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Our DM made up some malfunctioning items for a "magic dump" wildmagic area. The one that stood out the most and has come up in every game since (at our demand) is the "feces token". The idea we've made up to explain its existence is as a field fertilizer…

Though for us its a wondrous item token that summons 200 gallons of steaming dung in the area.

The applications are endless and hilarious.

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To go with Stone Call, rangers do get Entangle at 1st level spells.

Cool guide. Very much enjoyed the M1 Abrams analogy!

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I'll just say, the reason people are down on Monks, is that compared to other classes that are in similar roles in the party, they under perform.

And lets be more clear, they have low AC (without party buffs), low HP, their itemization in the game is a joke, require more stat investment and tended to do far less damage.

Considering the archetypes and feats now available, I don't feel they are so bad off as say Monk was with only the core book available.

As far as your monk goes, I am finding it hard to see what you are really going for. If you are having fun, who gives a crap what anyone on a forum thinks?

If you are looking for ways at improving your damage, or defenses or skills or something, ask away!

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If you consider Rogues behind the curve when it comes to classes in Pathfinder, and you want to do something to help them out, giving them full base is the quickest and easiest way to do it.

Doing some calculations (using the math from the various DPR threads), even a rogue with full base is still behind a fighter on turns when it can sneak attack, however they are much closer, ~10 DPR less.

So overall, unless you want to sit down and write a bunch of Rogue Talents that are very good, giving them full base is the best way to shore up their overall attack weaknesses. If you consider their defenses are still going to be very weak, you have a kind of 'glass jawed' damage dealer, which works for me considering their skill points.

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I like to use the credits at the end of movies. Just find a movie from the general area of the globe your character is similar to and get hundreds of cool names.

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With Paladin I don't like shields just because it makes it very hard/ or impossible to cast spells/Lay on Hands once you have a weapon out and no free hands, or you are losing the shields AC bonus when you do either of those for the turn.

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It looks good to me.

Is your game allowing Ultimate Magic? There is an archetype in there for Inquis that lets you trade out the teamwork feats for some decent abilities (Preacher). Since the teamwork feats don't really help a ranged Inquis all that much, these are a nice trade.

Also, are you entirely sold on using a crossbow? Composite Longbows are so much better its rather shocking (mainly requiring less feats and providing more damage since you can apply Str).

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Wow, I can't believe anyone would defend the Intimidate part of this feat, ever.

It flat out breaks the game at level 1 to 20, the only change I could see to allow this feat in play would be to delete the intimidate part entirely.

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A simple one is a Half-orc Sorcerer using the favored class bonus in the APG for +1 damage on fire spells per 2 levels, with Dragon bloodline for +1 damage on fire spells per level. Using Elemental Spell feat to make other spells fire for massive damage.

The nice thing is, if you just do not apply Elemental Spell, the spell does damage as normal, so you are never stuck with only fire spells. Its pretty amazing damage for anyone.

Fire Magic Missiles with the bonus is gross, as is Chain Lightning later on.

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Sure, the benefit would be higher AC, lower damage. Which is not bad, just a different option.

If you go that way, there are ton of shield feats that are good/fun.

Maybe focus more on Str, Con, Dex than Int and Cha (I'd still have decent Wis for the spells)

You may want to get heavy armor training and max out the AC.

Really once you get up to Bane levels, with the spells going you will pump out a lot of damage still.

One thing to keep in mind, if you want to be able to cast spells with a shield on, it has to be a buckler or Light shield.

The good options are pretty endless with the class.

Also, Half-orc get Great Axe & Falchion prof for free, something to keep in mind.

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ChuckSC6568 wrote:
GM has given us 25 points to build with and we're starting at second level. Any suggestions on how to proceed with placing abilities, feats and such?

I played the same race/class for awhile.

I went ranged for my attacks, so I spent my feats on the usual ranged business, Rapid Fire, Point Blank, Precise shot, fairly standard. With high dex, wis for spells and so on. Decent Charisma is nice with half-orc to really pump Intimidate

If you go melee, you certainly want to go with a twohander, pick up Power Attack, Furious Focus, Weapon Focus. High Str and Con, go with heavier armors etc. The usual stuff.

The teamwork feats you get for free are all mainly melee focused; Precision Strike, Outflank.

For spells, Divine Favor, Magic Weapon are nice, and all I ever really cast at lower levels. Higher levels, my character was a spy, so I went with invisibility and see invis, knock and similar spy tools

I had 1 rank of every knowledge skill that provides info on monsters; Know; Dungeoneering, Nature, Religion, Arcana, Planes. Using the Wis bonus to identify enemies to then use Bane on. The nice things is, the Inquisitor is specialized in killing EVERYTHING, including undead.

You have a lot of versatility, so just decide on what kind of character you want to be and how you want to fight and focus on those early and let your spells & skills be your versatility.

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Abba wrote:

1. The paladin Aura of justice grant the smite evil ability ONLY to the paladin allies, NOT also to the paladin himself. He need to use an additional smite evil to gain the bonuses;

2. The smite evil granted to the allies doesn't modify the allies AC, but only their attack bonuses;
3. The smite evil ability granted to the allies allow them to bypass all the DR the the enemy may have.

Am I wrong?

However, it seem to me that this ability is absolutely unbalanced....

1;Yea

2; Why wouldn't it also hit the allies AC?

3; Yea

And yes, it is incredibly strong, to the point where my DM and I limit it to just one friendly. Though our party is over sized which makes it even stronger.

What really surprised me was when they changed Smite to its current form, they didn't touch this ability at all.

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ciretose wrote:


I think their are two main problem with these types of threads.

Problem one comes down to some classes not fitting the style specific people like to play.

Rogues may be the most versatile "Role" playing class. But if you are a "Roll" player, skill points and big picture strategy aren't as important to you and your table. You want to know how it can kill things, not how it can make it so you don't have to kill things.

This isn't to say one way is right and one is wrong. This is to say we are discussing the merits of Apples vs Oranges out of context.

Problem two comes down to people having a favorite class that they know really well, because they play it a lot and have really dug into the books and materials for ways to make it work for how they and their group like to play.

But most of the time the people complaing A) don't know the capabilities of the class, because they don't play it/have not dug into the minutia of how all the pieces can fit together in different build styles and B) Even if they did, they would still prefer another class that better fits how they like to play.

At the end of the day, you can make a Rogue that can fit into either group and contribute. Probably better in a "Role" playing group, but the class has enough options that you can...

The problem I have with this answer to Rogue's mechanical usefulness is you can attach that Role to many other classes and have the same great and interesting roleplaying character, but also be mechanically more sound than the Rogue.

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The CL is not what level you have to be to create an item, just for effects such as someone trying to dispell the rod.

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Ashiel wrote:

I think rogues are great. I've made plenty of rogues in the past, and I've GMed for quite a few rogues. They're fun and they have a lot of options.…

I think the type of rogue and what they're meant to do when you make them has a lot to do with the rogue's successes and failures.

Can you go into more detail on what made your past rogues good? What talents/feats, non-combat and combat capabilities and so on.

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SpaceChomp wrote:
I'm just curious. Seriously, does anyone have a way to make rogues useful?

So basically the answers so far are; Hope no other players notice they can take UMD, no one plays an Alchemist or Ranger in your party, and your DM uses more magical traps than monsters in a campaign, or the rest of the party to be Monks.

Then a Rogue is useful!

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Blave wrote:

Hi everyone,

first of all: Sorry for bad English and worse Irony. ;)

For those who don't like to read much: What are good feats for an Inquisitor?

For those who care for the details (yes, all two of you):
** spoiler omitted **...

Well, for a melee Inquis, using a one-handed weapon is going to hurt. If you aren't entirely opposed to using a two-hander, (Such as the Falchion on a half-orc as they get proficiency for free), getting Powerattack and Furious Focus(in the APG) and Weapon Focus, and the usual feats you describes is quite good.

One slightly subtle bonus with this, is most of the Teamwork feats (that you get for free in Inquis) are melee based, and work great with it.

One thing to keep in mind if you go with a shield or dual wield, you need to stay with a light shield in order to still cast spells. I'm not sure if you can cast with a weapon still in a hand. Something to keep in mind.

I'm playing a level 6 Inquis right now, I went ranged with mine, it works fine, but the Teamwork feats make me think that one would be better off going melee.