could shoo them off before they drive the wolves nuts.

ruff. ruff.

walking around the place, the sound keeps moving ahead of me.

ruff ruff.

Alright, this is the spot i heard it. I don't see any tracks, i don't see any dogs, it's an almost entirely open field...

From above my head

Ruff Ruff

Sitting on the branch is a raven. Doing a damned good dog impression.

I hope he never learned to repeat what i called him. Would have lead to some awkward conversations.

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1 person marked this as a favorite.
Kalindlara wrote:


I will say, having run most of the Waking Rune arc for PCs who would be considered low-optimization by forum standards, that I don't believe it's necessary in PFS.

For a group who's party was made together to cover the basic food groups, knew each other, and could cover up for each others strengths and weaknesses right?

The metagame for pathfinder society is different. Sometimes the random bag of mixed nuts you get on a mission doesn't have a healer except the rogue with a wand of cure light wounds. Sometimes the two handed fighter can't pick up the slack for the two weapon fighter because its you and 4 healers. Sometimes someone with a level 11 insisted on going up with their friend when their friend has a kyra pregen...

You need to be able to kick it up a notch when that happens and that is 90% your build not your play. Hence people building characters that can survive without arcane support that become engines of mass desctruction when they have it: because they HAVE to build for times when they don't have it.

Shadow Lodge

Are teddy bears mammals?

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1 person marked this as a favorite.
Kalindlara wrote:
BigNorseWolf wrote:
... or by using a longbow. Or being a pounce kitty/raptor of death. Or an unchained monk with Lu Kang's flying kick.
So they didn't intend for melee weapon users to exist? Why did they print Two-Weapon Fighting in the first place, if they expected only druids and archers to exist?

They intended for them to exist. It just doesn't work out nearly as intended (in so far as i can determine the intent from the cost in feats they make you pump into it) Archery, pounce, and full attack options wind up as near necessities for relevance at higher levels.

Quote:
For the record, I consider "getting material weapons when possible" to be an assumption, rather than optimization. That's part of my baseline.

Right, but the two weapon fighter needs to get TWO of them. Which means on occasion one of his weapons isn't working nearly as well.

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Kalindlara wrote:

The issue here, I think, is baseline. You can be a perfectly serviceable two-weapon fighter without a significant degree of optimization.

Will you occasionally struggle with something (rare) like hardness?

Hardness, DR/ ha ha! elemental, DR adamantine, and DR obscure alchemical metal you don't have are not rare. They are damn near omnipresent in PFS. If you cannot muscle through it, you are probably hosed. Damage is one area you can't help much with smart play. You have the math or you don't.

Quote:
If it weren't an intended part of the game, getting around it wouldn't be limited to a specific vigilante talent or totem chain.

... or by using a longbow. Or being a pounce kitty/raptor of death. Or an unchained monk with Lu Kang's flying kick.

I think the designers intended more full attacks to happen than I see happening.

Quote:
When we get into "if you're not Power Attack Falchion Guy or Beast Totem Barbarian, you don't belong in PFS", I don't think the system is the problem.

Both "if you're not Power Attack Falchion Guy or Beast Totem Barbarian, you don't belong in PFS" and "I'll be perfectly fine two weapon fighting what can go wrong" can be problems. (Albeit, one is a much more serious personal problem one can be a skill problem) Two weapon fighting can be good enough for pfs... with a modicum of system mastery. High strength ranger with a two handed weapon back up. Orc with a double axe. If valeros winds up as your only fighter in the wrong scenario you are in trouble.

Options and optimization haven't increased the power bar, it's made a lot of different options a heck of a lot more viable. You don't need to be a combat monster OR a whiz with traps now you're both. You're not a socialite or a caster now everyone at the party AND the laws of physics do what you want because you're so pretty.

What's really ticking people off is that This keystone was pretty neccesary to make some builds work (lorewarden to get some feat chains inside reasonable PFS levels) are getting nerfed but actual game breaking abilities remain in play (slumber hex happy witch anyone?)

Shadow Lodge

The oak tree accross the street from me is having a bumper crop this year and started early. As in you need a hard hat to walk under it.

It just occured to me that the particular smell i always associate with fall is in fact acorns, not falling leaves.

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3 people marked this as a favorite.
Rysky wrote:
That is just blatantly false

Well, it's half true.

Just about anyone can sit down and make a good, viable two handed fighter. Its pretty intuitive. Big guy lots of armor big sword good to go.

Some people want to make something harder, a two weapon fighter. Which runs into a lot of problems with the move or attack dichotomy, or running into something with hardness 10 at level 3 and not being able to hurt it.

Some options are a lot harder to make work than others. In pathfinder those differences are pretty vast compared to a lot of other systems.

Shadow Lodge

Chromantic Durgon <3 wrote:
Low charisma is Chang from orange is the new black. People consistently don't notice her/forget she is there.

Low charisma CAN be that way. It does not HAVE to be that way.

Shadow Lodge

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Deadmanwalking wrote:


Huh? I have no idea what you're even talking about now. It requires almost no resources to maintain a social identity. Okay, maybe a single Social Talent for Quick Change.

Most campaigns move around a lot. While you can maintain a social identity under those situations, a lot of reputation abilities for your vigilante identity require resource sinks to move around with you.

Quick change is kind of a big deal. It's a resource tax. It really should come built into the vigilantee. Its a lot of little things like that that make the vigilantee not work as intended for me (i think it does work. Just not as intended)

Shadow Lodge

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daw wrote:
None of these are really about how mechanically effective the class is.

They are. Because when you ask "how mechanically effective is the class" you have to finish it with "how mechanically effective is the class at ____________" and fill in the blank. That will make your answer vary wildly

Shadow Lodge

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Deadmanwalking wrote:


But that's not true. To continue the analogy, Vigilante is in fact good at taping ducts, that's just not all it's good for. It's good at lots of other stuff too.

It isn't.

The dual identity stuff is TERRRIBLE unless you're set in the same city. It consumes pretty much all of your class abilities just to keep it working. It's consuming 8th level resources to give level 1 bonuses.

Shadow Lodge ****

Oh, also, you can go slow at any time now. So if you want it can be the last 4 games before eyes.

Shadow Lodge

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Deadmanwalking wrote:


I mean, yeah, if all it had going for it was Dual Identity dipping would be the way to go, but it's really and profoundly not.

Its kind of like duct tape. It is actually pretty bad at taping ducts (since it doesn't hold up to moisture well) , but it does other things well. People expect to tape ducts with it though.

If you were in a hells rebels situation i suppose anyone would want to dip vigilante. Other than that your most effective/ non gimping mechanics involves not making what people see as a vigilantee.

Shadow Lodge

Envall wrote:

It does not even have to be a mechanical reason, it can be thematic.

They want solarians to have charisma the same reason they wanted sorceress or oracle to have charisma as an essential attribute.
Force of will and so worth.

Yes, but they backed that up with mechanics. You need charisma to cast spells on those classes. You get more spells the more charisma you have on those classes. The DC to resist your spells is based on charisma.

You can't just say "I want you to have X" and then be completely mismatched with the mechanics or people will not have x.

This was a problem for the chained rogue and dexterity.

In 3.x it was a problem for wizards elves and dwarves. Elves were touted as being great wizards and dwarves distrustful of magic but the actual mechanics made dwarves the best wizards around and elves pretty bad at it so... Goodbye Leafy Wizard Hello Beardy McSpellbook.

Shadow Lodge

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Deadmanwalking wrote:


Well in something like Hell's Rebels or CotCT, the actual dual identity is actually very solid. It's not like Vigilante has to actively not use their dual identity to be good, it's that they don't need to use it to be good.

So why not just dip vigilante?

Shadow Lodge

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The vigilantees signature ability is the dual identity bit.

The vigilantee CLASS works fine... IF you ignore the signature ability and use it to make a skilled versatile fighter or a rogue with actual talents.

Since that kind of makes a vigilante not a vigilante people think it's busted.

The secret id thing should have scaled up the way most of its other abilities do. As it is you need to keep pouring abilities into it to get it to work, which doesn't leave you much of an adventurer or crime fighter.

Shadow Lodge ****

You still keep those.

There are faction vanities but you can't buy new lantern lodge, shadow lodge, or scarzini ones (unless there's a boon out there for it?)

Old faction vanities still work for their rebranded faction. Dark Archive can still buy cheliax vanities for example. Qadirians are now exchange.

oh and welcome back!

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