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Cheapy's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 16,594 posts (16,883 including aliases). 21 reviews. 5 lists. 1 wishlist. 1 Pathfinder Society character. 12 aliases.


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Dotting to look at later...


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

There's a fair mix, but remember that this is Ranged Tactics Toolbox, not Non-Bow Ranged Tactics Toolbox. Bows are the most popular ranged combat style out there, so it'd be really odd if this didn't have a fair amount of bow stuff.

I was pleasantly surprised with some of these though. There's a magic bolt that makes me think taking Craft Arms and Armor may not be the worst idea for a crossbowman :)


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Mmmm, deep fried cheese curds.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I would like to give my appreciation for the continued support of Ranger Traps. It seems like every other companion has new traps to use, or new archetypes to make use of them, and as someone who really likes the idea of using traps, this is awesome. It makes me look forward to each player companion to see what's available.

I think this would be a great opportunity for a Player Companion book as well: Trapper's Toolbox. It could contain all the ranger traps released so far, as well as references for what other books contain trap using archetypes.

The Ranged Tactics Toolbox had a good amount of advice on avoiding common issues related to ranged combat, and I think there is ample space to give the same sort of advice for trap using. For example, how do you deal with the need to prepare the battlefield before hand? Ideas on scouting, trap placement, ways to hide them further, how not to bog down every combat by spending 20 minutes alone time with the GM on scouting and trap placement, etc.

I'm also curious if we'll see any Ranger Skirmisher Tricks, as there are now three core classes/archetypes that make use of them, and they're in a similar vein to the traps!


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Your attitude seems seriously off for a cooperative game.


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Drejk wrote:

Demiurge in quintessence section, in 5th paragraph states that quintessence spent on creation of facsimile is permanently subtracted... Is it permanent loss? From everything else I get impression that those points are regained after facsimile is dismissed. I think it should say that creation cost points remain invested in facsimile until the facsimile is dismissed or destroyed instead.

EDIT: Also calling creation costs "maintenance cost" feels strange to me. "Maintenance" to me implies repeated expenditure to maintain not the initial creation cost.

The maintenance cost is the amount subtracted every day from your max pool if you choose to keep the facsimile. It is permanently reduced as long as it's still alive and you choose to keep it around.


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A sneak peek at an e-mail Jason recently sent out:

Quote:


Fri 11/21/2014 1:30 PM
From: Jason Bulmahn
Cake Rules?
To: Mark Seifter, Logan Bonner, Stephen Radney-Macfarland
Cc: Erik Mona
________________________________________________________________

Guys, those ribs we got for errata-ing Boar Style were delicious. Does anyone know if we have any cake-related monsters or abilities with ambiguous rules? Cake Golems, Cake Style, etc?

I have this theory I'd like to test out.

Jason Bulmahn
Ponderer of Cake


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If the Spiritualist is a sneak peek at the new Summoner, it's interesting to see that Haste was moved to 3rd level for the Spiritualist.


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Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Generally speaking, you should talk to a Lawyer about legal matters, and not the internet.

So, I'll recommend that course of action.


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I always liked James' idea of a set of outsiders you get to choose from. It reduces the Build Your Own Monstrosity issue we get in today's version, where people can just cherry pick the best abilities to create something that marginalizes the rest of the team. I like the idea of having a "family" of outsiders you select, and that gives you some abilities. But within that family, you get to choose one outsider, and that further specializes your abilities. And then you get a gimped version of that outsider, one that grows with you to get more power faster. Or maybe Summoners are like the Cosmic Infant Nurses, where they take nascent outsiders, and nurture them into the full thing, rather than the souls waiting <X> <timeframe> for themselves to coalesce into their full version.

Or, y'know, someone focused on actual summoning, rather than Another Pet Class.

Shared Actions would go a long way to reducing issues too.


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Welcome, Joe!


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It's a Mythic feat, so...


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The design team said that while theory crafting had its place, they greatly preferred playtests. Because obsessive note taking slows the game down significantly, and we wanted to get more encounters in, I didn't keep track of every bonus, sorry. I still haven't seen the characters either, since I wanted to ensure that my encounters weren't biased to show something.

Third encounter coming tomorrow, probably. It was a boss encounter, and they felt threatened. Finally!


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I'm unsure right now. Originally, it was going to be a self-buffing dwarf, but most spells I found were party buffs. I'm thinking some sort of Man of Faith who took up arms. Phantom-wise, zeal or fear seem the most fun. I have hard time reconciling my views of how I want him to act with the more angry phantoms.

Probably will bank on the idea of not having to care about ASF, as well as all the arcane spells they get, to make some at least medium armored dude who fights.


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I'll be making a level 12 spiritualist tonight for slotting into an ongoing campaign, and will be doing a playtest report on it later. Pretty excited to see how it turns out!

I searched but didn't see anyone mention it, but the Etheric Tether ability has this:

Quote:

This concentration check can be interrupted like a spell with a

caster level equal to 1 + 1 for every 10 feet beyond 50 feet that the
phantom is from the spiritualist.

I think this was meant to be "spell level" instead of "caster level".


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Thoughts: This encounter went better. Again, to hit CR equal encounter, and still be somewhat challenging, I had to use lower CR creatures, which manifested itself in lower DCs. Kind of a mistake w.r.t. the Chernobue, but it still caused some mischief, so that's good. The baykok couldn't pierce the DR of its targets, and the DCs.

Oh, I didn't mention that everyone had False Life up, and Sylvia had Greater False Life. (And what a roll she had!)

This encounter was mostly a show of force by the kineticists and the Medium. The Occultist wasn't too useful, and the Mesmerist was just a bit more, being responsible for the Stunning that guaranteed the bogeyman was out. I think the stare may have caused the bogeyman to miss once.

Mox was extremely effective in this fight, without spending any resources. This is a bit concerning given that they're built around the management of a resource: burn. I'm also concerned about the kinetic blasts critting entirely, unlike just about every other increase dice per 2 levels ability, as it brings about the same sort of issues as a musket master critting, just at a slightly lesser level.

Occultist wasn't too effective again. It was great for identifying things and spotting them, but being the eyes and brains didn't seem like the most enjoyable. I'm starting to feel that a pure scholarly occultist isn't going to be doing too well unless it uses evocation or something, but even then that's using up a lot of resources fast.

Medium wrecked face again, thanks to reach. It's cool that there are ways to have purely passive abilities that take out some of the fiddly nature of the class. I look forward to seeing more of the spirits.

Regarding the mesmerist, I found it pretty interesting that she was able to pull off a 6th level caster without using a weapon for 2 encounters now. The stare helped a lot here, since it mean that she was always able to debuff and she could make up for the slower pace of spell level advancement combined with the need to split attributes amongst multiple scores.

Third encounter to come later.


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Second Encounter:

Long narrow fleshy-bridge, with giant pit beneath it.

Creatures:
Bogeyman (30' fear aura = emotion descriptor = no psychic spells)
Baykok
Chernobue Qlippoth

The bogeyman about 25% across the bridge from the start of the bridge.

Qlippoth under the bridge, middle. Baykok far end of the bridge, under it as well.

The Encounter:


  • Baykok: 25+
  • Mox: 25
  • Sylvia: 24
  • Chernobue: 20 X
  • Bogeyman: 16 X
  • Maggie: 14
  • Viv: 12
  • Gabriel: 10

Baykok goes first. Moves into range, shoots 1 arrow at Mox. Gets a 34, and thanks to Mox being flatfooted (AC 26), he hits. Does all of 11 base damage, +2 negative energy damage. Mox' DR eats all but 1 point of physical damage though. Mox got 27 on his fortitude to avoid being paralyzed.

Gabriel identifies the Baykok with a 40.

Mox uses ride the blast, snaking blast, earth blast. 0 burn. Rolled a 7, and got 34. Did 79 damage to the baykok. Flew into sight of the chernobue so had to make the save. Rolled 11, total of 23. Made it.

Sylvia moved closer to bogeyman to stare. Rolled a 14, got a 28 on will-save (except not really, see below). Cast Hold Monster on bogeyman, but the bogeyman rolled very, very well and got 31 and saved.

Chernobue forced the save against Mox. DC 20. Mox got a 31. It flies up and tries to bite (for that sweet, sweet poison), but misses with an 18.

Bogeyman uses Quickened Phantasmal Killer. Sylvia makes the save with a 25. GM screwed up (and has since been sacked) and used another quickened Phantasmal Killer as a standard action. You can't actually do that. Sylvia fails and dies. (24 hours in real life we realized that she was forgetting to include the +8 to Cha from Towering Ego, so she wouldn't have died.) After this, the bogeyman retreats further to be far away and behind more cover.

Maggie flies up and uses Breath of Life (from a spring loaded wrist thing, of course). Brought Sylvia back to life, and there was some discussion on what her HP actually was at when she was dead. We resolved that though.

Gabriel uses a point from necromancy implement to summon a giant advanced human skeleton. Drops it behind the bogeyman. One claw hits and does all of 12 points of damage. Swallowed by DR. Primary use was to set up flanking for Viv and to block exit.

Baykok rapid shoots Mox, getting 31, 30, 34 (threat, but not confirmed). Mox makes the save against paralysis, takes piddling damage.

Mox uses kinetic whip against chernobue. He's now 10' away from baykok and chernobue, in the air. Averted his gaze, passes all the miss chances. Confirms a crit with a 37, does 110 damage after DR. 32 damage on the non-crit, having rolled worse on that one. Some consternation of the fact that the entire blast is multiplied.

My notes then say "blahblahblah". Not sure what that means, other than that I was tired.

The Chernobue Qlippoth moved 5' in, and tried to bite again. I wasn't playing to its strengths, but this was an encounter that was quickly made and honestly, the DCs of its spells were too low to affect them.

Bogeyman moves closer to viv, which is tough since she still has a reach of 30'. She crits on the AoO, dealing 99 damage. Sylvia's Vision of Blood triggers to auto-stun him, so he doesn't do much. The medium was very effective at denying area, and she seemed to crit a lot. (Turns out she had a keen fauchard. Explains a lot.)

Maggie shoots the baykok with a fire blast. I think she rolled a natural 19, so she obviously hit. It took 58 damage from this.

Viv attacks bogeyman, and easily hits it for 44 damage. She then moves up to the skeleton, to possibly hit the flying creatures on her next turn.

Gabriel casts haste on everyone but maggie, who is too far away. This is after he moves up to be in the middle of everyone.

Baykok does a horrifying howl to try and paralyze Mox, but mox gets a natural 14 on the saving throw, and easily saves. The baykok then moves out of threatened range to try and survive for another round, but Mox hits it with the AoO for 54 damage from his earth whip.

Mox does an earth blast + kinetic blade on the chernobue, and does 44 damage. This kills it though, so it falls to the bottom of the bit and goes splat.

Sylvia moves up to the Baykok and stares at it, thanks to psychic inception. It's odd that an undead can be affected just the same. I know it's for the best, but seems like doing a -1 when using psychic inception wouldn't be uncalled for. They're already doing something that's impossible, and that's benefit enough, IMO.

Maggie moves up and uses fire blast against the baykok. Rolled a natural 16, and it had so few HP that it would die from basically any blast. Which it did.

I have to run, so my own post-encounter thoughts will be posted later.


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Ah, that was empowered and already included the 1.5x. And contained a lot of high rolls.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'm looking into that, and will get back to you. It might've been 117 after the 1.5x (which still would've killed it), or maybe it was actually blue flame blast or something else. I'm not as familiar with the class as the player was. My notes just say that "pew pew fire + extended range" was used, which in retrospect, isn't the most helpful.

We finished our third encounter last night, and the damage of both kineticists was always very respectable through out every encounter. In some cases, I thought it was too high as well. The rider effects both kineticists were able to do helped take enemies out of the fight, if they didn't just die from the attacks.


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Illusion Implements: Mirror
Transmutation Implements: Flask (mutagen?)


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I hadn't thought about that "basic flames" aspect. It would make sense that if you can conjure fire, you should be able to do simple things with conjuring fire.


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These are my notes for a playtest of the five characters listed above.

Our party was built to be reasonably average, and not minmaxed. I was not aware of the details of each class when I came up with each encounter, so they were general encounters to test a wide variety.

We had:

Mox, the Dwarven Geokineticist
Maggie, the Dwarven Pyrokineticist
Viv, the Medium of Bear, Big Sky, and Cricket
Sylvia, the Mesmerist. Tower of Blood, the mirror image one, a few others that I'm forgetting.
Gabriel Silence, the Occultist of Abjuration, Transmutation, Divination, Conjuration, and Necromancation--y. He focused on skills and spells, as well as Minions.

The first encounter was one that was CR 13. A CR equal encounter. It took place in one of the 'stomachs' of a quarter mile wide undead abomination, and the stomach housed:


  • Pyrohydra
  • Rift Drake
  • Cyrohydra
  • Giant Lake Octopus that was hiding until the second turn, when it tried to pull the Occultist into the acid.

The map was 120+ feet long. About 15 feet on the party's side of walkable area, 20 feet on the opposite side. The rest was all open air, with a 20 foot drop before the acid "lake".

The party started out refreshed from fighting their way into the Abomination's body, due to GM Handwavium. The goal was to hit 4 encounters.

Prebuffs: Air Walk

Encounter:

The medium was in front with his 60' blindsense from focus points in his Divination focus, I believe, as they marched into the room. They could've used Greater Invisibility to go through, as none of the monsters had See Invisible. Some 40+ perception checks later, and they saw all the creatures.

Mox one init, and used Snaking Blast + Ride the Blast + the entangle blast + earth blast to attack the rift drake. He used a move action to reduce the burn to 0. He rolled a 31 against the rift drake's 20 AC. But the drake makes the DC 21 reflex save against Entangle. Mox is now right next to the rift drake, air walkin'.

Maggie used fireblast + extended range to burninate the Cyrohydra. Rolled a nat 12 on the touch AC, which alone beats the touch AC. Rolled 117 fire damage...which was multiplied by 1.5 for 175.5 damage. It was... very surprised, and very, very dead.

Sylvia the mesmerist was up net. She air walked over to the rift drake, stared at it, and then cast Oppressive Boredom. I have a new found disliking of that spell. The drake failed the DC on its next turn, thanks to the Stare.

Gabriel cast Phantom Steed, and hopped on.

The octopus moves into range, and Gabriel senses it. He then feels it as a tentacle thwaps him. It rolled 10, with a +16, for a total of 26. Missed Gabriel's AC of 30.

At this point, I realized I terribly misread the Hydra entries, because they had a poor reach, with slow move speed, and a breath weapon that was less than their reach. Realizing I sort of screwed up the encounter by putting the hydras at the far end of the chamber, the pyrohydra moved closer. Slowly.

Viv attacked the octopus, getting a total of +37 and +35 on her two attacks. She dealt 99 points of damage split over those two hits. Her 30' range helped tremendously, as it meant she could whack the octopus (technically, whacked the octopus' tentacles. They were waving around, as they do.)

Mox used Earth Blast + Kinetic Whip + Entangle against the rift drake. No AoO due to oppressive boredom. He got 34 to-hit, which easily hit the rift drake's AC. 51 points of damage. Rift drake got a total of 16 on the save against the entangle, so it was entangled. Mox rolled 39 damage on his iterative, and again the drake failed the save. It was now rooted in place.

Maggie was up. She rolled a 2, got a 23 against touch AC. She blasted the octopus for 60 points of damage.

Sylvia was up, and decided to feint the octopus. No one, even her, knew why she did this, but she did. Feinted with a 45. But first, she stared against it. Then she used Unadulterated Loathing, and selected Viv. Which made the octopus nauseated, since it only got 20 on its save.

Not really able to do anything, Gabriel cast Resist Fire on himself.

Rift Drake drools on itself.

The octopus tries to move down, but Viv's AoO against it kills it. Since it was a crit. And she did 100 damage on that crit.

The pyrohydra pounces against Viv, and this provokes an AoO for her. She has Combat Reflexes (and 30' reach), so she hits for 43 damage. He bites her once out of 8 times, because he has a +10 bonus on bites, and I think she had 32 AC. His one hit was a nonconfirmed crit, for 8 damage.

Viv attacks, easily hitting twice. She does 49 damage, and 44 on the second attack. This kills the Pyrohydra quite well.

At this point, the drake was bored and rooted in place, so we just fast forwarded. They all got across the stomach just fine.

Thoughts: Most of these monsters were CR 9 or 10. I wanted an encounter that was CR equal with a good number of monsters, to avoid the action economy issues of on CR equal enemy. The party absolutely used less resources than the oft-toted "25% of party resources per encounter". I think this was partially due to how good at the game the players are, partially due to poor reading on my part with the hydra's placement far back, and partially because the classes just... didn't need to use resources. The only spell cast that was actually necessary was Phantom Steed. The party would've whomped the enemies just fine without Oppressive Boredom, Unadulterated Loathing, and Resist Fire. The damage of the kineticist was surprisingly high to me, and it had no problem hitting. That was most likely due to the AC of CR 9 creatures, but the +5 AC that the average CR 13 creature has wouldn't have caused much of a difference. He still would've hit most of them. I think it was mostly player skill, followed by the classes handily handling the foes, and then poor placement of the hydras. The occultist didn't really do much. This was partially the build, for sure, since it avoided prebuffs etc. But it was interesting to see what a more "scholarly" occultist would look like. He later felt that the minion focus didn't make up for not selfbuffing to bash faces in. A delicate act to balance the two, I imagine, but something we noted. He did make most of the Knowledge checks, I believe, and that was really helpful.

Next encounter will be added in a bit.


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You can see the additional classes here in this thread.

Quote:

1. Battle Lord: martial battlefield commander that gives "orders" to his allies

2. Conduit here: Magic absorbing son of a gun. See link.

3. Demiurge: Philosopher-Poet Socrates inspired that can make "idea" constructs called facsimiles

4. Medium: Play a medium and allow a spirit to share your shell of a body.

5. Metamorph as above what Ken said.

6. Momentumist: Factotum / 4e leader class inspired / hero point based

7. Mnemonic: Monkish class that can steal, mimic, emulate skills/abilities etc... modify minds

8. Mystic: Alex mentioned it above.

9. Pauper: focuses on the emotions of hope and despair of the world and carries the wait of the world.

10. Survivor: survivalist or extreme sports enthusiast? Primal animal.

11. Synergist: The sidekick to an adventuring party that works with the success of others.

12. Umbra (formally known as plane-touched) - as mentioned above

13. Warloghe: form a bond with a mischievous spirit and summon them for area of effects.


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I find it curious that people here lament the fact that caster or caster types so far outpace martials, and then they also lament that this class isn't better at ranged attacking than martials.

It's almost as quixotic as people complaining that martials can shut down psychic casters with a Demoralize action.

Not to say there are no problems with this class. There are problems with any class that anyone designs. Designers are only human. But it's still curious.


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Is this like a blue mage from FF?


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Same as a PC.

In this case:

The wolf has 2 HD. From this page, we see that Animal type has 3/4ths BAB. With 2 HD, that leaves it at +1 BAB.

The Wolf has a Strength of 13. That's a +1 bonus, so the bite attack is done at a +2 total bonus to hit.

Similarly, the damage is 1d6+1. The base damage of the bite is 1d6, and due to have a Strength of 13, it gets the +1 bonus to damage as well.


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Owen KC Stephens wrote:
If you think a drachnid has eight legs, webs, and a breath weapon.... then yeah it's what you think!

...as if spiders couldn't get any worse...


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Note 6 on the Actions table in the Combat Chapter:

Quote:
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action.


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No.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

One thing I quite like about this class so far is that it can switch between modes that can be roughly described as Synthesist-like and Eidolon-like.

Since I saw a call for suggestions, maybe Beauty could be an emotional focus. I'm not sure how well it'd map to combat applications, but ghost stories of dead artists who still wish to see their masterpiece through are common enough.


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TOZ wrote:
Oh, is it time for this argument again?

It's like 2010 all over again!


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If ever the question is asked "Why does Paizo hate <x>?", the answer is invariably: "They don't."


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I see a lot of comparisons to the current summoner, and I'm not so sure that that's for the best. In a few months, Pathfinder Unchained will be redoing the Summoner in some capacity.


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Clever man. "Yes dear, of COURSE these 200 bottles of high quality vodka are for the wedding. Perish the thought elsewise!"


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But what about my american anime


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Well, except for the Mesmerist and Mr. Franz Mesmer :)


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Does anyone have playtest reports of this? I could see this being an issue, but I'm not fully convinced just yet.


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The number of undead kineticists that would be made even with that is line is so small that it's not worth opening up loop holes for a class that has a balancing mechanic of non-lethal damage.

Undead barbarians can't rage, but I haven't seen a single thread complaining about this since the game came out.


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Avatar-1 wrote:
Quote:
There was a time when the Summoner was considered underpowered.
surely you jest

Nope.

When the APG was released, people were pretty upset at the nerfs that made the summoner "useless". And remember, this was 2010. 4 pages back then was like 8 pages these days :) See post 23 for Jason's post on the topic, as well as the last post before he locked the thread.

Thanks for posting this Ross, I completely forgot to!


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Whoops, almost forgot to back this. That's been rectified.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

What's your feelings on [REDACTED]?


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You can't use Adopted to get a bonus feat.

Adopted wrote:
Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Quote:
Human Racial Traits

Race Traits aren't Racial Traits, believe it or not. Race Traits refers to the Trait type of Race as seen in the Advanced Player's Guide.

You cannot use Adopted to get the human bonus feat. Traits are meant to be half a feat, so if you find a way to use traits to get a feat, you're likely doing something wrong :)


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One of the stated goals of Path of War was that the fighter and rogue were too weak to be played, and those classes were intentionally ignored as balance points with regard to the PoW classes. Since the Paizo APs assume otherwise, it wouldn't be a bad idea to bump up the challenge just a bit.


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Take the Book of 9 Swords. Bring it to "Pathfinder", with all the nice things and warts from Bo9S.


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One of the things Pathfinder had as a goal was to remove the level adjustment from races. It was a very poorly done system that barely worked for what it was meant to do. So they got rid of it.

Except for the Drow Noble. Despite their goal of removing Level Adjustment, they recognized that drow nobles were so overpowered compared to the base races that they kept the level adjustment for the race.

Additional info here.


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If people are saying characters are unplayable without this feat, that's a great argument for why it should be banned.

It's too good.


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I've been pretty impressed with what I've been reading so far!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This should be in the Homebrew / Suggestions forum.


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Awww, I was hoping this would be an interesting way to make it balanced.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Jeez. You maxed out all the jobs when I had the game for 3x as long. Makes me wonder when you actually had a chance to play, as I thought you played PF all day. When was the last time you slept? ;)

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