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Then levels in a party should be varied to match.
In Advanced D&D different classes had different xp tracks, so a rogue needed less xp to level up than a wizard.
In Pathfinder you could have different classes use different xp tracks to: Non-casters on the fast track, partial casters medium and full casters on the slow xp track.
Treasure would have to be monitored by the GM so that the classes stay close to expected gear.
I doubt I'd do it, but it could be an quick band aid fix if it bothers people.
Back in Advanced D&D rogues had an ability called backstab, instead of sneak attack. Backstab had much stricter requirements than sneak attack, the rogue had to attack the target from behind and the target had to be unaware of the attack for it to work, they could get it by flanking or any other method.
In Advanced D&D and D&D 3X rogues where one of the only classes who could find traps, so they where very important to a party, especially in Advanced D&D where traps where deadly.
Sneak attack was made easier to get so rogues would have a better time in combat, I guess. So in short, if you think it's odd to not be sneaky for sneak attack, it's because the newer editions made it easier for the rogue than when the rogue first got the ability.
I think I'd go with a half-orc, to gain the orc double axe as a racial bonus. I'd probably take sacred tattoo + fates favored to increase the saves. I might even take the racial thing to change out the +2 intimidate for the endurance feat.
I think I'd go unchained barbarian, their rage works pretty good with 2 weapon fighting since it gives a flat bonus to hit and damage.
I'd take str. 15 (17), Dex 16, con 14, int 10, wis 12 cha 7 for a 20 point buy.
Feat 2 weapon fighting at 1st level.
Medium vs giants?: Valeros Vs Giants I think Valeros can win! :P
Vargrym Stoneheart wrote:
Dirty fighting also lets you qualify for feats:
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
The Urban Barbarian can work well with dex based classes since it raise dex with controlled rage, which has less limitations than normal rage.
Urban Barbarian / unchained rogue would work well, they have many class abilities in common: trap sense and danger sense seem to stack (dodge bonuses), uncanny dodge / improved UD.
I've played a halfling barbarian / rogue, that was str based mounted combat. Had very generous rolling method, it worked OK, I felt middle of the pack in effectiveness.
Urban barbarian / swashbuckler would be ok.
I've been thinking of a dazzling display character so it's nice to see all of this info on similar effects.
I do believe that in the case of Dreadful Carnage it affects all enemies within 30' like dazzling display.
A while back I made a barbarian character that I wanted to be very tough. I replaced orc ferocity with sacred tattoo, took fates favored (trait) to raise my saves as has been mentioned above.
I then took the alternate racial trait: shaman's apprentice to change out a +2 to intimidate checks for the feat endurance. With this you are one feat away from the feat die hard, which is a stronger version of orc ferocity, but it costs a feat, which as a fighter might not be to bad.
It's probably not the strongest option, but if you'd like to make a very tough character it works IMO.
I'm not an expert on the lore, basically what I know is from this thread.
Concerning "moments of genius" for physical it sounds like the swashbuckler deed "derring-do". A character could get that by a level dip or the feat "amateur swashbuckler". The problem seems she doesn't seem to lend herself to a swashbuckler fighting style, so it would be impossible to get panache to use it often.
The investigator class has 'inspiration' that can be obtained with a feat 'amateur investigator'. A level or two of investigator could work for this character I guess.
I'm ninjad by raizielDragon. :P
I'm surprised that among the classes for bards to dip into the swashbuckler wasn't mentioned. For a dex based melee bard there are some good deeds, such as opportune parry and repost, and even a ranged bard could use derring-do and dodging panache. Swashbuckler finesse is also a great boon for the dex melee character, or a ranged bard looking to shore up a melee back up attack. A second level brings charmed life, not as powerful as a paladins divine grace, but it doesn't come with a code of conduct.
If you want to throw melee weapons as a Warpriest choose the Magic Blessing:
Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.
Darksol the Painbringer wrote:
In most cases I agree, but for Pathfinder Society play that has special player versus player restrictions and more limitations on the GM it would be different, although I'm not an expert on Society play.
So the Bhargest at the end of ROTRL has DR 10/Magic...how should I interpret this?
The whole write up for Damage Reduction is on page 299 of the Bestiary. In short though DR applies to weapon and natural attacks. A weapon or natural weapon (such as a claw) that hits a Bhargest that is not enchanted with a +1 enhancement or better, or considered magic for the purposes of overcoming DR does less damage than it should, 10 less to be exact.
For an example: A bhagest is hit with an attack from a greatsword with the wielder having an 18 strength. The damage is (2d6+6), let's say they roll average damage for a total of 13 damage. This is a non-magical greatsword, they deal 3 damage instead of 13 (13-10).
If they had been using a +1 greatsword (2d6+7) dealing on average 14, saying they roll average they would still do 14 damage since the magic enhancement of the sword bypasses the DR of the Bhargest.
Will this be a regular barbarian, or unchained? What is the starting level and if higher than 1st, what kind of starting wealth will your character have?
I would suggest taking the alternate racial trait: Sacred tattoo, which replaces orc ferocity with a +1 luck bonus on all saves and combine it with the trait (if traits are available) fates favored to increase that to a +2 luck bonus on all saves.
For regular barbarian, a two handed weapon with power attack and furious focus is quite strong. Unchained barbarians can be effective with a larger array of fighting styles, like 2 weapon fighting.
I think that if you go with the superstitious route you can use the human favored class bonus to increase the superstitious bonus, but you'll be missing out on fcb to hit points for that.
I would recommend a defensive feat at 1st level, power attack, a 2 handed weapon and rage will kill most things at that level without power attack. Perhaps dodge, iron will or some other defensive feat. Edit: I think the feat extra rage would work well, especially if you can retrain it later.
The weapon enchantment "furious" works great for barbarians when you can afford to get it.
Mysterious Stranger wrote:
Normally it would not matter because from a mathematical perspective they are the same. There is on case where it does make the difference and that is when you use maximize spell on a empowered spell. There was a ruling that only the base damage of the spell is maximized. So if you had a empowered maximized Fireball(an 8th level spell) you would do 80 points plus 5d6+10 points of damage. That would indicate that the correct way for the 5th level sorcerer would be to roll 7d6+15.
I imagine the same would apply for an intensified and empowered spell too. Well maybe an intensified / maximized spell.
Well, if you mean sustain a community as in that community being able to support itself without outside assistance, then I have yet to see anyone make that statement. I have seen members of the KotC say that mountain based settlements will be able to survive by trading for goods they need from other settlements.
Also five letter word?
Thank you very much for going into detail about the alignment of the company. I had been considering it from the perspective of Pathfinder alignment which is different from PFO alingmnet and the way alignment will work in the Pathfinder MMO. It makes sense now from this perspective.
Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.
As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.
It's great to see things rolling again. Determining the starting location of the company will be of vital importance that will effect the success of our company for a very long time. To all potential member come be a part of this exciting process. To all existing members I look forward to hearing your thoughts on this momentous occasion.
Thank you for the information CBDunkerson. Would it be possible for someone to provide a link to a newer map? The maps I've seen so far hav all had wooded mountains.
I'm also of the opinion that this proposal would be quite confusing and not in line with the way alignment currently works. On the other hand if an individual was possesed by an outside influence (not just dominated, charmed or the like)then that may be a case where someone could detect as 2 different alignments.
Note about the cleric aura: it's based off of their deities alignment and may be different from their own. For example a N/N cleric of Abadar (L/N) would detect as Lawful.
Aura (EX): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Edit: If the creature has another soul in an item (like a gem from the spell Trap the Soul then the detect alignment spell may trigger from the soul in the item seemingly giving the creature owning the item different alignments.
If the PC/NPC divide makes it harder for a GM to enjoy the game then that is an important point for them. I'm still not 100% convinced that it's a verisimiltude or metagame concern, but that's just semantics and no one benifits from those discussions, or at least they're not really my cup of tea.
I’ve never played Epic 6 (E6), where player characters don’t advance beyond level 6, but I guess one thing to consider is that it changes how powerful certain options are. For example, the Beast totem rage power line is considered very powerful since it grants the pounce ability from the Greater Beast Totem (GBT) rage power. GBT can only be taken by a 10th level barbarian though, which would probably affect how it would compare to other rage powers in an E6 game.
I guess in short you would want to avoid character “builds” that don’t really “work” until later levels (especially if that is beyond level 6). I’m also thinking it makes prestige classes less appealing, except in cases where you can get really early entry, like with mystic theurge. As a note, I’m not really recommending mystic theurge.
Finally the rogue is fixed ... make them all kobolds. Don't forget about the kobold feat Tail Terror, that bite thing (Dragon Maw?) and two weapon fighting that's like 4 attacks with rogue 3 havig 2d6 sneak attack on each. Broken murderface right there!
If a rogue is not already a kobold kill them and reincarnate them until they are, it's for their own good. ;P
Dear Nephril I’m sure that many new players will benefit from this guide. I have included several things I have noticed in the guide, many are simple spelling/grammar mistakes, which is understandable considering the length of the document.
“Nothing is Law” note, I would advise noting this applies to the GM and not to other players or their PCs, of course players should work with the GM to make things flexible for their PCs.
Section 3 Pitfalls of Pathfinder:
I’ll have to come back to this later.
On one hand while many mechanics like attacks of opportunity (AoO), Area of effect spells, flanking, and cover/concealment add layers of strategy to the game they can make it harder to run a combat without a map/miniatures. The map in a way can restrict the size of a combat encounter which emphasizes melee combat or at least doesn’t give ranged combat a chance to shine.
Drawing up the map and setting everything up can take a considerable amount of time too. I’m sure there are suggesting house rules for these issues, like in Kirthfinder.
@ Tailer Tombs: I would suggest the feat Boon Companion from the Pathfinder Player’s Companion: Animal Archive.
Your bond with your animal companion or familiar is unusually close.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
The wondrous item Monk’s Robe could help at some point although it doesn’t help a zen archer as much as some other monk types since you’re going to be using a bow.
Aura moderate transmutation; CL 10th
On Alignment a druids/monk can be lawful/neutral without a trait. Of course the trait opens up other alignments so it has its uses.