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FullStarFullStarFullStar Venture-Agent, Utah—Provo 14,185 posts (14,201 including aliases). 3 reviews. 1 list. 1 wishlist. 16 Organized Play characters.


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a human (or aasimar that counts as human) can take the FCB every level and every level they do they get to add a cleric spell one level lower to their spell list from the cleric list.

this FCB is very much the same as the sorcerer's, bard's, wizard's, witch's, and oracle's human FCB

*** Venture-Agent, Utah—Provo aka Chess Pwn

Sorry, I'm the gm and I made a ruling that I thought they'd be dead, these goblins liked the fresh meat. But I want to double check if there's a ruling since one person said that since they ran ending the scenario that it immediately ends and since they weren't dead yet they don't die.

*** Venture-Agent, Utah—Provo aka Chess Pwn

My party was playing and we had a fight where three went down and the other three ran leaving the three down with goblins and goblin dogs and they ended the scenario. Do the three left die?


Do you not have an alignment restriction for VMC?


the official answer is clear, no you can't stack them.


I realized that I'm actually dark archive with this guy. Sorry.


I'm an archer with mutagen. So getting an hour of downtime to make more for myself is useful, though probably not required.

I have an adaptive bow so bull's str can work on me for damage if there's not a better recipient or spell choice.

No deflection but AC isn't great so probably not the best choice to receive the buff.


archer inquisitor is nice because there's a teamwork feat that lets you ignore cover and solo tactics lets that work for you so you have improved precise shot via teamwork feat no hoops to jump through. This makes moving for cover issues basically non-existent.

Between normal or sanctified it's tough. Sanctified is nice as it lets you buff as a move action since you're swift gated but you need to do it for every target. Judgement starts off a little slower but ramps up nicely and last an entire fight. So largely depends on how high you plan on getting and how often you fight mobs vs big things.

the RH downside is delaying your fake Improved precise shot feat.


The Enemy doesn't have cover since you're ranged. You pick one corner and no line to the enemies corners cross a barrier.


yeah the rules are clear, no, like you stated in the op.


SE
S
S
T
Y

Enemy, Space, Tree, You.
You're hiding behind Tree, but you have a clear shot at your Enemy, so you're able to shoot as a standard and stealth as a move to not be noticed. Normally don't try in surprise round since you can't restealth.


If there was a feat like rapidshot or manyshot for melee builds you'd see them claimed as mandatory as these are.
Like if say they made a feat that requires bab 9 and gives pounce no strings. That would instantly become "mandatory" for melee builds, even though nothing has changed from the current builds and enemies, it would be mandatory because it'd be the best feat you can have.


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So something I'm curious about from these, can this floating +2 be assigned to a stat you're already getting a racial boost to? It's been mentioned that it can negate your penalty, but I'm curious about a super boon. I kinda hope not cause then more races open up as having good stats where a double up makes some races king of that stat option.


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Mark Seifter wrote:
It looks like there's even more alchemical goodness today in Stephen's interview with Techraptor.
Quote:
Unlike other classes, alchemist’s resonance pool is based on their Intelligence, not Charisma, meaning that it lines up with their primary ability quite nicely. They also get additional bonuses to their pool as they continue to advance throughout the game, helping keep them up to date.

This line from that link helps some of the problems people are having with using resonance to make your items.


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I'm disappointed in this view. My favorite part of the alchemist was making a melee guy that had a great buffing list to handle all the situations you come across (flight, swimming, invisibility, seeing invis, barkskin, heroism, false-life) most having long duration with a nice backup ranged attack of bombs that I'd be willing to trade out sometimes.
Now it seems all about bombs, the least interesting part of the class for me which, if true, really lowers the excitement for them to be a core class.


bug


no, your familiar isn't you.


I've seen plenty of psychics in PFS play be useful to their parties. Like even in the lv10-11 range. So I'm not sure what your issue is since this shows that they are viable.


Volkard Abendroth wrote:
Chess Pwn wrote:
yeah I wish there was an archetype that traded out spell combat to be better for two-handed weapon use. All that do currently get rid of arcane pool or spellstrike which I'd still want.

Mind Blade can eventually use spells combat while either TWFing or THFing.

Not till late game though.

Yeah, I'm aware of that option, just I play like 90% PFS and so late game is never for me, and even still I'm not sure if I'd want to play many levels not being able to two hand and then suddenly two handing.


yeah I wish there was an archetype that traded out spell combat to be better for two-handed weapon use. All that do currently get rid of arcane pool or spellstrike which I'd still want.


Bloodrealm wrote:
Chess Pwn wrote:
Atalius wrote:

Ya I mean if it has its own AMF, am I completely useless? I guess I could buff my group.

Oh and would our barbarian be able to spell sunder the AMF?

If there's an AMF buffs won't help unless it's on a ranged person maybe. A barb that walks into the AMF will lose all their magical gear increases and any spells buffing them inside of it.
Honestly, there's no point in worrying "oh, but if there's an Anti-Magic Field..." because at that point either the GM figures you can take it out without magic, there's a way to accomplish the goal without actually taking the dragon down, or the GM is a jerk and wants you to die.

Or you're not meant to fight the dragon.


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Atalius wrote:

Ya I mean if it has its own AMF, am I completely useless? I guess I could buff my group.

Oh and would our barbarian be able to spell sunder the AMF?

If there's an AMF buffs won't help unless it's on a ranged person maybe. A barb that walks into the AMF will lose all their magical gear increases and any spells buffing them inside of it.


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Scott Wilhelm wrote:
Hunters grant Teamwork Feats to their Animal Companions. One of the Teamwork Feats grants a 1d6 Sneak Attack. Precise Strike, I think.

It's not sneak attack, it's just unnamed precision damage. Mostly not an important distinction but it doesn't interact with something like sap master.


No they aren't in that weapon group.


KingOfAnything wrote:
Arssanguinus wrote:
You are using items and abilities in there. Stop.
Do your specialists not invest in their success? You can hardly call those specialists...

Because a non-specialist that decides he wants to dabble in it can have the same things. A bard that hasn't cared for X but has bought items that help in recently vs a bard that has cared for X and has those same items cause he wants to be the best. The "best" is only a few points higher over a similar guy that just decided to give it a try.


The tiger has a few things. If it moves and makes an attack it gets 1 attack and that attack if it hits can attempt a grapple.
If they are standing next to someone they can full attack and make their claws and bite and all 3 can also let him try to grapple.
If they charge they can pounce which gets them their normal 3 attacks but also adds their 2 rake attacks, only their 3 normal attacks can let him attempt a grapple though.
Multi-attack does nothing for the tiger.

Cohorts. A Cohort is basically the same thing as the tiger for the druid. So if the druid is paying for the gear for his tiger it makes sense the cohort also is outfitted from the player. But ultimately it's what the table decides, if they want him to have his own cut then he can.


if going for mithral consider the armor expert trait if your traits aren't absolutely needed. It'll allow you to wear mithral breastplate without needing to be proficient. Which means you get a feat back by using a trait.


To be fair a Anti-magic field hurts the barb a ton too. Their "best" thing of pounce from beast totem is also magical and all their gear and stuff. Like sure they maybe might not be AS HOSED as a bloodrager, but they still will be significantly worse.


Heather 540 wrote:
I did a double archetype Inquisitor - Ravener Hunter and Sanctified Slayer. She's a half-orc, which allows her to use an Orc Hornbow as a Martial weapon.

So while true that you treat it as a martial weapon that doesn't help you at all. Inquisitors don't get martial weapon proficiency, so you're still just as non-proficient as if it was exotic still. Though being half-orc does help if you grab the Skill at Arms revelation instead since that would let you have proficiency with the bow as a martial weapon.


I believe fortuitous uses up AoOs from combat reflexes.


another cool idea I've heard and thought was good that might not have been mentioned.

everyone had like 10 + 1d8 or 6 + 2d6 or 10+2d4 etc. This helps set a minimum baseline for stats and also allows for some randomness in the stats.


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Elfteiroh wrote:
Chess Pwn wrote:
But that's the whole point. If you're a high level specialist there basically shouldn't be anything that you don't autopass on. You're amazing at that thing. You set the DCs for what they should be and the specialist gets to breeze through since the point of his character is to breeze through those problems. Most skills SHOULDN'T be scaling with levels.

And that specialist will probably get a skill feat that let him auto-win, without stopping another player to at least have a chance to succeed if the specialist is absent or knocked-out/dead/kidnapped/etc.

If the picklocker is chained in a prison, how can the other players try to save him?

If they are going against the best lock it's what DC 25 or 30 right? A lock doesn't get better than that. Traps don't go much higher that I'm aware of. And if there is DC 40 or higher then they are things that parties should be expected to be failing against without a specialist. If the other player(s) have also been investing some then there should be some reasonable things that they can attempt to succeed. People that are untrained shouldn't have a shot at a DC40 thing since it's "basically impossible" to crack.

If the picklocker is chained in prison you have the face talk to someone to get him out or muscle in and break him free are two options that are likely possible for a party, similar to what the party would be doing if there just wasn't a lockpicker in the party.


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But that's the whole point. If you're a high level specialist there basically shouldn't be anything that you don't autopass on. You're amazing at that thing. You set the DCs for what they should be and the specialist gets to breeze through since the point of his character is to breeze through those problems. Most skills SHOULDN'T be scaling with levels.


A thing I've toyed with is creating one or two arrays of stats for the players to pick from.
Another is have everyone roll for stats but then everyone uses one persons rolls.


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thflame wrote:

Seeing as the magic weapons add additional dice to your damage, it isn't as bad as you'd think.

For example, a dagger deals 1d4. A +1 dagger deals 2d4. Imagine a +5 greatsword (assuming enhancement bonuses get that high).

Sorry was still thinking of old mechanics.

The deal is though that this doesn't stop dipping REALLY.
Like if I'm a lv3 fighter and want some extra power and can dip to get barb rage for a nice big combat boost and all I really trade is that at lv20 that I'll likely never reach or hardly play at if I do I'll be a bit stronger. So It's either many levels of extra power or a final state of extra power. Personally I think most would choose the little lesser power for longer since it's applicable NOW and a good boost for a boost I probably won't see.

It's what we have now for a lot of classes. Fighter's don't get weapon training boosts till lv9 after getting it. If I'm lv5 and I don't need more feats or armor training then I'm getting nothing I want till then AND if the campaign ends at lv8 or lower I'll never see that bump. So it does nothing to want to keep me in the class even though it's a scaling ability.


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N N 959 wrote:
N N 959 wrote:


What's more, the foundation of PF/3.0 is the AD&D functional roles: Fighter, Cleric, Thief, Wizard. These functional roles are also the foundation for encounter/combat design. Even the 3.0 skill system reinforced these roles. When everyone is a Fighter 2/Rogue 1/ Wizard 1/Cleric 2, or some mix thereof, it becomes harder to design an encounter that scratch those traditional itches. Compare four of those dippers to a Fighter 6, Cleric 6, Rogue 6, Wizard 6. It's a completely different set of challenges you can throw at one party versus the others.
In case any of the designers are actually reading this, I wanted to expand on something I believe is very critical in RPGs: purpose.

Part of the issue with this idea is it can very easily "force" people to play roles they don't want to. Like if rogue class is required in a party then SOMEONE has to play it to succeed, so better be quick on claiming your class if you don't want to be the rogue.

Like this could for a cleric, a rogue, a wizard/sorcerer and only the melee beatstick gets a choice of their character because these classes "purposes" are required and only found in that class.


because they are on PST if they want it out today it'll be before 5pm their time. Sure sometimes they are faster, but I wouldn't worry until it's after 5pm their time.


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thflame wrote:
If capstones were frickin' awesome, people would probably be less inclined to dip. For example, let's say a fighter's capstone was, "pick a weapon, you deal max damage with this weapon." There would be a lot more pure fighters. Do something like this for all classes.

That's actually a pretty lame capstone. Take a normal greatsword, max damage is worth 5 damage on the average. That means that their capstone is like weapon specialization + or like 2.5 feats. IDK, but for me that's kinda pretty lame. Having my damage go from 2d6+50~57 damage a hit to 62 damage a hit doesn't entice me to stay when I could go barbarian and rage and get not only +5 damage but also +4 attack with that 1 level dip and the furious weapon enhancement. I believe their current ability of auto-confirming crits is actually a lot more damage than 5 damage per hit would be.


or find an archetype that trades channel or find another use for it (though other use would probably make you want to keep more channels)

But simplest and pretty good options is to just have the 1 channel to use.


No there's nothing new on this ability. I view it as special option for grapple like options like pin, damage, move, crocs get deathroll added to that list.


Derklord wrote:
Cyrus007 wrote:
It seems a very poor DPR class if it never can increase the number attacks per round.

How does 121 DPR on a pounce at 10th level agains an average CR10 monster sound? Dual Talent Human Shifter 8/unBarbarian 2; 14/16+2+2/12/10/15+2+2/7; Weapon Finesse, Shifter's Edge, Power Attack, Mutated Shape, Extra Rage (if desired); Lesser Fiend Totem; Deinonychus form; Haste from somewhere.

For comparison, a similar Barbarian using Greatsword; Power Attack, Raging Vitality; Superstition, Reckless Abandon, Beast Totem line; Haste does 92 DPR on a pounce (with feats to spare, though).

You don't really need many feats, and the class is pretty dead after 8th level anyway, so VMC or dipping/multiclassing is almost mandatory.

Well your numbers aren't tied to being a shifter but a barbarian. So yes, the SHIFTER has poor DPR and this barb build does nothing to show otherwise.


CorvusMask wrote:
Chess Pwn wrote:
CorvusMask wrote:
Well, as you can see from subject title, I think archetypes for companions and familiars should be there for beginning :D I also think improved familiars should by raw be able to have archetypes, in 1e its not worth it to take improved familiar with feat since normal familiar with archetype is more likely to be useful.
That was the point. Improved familiars are quite strong because of all they can do. Archetypes were a way to try and make base familiars more useful to not have it be an automatic yes of Should I get an improved familiar.
Umm, that doesn't really make sense because improved familiars aren't strong, they don't even get normal familiar's bonus to master's skills or initiative, they are flavor options. And with archetypes making normal ones straight up better, you are forced to choose between flavor and good options if you want to go for improved familiars.

Improved familiars are very strong. The reason they don't grant bonuses to their master is because they are far superior to non-improved and they wanted it to have some trade to not ALWAYS be the best option. Some can use wands. Some have their own spells. Some have other cool stuff like at will self teleport, constant detect evil/magic, truespeach, at will invisibility. Some can use weapons and armor. Also they often will have better stats than non-improved familiars.

I feel you'd be hard pressed to show any familiar without archetypes that is better than an improved familiar option. And that it'd be impossible to show that many non-improved familiars are better than any improved options.


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CorvusMask wrote:
Well, as you can see from subject title, I think archetypes for companions and familiars should be there for beginning :D I also think improved familiars should by raw be able to have archetypes, in 1e its not worth it to take improved familiar with feat since normal familiar with archetype is more likely to be useful.

That was the point. Improved familiars are quite strong because of all they can do. Archetypes were a way to try and make base familiars more useful to not have it be an automatic yes of Should I get an improved familiar.


The biggest issue with any "hidden" rolls is that there are many play abilities to reroll stuff that apply to those rolls too. So IF any players have such a thing you'll need to figure out how to work it with secret rolls. Also take-10 is a thing and so they'll need to be able to do that instead of rolling too.

But all skill checks could be done by the GM and make things interesting story wise, but players like to roll as much as they can.


Quote:
A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

faq


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I think the issue is the debate of tags.

Like take a half-orc. It's a human, orc subtyped creature. If I was a human and took racial heritage Orc or the Orc bloodline I gain the Orc subtype, so I'd be a human, orc but not a half-orc which is a human, orc subtype so I couldn't take anything that only half-orcs can take.

Similar parsing CAN (maybe not should) be done with Combat maneuvers. All of them are melee with the melee tag. All of them are attacks with the attack tag, but MAYBE not all have the melee-attack tag.

The view in question is that any maneuver you can do as an attack replacement is tagged with melee-attack, along with the normal melee and attack tags (which yes expands the list from Disarm and sunder to also be trip so yes the list isn't all encompassing but it might not be all maneuvers but all attack replacement maneuvers). Grapple isn't one of those maneuvers that can be subbed in for an attack, thus it only has the melee and attack tags but not the melee-attack tag. Its it's own special standard action to use.

Now I do not believe that the authors with their "conversational" style of word usage intends for any difference and that grapple gets flanking and benefits from trip and all that, but the argument does exist that it might not.


it averages +2 damage for -2 accuracy, and the trade between accuracy is 1 accuracy is worth about 2 damage. Thus it's a net loss. Late levels if you have SO MUCH extra accuracy that your second attack is hitting on a 2 then accuracy means a lot less to you and any damage is a good deal.


Shaping focus only boosts Druid levels, not effective druid levels, so while more classes than Druid can qualify for it, it does nothing if they aren't a druid.


So if it's being grappled it can use all three since none of their attacks require two hands to do.
If they are the one grappling they get 0 and instead do a grapple check and then can choose damage with a natural attack.


The venomfist gets Venomous Strike ability.

Spoiler:
if she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC = 10 + half the venomfist’s brawler level + her Constitution modifier) or take an additional amount of damage equal to the venomfist’s Constitution modifier.

At 4th level, a target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 plus 1 additional round for every 4 brawler levels the venomfist has. Unlike other poisons, multiple doses of a venomfist’s poison never stack; the more recent poison effect replaces the older one.

Maybe it's just a tired brain but I can't figure out something.

If I am lv4+ and hit and they fail my poison triggers and deals damage instantly and again at the beginning of my next turn right? And then I can punch and poison them again.
But what about lv8+ since it'll last for 2 rounds, if I attack and they fail and then I attack next round do I get to do the con damage instantly again or is it basically just extending the poison duration?

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