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Krun Thuul

Ciaran Barnes's page

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I encourage working Social Identity into the strangler archetype.


Just food for thought, yes there are rage powers that grant +level to the skill, but not all skills are equal. The barbarian can get it for Swim or Climb, but those aren't as good as skills like Use Magic Device or Perception. Gaining +level to Acrobatics would make tumbling really, really easy, but only granting the bonus to jumping puts it more in line with the Climb and Swim bonuses. For many skills, granting a bonus to a specific use of the skill - instead of the entire skill - makes +level easier to swallow.

As far as Stealth goes, I dunno. It can be a good or poor skill. Just depends on how the GM decides Stealth can be used, and the style of campaign. Personally I would recommend applying only 1/2 level, or some other perk such as subtracting your level from the penalty for sniping.


It would be nice if the ability and it's DC were rewritten, so that it does not require a healing kit, but a caveat at the end says what happens if you do use healing kits.


BACKGROUND
I have a low-level cleric of Pharasma whose backstory is that he has been sent by his superiors half-way across the inner sea region to track down a low-level necromancer and deal with the problem before he gains power and becomes a larger concern. I don't know that this back story will ever play out in game, but I like to have characters with a little more depth than "murder hobo".

THE PROBLEM
Clerics do not have many skill points, and have a skill list not well suited to this type of character. Yes, he has access to his entire spell list, but the character in my head has more tools at his disposal that magic. He is supposed to be highly educated and capable of looking at challenges in a "big picture" manner.

WHAT I DID
The character will not progress beyond what a cleric can do, and thats fine. However, it gave me an idea for a new class or archetype. It was tentatively named Inquisition Cleric, because his purpose was to track down heretics and enemies of the faith. Sounds awfully close to an inquisitor huh? What I have worked on begins with cleric and then adds skill points, class skills, and a modified form of the investigator's inspiration class feature. So far I have tossed out one domain, channel energy, and medium armor. Still a work in progress.

WHAT I WANT
Before trying to finish this or posting what I have, I am seeking ideas on how some of you fine people would build such a class or archetype. The general schtick is to mix the investigator and the cleric. And I want to open up the concept - broaden it beyond tracking down enemies of the faith. Thoughts?


Was it intentional that Raging Sneaker stacks with Lesser Mantis Technique?


Using two classes that cast using the same ability score, such as oracle and sorcerer, allows you to focus on one ability score instead of two. Obviously those are both spontaneous casters. And obviously there are certain advantages to playing classes left or cleric and wizard, if you have the patience. So first figure out what your two classes are.

Based on having seen two theurges in play in my time, I suggest going for the role of support caster. If you try to blast everything, your spells will be gone that much sooner. Casting a spell on an ally allows the spell to make a difference over a longer time.


Put points into Perception and Stealth. Boom, you're a scout. Skills like Climb and Survival will add your scoutiness.


When you roll a d20 and add a relevant bonus, you are making a check. A check is made against a target number. A saving throw or skill is a check a DC. An attack is a check against an AC. You roll dice for damage and miss chance, but those are not checks. Strength and wisdom are not statistics - they are called ability scores.


My suggestions for Focused Channel

Change the name to Channel Energy. This will allow the character to use existing channeling feats.

The alternating d3 and d6 motif is actually kind of annoying. You can either substitute the entire thing with d4s, or use d6s and slow the progression (levels 1, 4, 7, 10, 13, 16, 19 or 1, 4, 8, 12, 16, 20 or 1, 5, 9, 13, 17). If you feel you need to, you can drop the number of uses per day from 3 + Cha to either 1 or 2 + Cha.

Be careful with terms like rolls and statistics. Both are words we use while gaming, but neither one is actually a Pathfinder game term. Use checks and ability scores.

Get rid of the last paragraph. Copy and paste the cleric's Channel Energy class feature into your document and make the appropriate changes. If there is another class feature that plays off of Channel Energy, then you can mention it here but keep the details in the other class feature.


Outsider hit dice.


Ciaran Barnes wrote:
Happened to me with Side Step too.

That was supposed to say Step Up.


How about the hunter class?


You can remove the last sentance of the second paragraph of Silent Rage. It's redundant. Also, I'm not sure that UMD fits into the class.

I agree that you should make some custom techniques


Happened to me with Side Step too.


That's how I played my cleric in 3.5, which taught me action economy. We play it loose now.


"No one makes me bleed... My own blood."

"It's curtains for you, evil-doer! And for mother's parlor. When will we be in town? I need to run some... Errands?"

"A paladin's hair is never big, nor is it ever flat. He styles it precisely as he means to."

"Nice shoes. Wanna fight?

"Not the hair, damn it!" Need for atonement follows soon after.


Easy to ignore unless you're looking right at them. They're basically objects anyways...


They're not missing. I took liberties. :)

It's worded how paizo words their stuff.


Expertise (Ex): A meister trains exhaustively with her arms to develop a fighting style that emphasizes her strengths. At 1st level, she chooses Agile, Intelligent, or Strong. At 2nd level and every four levels thereafter, she chooses one weapon. Henceforth, these weapons are referred to as her expert weapons. Once chosen, the fighting style and expert weapons cannot be changed. As a meister advances in level, she continues to expand her fighting style through mastery of new weapons.

Agile
An agile meister gains Weapon Finesse as a bonus feat even if she does not meet the prerequisites. When making an attack with an expert weapons, she can add her Dexterity bonus in place of her Strength bonus on damage roll, but a Strength penalty still applies. A meister does not apply 1-1/2 times her Dexterity bonus when wielding an expert weapon in two hands.

Strong
A strong meister gains Heavy Armor Proficiency and Shield Proficiency as bonus feats. Each time she chooses an expert weapon, she also gains the relevant Weapon Focus feat as a bonus feat.

Intelligent
An intelligent meister can make an Intelligence check instead of a Dexterity check when making an initiative check. When wielding an expert weapon, she can add her Intelligence bonus as a dodge bonus to her AC against attacks of opportunity. When she scores a critical hit with an expert weapon, she can add her Intelligence bonus to the damage roll (but she does not multiply it).

Additionally, whenever a meister deals damage with an expert weapon, the weapon damage is based on her level and not the weapon type. The damage for Medium meister is listed on the main class table; see the table below for Small and Large meisters. The meister can decide to use the weapon's base damage instead of the expert weapon damag - this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.


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In a campaign many years ago, one of my friends was playing a tiefling wizard and had dumped his Charisma down to 6. We adventured for a long time and became quite powerful. When we interacted with NPC the wizard would often act as the party face, because the player is much more charismatic than his ccharacter. The GM would try to RP the NPCs repsonses appropriately and it would be frustrating for the player, because his best efforts always felt wasted. One day the GM finally blurted out that his Charisma is really bad and that when the tiefling is next to the other party members, people are likely to think he is a servant. Much like dumping Wis or Int, dumping Cha can be difficult to RP, especially if the player's hypothetical mental characteristics are very different from the PC's.


A light shield already has an advantage over the heavy shield. You have a free hand - the only caveat being that it cannot wield a weapon. Also, depending on how your GM interprets the relevant rules, you may or may not be allowed to cast spells while using a light shield.


The order in which information appears in the Expertise class feature needs to be amended. For simplicity, I think you should separate it into two class features: one strictly for the ability scores (level 1), and one strictly for the chosen weapons (level 3+)

As written now, the Dex warrior gains nothing at level 1.


The line between a creature and an object should be be thin. When something moves and talks, it might take you a moment to figure realize that it is not an object.


I hope your character has a great reason to travel with the adventuring group, otherwise he might a comfortable place to sit close to food and not follow when they leave town.


Weapon Finesse seems redundant when the character can choose any weapon and use Dex for attack and damage. It doesn't say that it has to be a weapon compatible with weapon finesse. Its essentially a class feature on top of a free feat, instead of a class feature that compliments the free feat.

As far as the free weapon finesse goes, its not as interesting as the Dex option, and its still a bonus feat on top of everything else gained at 1st level.

The Dex option is here to stay. Got it. So lets think about other options. What about one that grants heavy armor and shield proficiency, and then improves somehow as levels are gained. What about an unarmed strike or ranged weapon variant?


I was working on a speed-based class, that I called the dynamo. Its an unfinished project - one where I'm struggling to get the pictures in my head out onto the page. It can be difficult stretching a thin concept out to 20 levels. You're welcome to take a look and see if it gives you any ideas.


Increases to base speed, dodge bonuses, AoO avoidance, extra attacks... Spring Attacks maybe, with additional features to augment it?

When I think of a character based on speed, I think of him doing extra damage by launching multiple attacks like a monk, but adding dex to damage doesn't seem to fit into that.


I think level 1 is pretty heavy. Proficiencies on par with a fighter, deeds, and a free feat. I see you lowered the skill points to 4.

I think you could keep the skills at 6 if you got rid of heavy armor proficiency and the exotic weapon. You grant Weapon Finesse, which encourages a high Dex. Why would he learn to wear heavy armor?

Speaking of Weapon Finesse, why are you forcing the character into Dexterity? Perhaps it could be an option, but I think the player should be able to choose which ability score will govern his attacks.

Under "class features" you list the class name as hedgewizard.


1) Can you tell us the specific dragon in question? I see where the confusion is though. The entries for individual dragons only list the range and DC - not the effect, and the entry in universal monster rules seems to contradict itself. In the beginning it talks about shaken and frightened, but at the end it talks about shaken and panicked. I can infer the meaning, but it is not RAW.

2) Evasion is a class feature of the rogue, not the rouge. Evasion only applies to damage - nothing else.


I watched the Daredevil Netflix series recently, so Hell's Kitchen was on the top of my mind. It seems more appropriate than all of NYC or Gotham.


1) I would roll initiative and start turns as soon as one side or the other becomes aware - so before the door is bashed down. Those last moments could mean alot, especially if spells are being cast. Unless the door is bashed open in the first round, no one will be flat-footed.

2) If you are aware of your enemy but they are not aware of you, start making Stealth checks. You may or may not have strong abilities to make use of a surprise round, but at least you'll be able to act before your enemies do.

Overall, it sounds like the two teams in your example are not flat-footed.


Look in the combat chapter for "Cast A Spell", under the types of standard actions.

Touch Spells in Combat:
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks:
Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge:
If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Ranged Touch Spells in Combat:
Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn (see FAQ below for more information.)


Hell's Kitchen!


Are you asking if this campaign is good for people who are new to Pathfinder? To RPGs? Clarify your question.


Sangerine
You are correct that water itself is not a good conductor, and that it is actually the minerals in the water that are good conductors. The description of Create Water says it is "just like clear rain water", but I think a body of water will be present very rarely.

Regardless, the biggest problem I see with this also trying to decide on the secondary effects of fire, cold, acid, etc. Do we want to deal with cathing fire, clothing and equipment being reduced to rags, liquid containers cracking when the contents freeze and expand, broken bones, illness, infection, horrendous scarring, and other such real world outcomes? We can handwaive some of it with the use of even low-level magic, but I don't think extra realism always serves the game well.


They devised a class with a single chassis into which you can squeeze a fighter, thief, magic-user, or cleric. Its pretty clever, I think, but... yeah maybe it should be four different classes.


First off, ability checks are not well represted within the rules. I compiled a list some time ago of the appearance of every ability check I could find in the SRD, and it is surprisingy small.. Because of this, I believe, the rules just don't spend a lot of time on them. Ability checks, I also believe, are more in the realm of GM fiat than skills.

The rules for Strength checks, and those for lifting, dragging, etc. appear similar but actually function differently. I believe that a Strength check is intended for use in combat, while the lifting rules are better used out of combat.


A wolf or regular dog is no less agile than a human. A penalty to Intelligence or Charisma would make more sense. Of course, if you had a write-up that explained your choices (such as that the magical process that made them bipedal hampered their agility) then you could make it anything you want.


Look at some of the casting classed and decide which ones peak your interest. Playing a caster with 9 levels of spells is a "full" caster (druid, sorcerer, etc.) and ultimately provide you with the greatest arsenal of magical ability, as well as the most spells per day. However, a caster with 6 levels of spells (bard, inquisitor, etc.) has no shortage of magical options, and will have a number of other martial and skill-based abilities that may make it easier for you to transition into the role.

Since you seem hesitant, picking the ones that seems the most fun or interesting is pretty important. If, after reading the entire class entry and perusing the options you are still unsure how to proceed, I suggest taking a look at the guide to the class guides and see how some other people have done it. The guides are typically designed specifically for optimization, so take them with a grain of salt if that is not what you want. You should still cater your build according to your party and what will make the character fun for you.

Learning to play a caster can be difficult at first, because you have to make choices before knowing what will happen before events unfold. A martial character is sturdier and has fewer options when the S drops. Thats requires one kind of cleverness. A caster requires more forethought and preparation. Sometimes the preparation doesn't pan out completely and you have fewer good tricks up your sleeve, but experience will teach you how to hedge your bets and choose a good variety of spells. This requires a different kind of cleverness. When you learn how to pick spells well and how to use them, spellcasting turns into a very rewarding experience.


In our KM campaign, we enacted special legislation for the people's protection, following the sale of an item unknown to be cursed that resulted in near-fatal injuries to a taxpayer and costly legal proceedings. A list of all registered necromancer was created and made public record, with unregistered necromancers subject to punishment up to and including death.


Create Mr. Pitt wrote:
If you need to say, "I'm just playing my character[,]" you are probably not playing your character.

This made me remember a level 20 tournament I played in years ago, where each match was one PC vs another. There was a guy who used his three rounds of preparation at the beginning of each match to summon the three largest grappling monsters he could. This was a very effective strategy, especially against other spellcasters. His matches ended very quickly, and the other player would be visibly annoyed, to which he would mutter "Its legal... It's fair..." In the final match of the day, his monk opponent simply teleported and grappled him in the first round. The match was over very quickly but he finally lost, to which he muttered "Thats not fair..."


Did unchained really gimp your summoner so much that you don;t want to play it any more?


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I would suggest you think about He-Man and Prince Adam, and then about Battle Cat and Cringer. Mild mannered house pet by day... Dispenser of beastie justice by night!


The list of feats with no prerequisites is pretty significant. The list continnues to grow when you have ability scores that are 13 or higher, and as you gain BAB or caster levels. Heck, at 1st level you could have Point Blank Shot, Rapid Shot, Precise Shot, Far Shot, Deadly Aim, Weapon Focus, Rapid Reload, Dodge, Mobility, Combat Reflexes, Improved Initiative, Great Fortitude, Iron Will, Lightining Reflexes, all of the +2 skill feats, Run, Fleet, Toughness, Endurance, Improved Initiative, Power Attack, Cleave, Combat Expertise, Improved Unarmed Strike, all of the Improved Combat Maneuver feats, and lots more! Then gaining these qualifies you for even more feats!


It appears to me that you already know the answer to each inquiry, or your phrasing seems to indicate as much. However, perhaps after the play test the flavor text will be further separated from the mechanics.


Many classes require or benefit from more than one good ability score. It's a feature, not a flaw.


calicokat wrote:

It sounds like not being level 10 is the quickest solution to the problem.

Maybe you could bring the PCs down a few levels and put some brakes on the experience progression if needed after that?

Loosing a few levels might lead to a mutiny. Your GM should should follow the second half of this and limit how fast you go up in level. He should choose exactly when you level up, instead of feeling like a slave to the XP system. In the meantime, he can beef up the encounters a bit, like Rynjin said.


UlrichVonLichtenstein wrote:

I'll admit that I don't have much experience with Dungeon Mastering, and in terms of play, I never was into Magic-Classes.

What School(s)/Spells would you recommend, if we were to use the Wizard Class?

A bard is definitely a magic class. He has a focus on enchantments, illusions, sonic spells, and spells that help allies. The wizard can accomish all of those things, will have more spells per day, better versatility, and higher save DCs. A wizard is also more vulnerable and requires learning to carefully choose your spells. It is difficult playing a dedicated caster class, but will be very rewarding when you start to "get it".


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Is this bizarro world? You want to make the GM happy? No rants about the GM? Maybe this is some kind of prank or conspiracy.


It could be that the two of you don't want the same kind of game. I have gamed with people who make me look like an unabashed min-maxer, and I have gamed with people who make me look like I barely know what I'm doing. We all have a way that we like to play the game - what we think is the best, the way the game is the most fun for us.

Judging by what you wrote, he might prefer less effective PCs so he can guide the action with story instead of die rolls, but it could also be that you two are friends and sometimes friends can drive each other crazy and there is nothing logical about it.

Talk with him, of course. But maybe you should look for people whose style meshes better with yours. Being in a different group doesn't mean the end of gaming with your friend or the end of a friendship. But you should do something before it gets to that point. If you have the time and the means, you can be in two groups at once. If you can't manage that, maybe some time spent gaming apart will help things out. He might end up missing your rascally optimization.

I gamed with one of my best friends for several years starting when I was a teenager. We grew up on the same block and have known each other all our lives. There were times we gamed most days of the week. They were great times and some of my best gaming stories are from those adventures. But now, 20 years later I would never join a group he started. I tried for a bit several years ago and I do not enjoy it. Although we both love gaming, we want totally different styles of games. We're still great fiends though and talk about the games we're playing in whenever we see each other. If he joined my group, I could handle it, but he might not enjoy it.

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