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Technically you two-shot the boss (falling damage being the 2) but yes it does feel awesome as hell to end the existence of something before anyone else can act. Gunslingers are notorious for this very fact (deadshot baby) and I personally can attest to that when you land a crit with a gun against a boss-like entity and it just drops it does feels so worth the 1-3 gold a shot that gun costs yo ~slaps self~ enough about that.
But yeah, for some reason most dms forget that gravity is a thing when they make their encounters take to an open sky.
On a technical analysis any tabletop rpg suffers from and falls under the descriptor of "bloat" first thing they release any extra/new materials after the initial release. This includes new modules, settings, adventures, magazine articles, and even errata.
Now, is it bad? Not entirely since much like gurps pathfinder is a fantasy kitchen sink and although everything's in it you don't need to use it all (how many dms use much/if any of the stuff that came out of Numeria?) From a players perspective it CAN seem a bit daunting, but once you know what you're looking to do then that daunting list becomes much more manageable.
Two examples: Playing a melee focused martial? You can ignore the magic section except for how saves work (or if your being disruptive, concentration dcs and how they work) and how cover works vs ranged attacks. Spellcaster? Don't need to worry much bout any other casters spells but your own and most combat feats aren't even for you.
And its pretty much the same thing from the dms side except from the other side. Partys core-only of clerics n druids? Won't need to worry how psionics work (also prepare to clench yer backside If they all really know what they're doing)
Most of the time the reason people feel that bloat is a thing is because they see all of those options and think "damn i have to USE all of that?!" Imagine if that same logic were applied to video game dlc?
So in answer to your question; yes pathfinder does suffer from bloat, but only if you let it affect you.
And it can be removed as a standard action if you possess the quick clear deed, or as a move if you spend a grit.
The broken condition honestly isn't that bad (-2 to attack rolls and can only crit like a natural weapon).
Now two missfires in a row renders the weapon useless (since it's an early era gun), as with any firearm of it's category.
Also, that 1d8+5 comes with a very tasty x4 crit multiplier
Give all the laser heavy robots the clustered shots feat and have them focus fire when it realises that light fire is doing nothing. Resist only gives 10 and some of the bots can shoot for 30+ total if they focus fire.
Darigaaz the Igniter wrote:
Sounds more like a plot for how the gnomes keep nearby dwarven lands placated. Every night their freshly discarded barrels turn up refilled upon their doorstep, and thoughts of war are discarded once again for a day of heavy drinking.
Orfamay Quest wrote:
That is a massive facility with hundreds of thousands of workers, this is one person. If we go by the math of 40mill barrels a year coors puts out 109589 barrels a day. That's about 1405 times more then the gnome, but again, facility vs one person
as for crafting constraints 1/3rd the price in materials and an alchemy lab is all you need to make it, with a big enough wagon to hold all the barrels this gnome technically could do it in the back of a wagon.
This is specifically for craft: alchemy, and with use of the feats signature skill and master alchemist so you need to be at least level 7.
Lets say a Gnome with a +4 int mod and skill focus on craft alchemy, and all 7 levels he puts a point into said craft. Decides he wants to make some Dwarven Stout. The DC for this would be 15 (High quality item, and since alcohol is a drug it is an alchemical item) And he decides to accelerate the craft making the DC a nice 25. With a +21 on the check and a full alchemists lab the Gnome decides to take 10, making his craft check a nice 33.
This is where it gets silly.
With the first tier of Signature skill; Craft the skill-check is doubled before being multiplied by the DC. Making it a whopping 66, meaning this gnomes weekly progress is 1650. and with master alchemist any alchemical items you make are progressed by their gold values instead of their silver values.
Dwarven Stout is 1/2 a pound, meaning two servings (8cp) is a pint. You can fit 600 pints in a regular barrel (75 gallons). Translated; Dwarven Stout is worth 3gp a barrel.
Using the crafting rules by RAW and doing a single days worth of progress; you can make more then 78 barrels of Dwarven Stout in a 8 hour period. That is 5850 gallons of tasty dwarven tradition in a 8 hour period, or 731.25 gallons a hour, or 12.1875 gallons a minute.
It's not glamorous, and it's not gonna slay any dragons (unless you plan to molotov it to death) But by the entire pantheon you and every village, town, hamlet, city, and random encounter within a 600 mile radius of you will be so hammered they can't do a thing for a week.
Beast Master Cavalier wielding an earth-shaker and riding a Rhino (Based him off of Rampage from HoN) I was allowed a few 3rd party feats. I was a fairly decent wall for the party, but on the all powerful CHARGE! (with orchestral musical accompaniment) I could take out chunks. He was the most fun I had recently.
Depends on what's doing it and how.
An example would be the Magus and the Wizard. These guys can trade spells they know as long as they're capable of learning the spell (Spell list) but don't know it (Spell book). The Alchemist can steal stuff off of their books and add to his recipes, but no one can learn from his stuff.
Me personally, I do allow research time for expanding ones list beyond it's regular constraint (Wizard learned the spell Heal; it's SUPER EFFECTIVE!) as long as they put in both the research time (How do I cast god?) The study time (Oh! So that's what knitting muscle fiber looks like!) and finding exotic materials to aid in converting the spell over (Step 1; Holy Water. Step 2; ??? Step 3; NEW SPELL!)
Kobold Cleaver wrote:
My two cents is; if other weapon options had different flavors of support (as in tactics, maneuvers, and special ammo)they would get seen in a better light.
Whats the difference between a Bow and a Crossbow; range, damage, and feat support. Whats the difference between armed melee and unarmed melee? Damage and attack options. Sword and Board/other Sword you got attack, disarm, sunder, ect. Unarmed you can do all that, and grab the guys face and shove it into your knee whilst screaming LUCHA at the top of your lungs.
Lets look at slings, sure they're not the greatest damage wise, but say there was the option of delivering sunder and disarm attempts with it. And/or being able to deliver thrown splash weapons (50ft range tangle-foot bag anyone?
If everything was equal, that would defeat the purpose of options. What the other options need is a different kind of support that lets them be competitive but in a different light
K177Y C47 wrote:
oh god... this seals it... goblins are the most OP race... xD I am almost tempted to throw a bunch of goblin invunerable rager barbarians with rings of ferocious actions at my part for shinanigins sake... and take advantage of their lower than 1 cr normally xD...
Well Invulnerable to the party's melee power at least.
so THAT'S why when KFC changed hands to taco bell it started to suck, they fired all the wizards!
Robotic Construct Sorcerer? sounds like fun!
*Accessing global arcane faunt lines*
sorry I could not resist
Technically not true, once the animal companion has 3 or more int, it is capable of understanding languages and gestures of people, no longer requiring most handle animal checks. Although most of the skillchecks animals that you need help with are usually ones that require hands, mostly DM call on that one.
Also, even when they only have 2 int, animal companions can still make the combat aid another action (by being distracting/harassing and such)
3.5 Loyalist wrote:
when your maximum age is 354-750 (350+ 4 percentile) you are not in any hurry to make yourself dead by doing something wrong. Meanwhile the OLDEST a human can live is 110. You tend to live in the moment when you know your not going to live long. So a Elf raised by humans would be about as mentally mature as the humans, for he was taught and raised to be in the moment and to not really dabble to long on choices.
As for the physical maturity, I don't care how long lived elves are, if it takes longer then 40 years for them to be of breeding age then they are a doomed species.
I can't remember where I read this, or what world it was tied too (probably home brewed) But it was the one that made the most sense to me;
Elves reach physical sexual maturity at a slightly lower rate then humans (humans hitting it around 12-15 (wikipedia), while the elves hit sexual maturity at around 25-32) At this point they are no longer children, but teenagers. It is then that the elven studies of art, music, war (the weapon traits) and magic. Once ALL of these basic studies are completed (elven common knowledge) they then branch out their studies into specialized fields (classes) Because of the way they are raised for those 80 odd years they STUDY hard, mastering theory before action.
An Elf raised by humans would physically mature slower then those around him, but mentally they would be the same age, due to being taught like a human (do this, and if it works, keep doing it) versus the ways of the elf (want to do this? spend 20 hours planning EVERY POSSIBLE OUTCOME and then take the best one)
Hate to rain on your parade but;
"A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments)."
It kinda takes the wind out of the beast riders sails (no mortal Chocobo combat)
Not really a terrible tradeoff when your main goal is to not be reduced to red-mist from lucky hits.
You can only use Crossbows and Firearms while prone (MAYBE a bow if you had a pair of arms coming out of your back) If I remember correctly, prone shooter was originally supposed to give you a +2 to ranged attack while prone, but they took the bonus out because they thought it was overpowered. Now with this change the feat needs to be renamed since well the feat involves nothing about shooting at all really. Maybe call it Hit the Deck! or something more fitting of the tactic that the feats new bonuses involve >.>
Actually by RAW, he's right. You only lose the bucklers AC when using the hand/arm it's attached to when you attack with said arm or cast somatic spells.
He could indeed have a one handed weapon with defending on it and a buckler on the same arm, and as long as he doesn't attack with that arm he keeps the bucklers AC. As I think about it this method allows for the most effective of "shield" arms possible but you can't bash with it (even with the 3rd party feat you lose out on the shields bonuses) and this method REEKS of swiss and gouda.
I kinda hate the disparity between good and evil for the d20 system. For you to be good, your acts have to be a nice guy, be kind, and all your acts have to help people RIGHT NOW. Evil? As long as your acts benefit YOU in the end it's evil. Great example? Xanatos. He was a calculating, megalomaniac, and he was EVIL. Sure he helped here now and then, he played the good guy now and then too, but the END goal was always to his benefit.
In Pathfinder by RAW, good guys can't do anything that would be "evil" for a greater good payoff. Cause if they do, they're no longer good. An evil guy can give to charities, and help others as long as the end goal benefits him somehow. Giving to charity gets the heat of the holy order off your back, and helping others usually nets you a helping hand in return.
Also, why is it that the Neutral axis of good/evil are the strongest? Chaotic and lawful of the two you either follow some codes of conduct or do whatever it takes to achieve your goal of light or dark. But neutral? You are THE most good/evil person there is and it is your LIFE.
3rd party feat, Open Design
You gain additional benefits when using a buckler.
Prerequisite: Shield Proficiency
Benefit: You can perform a shield bash with a buckler. When wielding a weapon in the same hand as your buckler, you may elect to either ignore the −1 atack penalty or gain a +1 shield bonus to AC.
Special: A buckler counts as a light weapon and has the same weapon profile as a light shield.
Another 3rd party feat that fits your theme from 4 Winds Fantasy
Two Shield Fighting (Combat)
You make a good offense out of a great defense.
Prerequisite: Shield proficiency, Improved Shield Bash, Two-Weapon Fighting.
Benefit: When wielding two shields, apply the shield bonus of both shields to your AC. If both shields provide an enhancement bonus to AC, apply the higher enhancement bonuses in full as the primary shield and +1 enhancement bonus for the off-hand shield.
I've been under the impression that gunslingers eventually get far higher damage at low ranges (say <100 ft) but that archers still win out at longer ranges, as long as sane perception rules are used (if RAW perception rules are used any kind of ranged weapon is kind of useless).
Gun users have the advantage of the close range AC counter (sure i'm in the murder zone but I'm guaranteed to hit!) vs an archers range (Good luck I'm 5 rounds away!) Also (for some reason) guns can't go past range increment 5 while bows can go the full 10 (advanced firearms can also go the full 10, but everyone HATES GUNS IN THEIR FANTASUH)
Also, 15 levels of pisterelo gunslinger, 1 level of wild rager barbarian, buy 10 dual barrel pistols on weapon cords, boots of haste, clustered shots, rapid shot, hammer the gap, and all 3 TWF feats. The target in front of you just took 20 bullets to the face all as 1 source of damage.
3.5 Loyalist wrote:
Mundane and minor magic loot from the hobgoblins is stuff that they either already have and won't use (converted to gold) stuff they can't use (converted to gold) or stuff that will be useful in a later and rare situation (most likely sold for gold at a later date) Using a magic item to bribe or negotiate is basically using the item AS gold.
Why do you hate your players by giving them vast amounts of wealth that they can't really use?
3.5 Loyalist wrote:
Depending on the random magic items table of monster loot is a folly that anyone once done regrets horribly. The chances of there being an item that will benefit someone of the party is about 10-15% and that's if your lucky.
Here's an example. A party of 4 (2 hander fighter, ranger focused on range, blaster/utility wizard and utility/healing druid) Their not too worried about their only melee goy not running with a shield because with the buffs and his power any threats are quickly dealt with. When they finally reach the end of the hobgoblins fort and partake of the loot, gold, art, gems, and various other rare goods. But when the magic item that's in the pile gets rolled up, they get a shield, and not just any shield an awesome large steel shield of defense.
Too bad it benefits no one of the party. It's metal so the druid can't use it, the ranger could use it in case of emergencies but it would simply collect dust on him with their party dynamic. The wizard can do dick all with it, and if the fighter uses it he loses out on a lot of the feats and archetype bonuses he has been focusing on.
Crafting can seem like a "play it safe" thing, I see it as a way taking some randomness out of the game and giving some control to the players when they actually go out of the way to do it.
this, just this makes me want a pointy hat on all my casters, even my wildshape druid
The Pathfinder PRD wrote:
Note those first two magical words, In General. As in, most of the time, commonly occurring, the norm but not the be all.
Another way to actually MAKE money via crafting by RAW is make items via commission. Find someone that wants the item made, find out their stats (class alignment and skills) and then CUT CORNERS! use all those cost reducers you can to drive the crafting cost down, then sell it for half BASE (listed) price. The NPC is happy with an item that is MADE for them, and you profit by RAW.
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
You only ever have one total for "Effective Druid Level" when it comes to classes with animal companion features. It's been argued that each instance of Animal companion should be kept separate (but then that kind of defeats the purpose of the beast-master ranger archetype)
It's more of a GM call really, but why take the druid levels when you can swap out your mount as a cavalier and/or samurai at later levels? Heck there's even the Beast Master Cavalier archetype that broadens your mount selection even further by allowing medium animals (like bears) to become large for riding.
I was wrong on the buff, my fault. I could argue that they could in fact take 10, but "distraction" is a person to person basis really so no point in that one.
Also, casting time for fabricate is 1 full round per 10 cubic feet (and in since this is a mineral conversion, only 1 cubic foot per level can be converted) of material. so NOT instantaneous
Aren't there some wizard spells/divine wand-able spells that give you a plus 10 or more once on a skill-check? and since your crafting in a town with no distractions you can simply take 10? and with wizard mental stats usually being stacked the bonuses he'd have a fair bonus.
So yeah another thing wizards are broken OP about is mundane crafting now!
XP is rewarded based off of the CR (Challenge Rating) of the "Encounter" challenge rating can easily be placed on "encounters" of the non-combat type as well. (based off of how hard it would be for the PC's to do so)
Besides you people that run into dungeons to meat-grind those poor creatures are monsters, you only need to win the encounter to get XP, diplomacy, chasing them off, and so on are other viable ways to "win" a "encounter"
Then here's a question, with the item crafting feat (pathfinder accessory) You can make magic item tattoo's for the same slots as regular magic items (effectively doubling you magic items worn)
The question is; does the players body (base ac 10) count as armor? and if so what type? Cause if it could count as light armor magical brawling tattoos for all the monks.
My google fu is failing me at the moment, and the site is quite active so the search is slow, i'll find the page in a bit for now but let me break it down for you.
Fast learning gives you the choice of: Replacing your +1 sp or +1 hp with +1 sp AND +1 hp. OR instead of REPLACING your chosen bonus with the combo'd bonus, you can gain an alternate class bonus. Meaning a Human fighter without Racial heritage but having Fast leaner can do:
when you add racial heritage to the math, you now can add this to the list
Favored class bonus is an alternate class reward, Fast Learning isn't stopping you from taking the the initial favored class bonus. This is why it works so well with racial heritage since you now count as two races, you can take the racial favored class bonus of one race (Human) then with Fast Learning take the racial favored class bonus (whatever race you chose with Racial Heritage)
Roberta Yang wrote:
Yes, you can. It's been brought up and approved SEVERAL times on the rules board, most people don't do it because it's a 2 feat dip to do it.
No, as noted you can only take either hp+skill or race/classpecific FC bonus. Can't take skill+spell for a human sorcerer, for example.
Okay, example time Human fighter with racial heritage (Dwarf) and fast learning. I can take BOTH the human fighter favored class bonus (+1 CMD to 2 maneuvers of choice) AND the Dwarf Fighter Fighter favored class bonus (+1 CMD against bullrush and trip)
They ARE overpowered, in the sense that a druid is the easiest swift army knife of the classes. They can't do everything perfectly, but they can do everything. Heal, buff, utility, revive(if it's in the game) damage dealing, distraction, skill-monkey (if you build it right, this can be a literal term)
There is very little a druid CAN'T do, thus their power in comparison to other classes
Roberta Yang wrote:
Human 2 feat dump of Fast Learner and Racial Heritage, I can have the racial favored class bonus of Human and the racial heritage I chose.
Okay, let me break it down for you.
Declare Charge, choose my target, move to him and have not used my full movement OF the charge, declare overrun as I hit him, do the standard attacks of the charge. roll for overrun and if successful keep going. mechanically works AND gives the thematic of charging RIGHT THROUGH someone (if the target chose to step aside of the overrun (and you don't have trample) they tried to get out of the way and partially failed, but managed to not be brought underfoot)
Elephant stomp adds to that by the mount stopping right on top of the guy and hitting him again instead of running his ass over, while trample IS you running his ass over and stepping on him.
Then again now that I think about it, elephant stomp may have been a feat designed for the mammoth rider prestige class.
where in that does it say I CAN'T hit the target? as RAW I can do charge attack damage AND Overrun
How is Elephant Stomp helping here? Seriously, explain it. ES requires forgoing every benefit of the overrun, both the knocking prone and the moving through the victim's space. And it requires you yourself to be the one that made the overrun attempt. I'm guessing you mean in tandem with the Trample feat.
I declare mounted charge and overrun, I hit the target with my weapon and my mount hits with it's natural weapon, if I beat the overrun by 5 or more I can stop and my mount can hit the guy with it's main natural weapon AGAIN at NO PENALTY.
vs Trample where your mount gets to attack with a foot for a small amount of damage with a +4 to hit and knocking the guy prone
Either way I get 3 attacks, one results with the enemy receiving a status penalty, while the other results in more damage done
As I said, it's not GOOD, but it's not BAD either. I use it all the time with my Rhino riding Cavalier
Roberta Yang wrote:
Okay after re-reading Lunge your right, Monkey lunge is a bad feat.
Elephant Stomp lets you do an extra attack when you are mounted and doing a charge (since overrun can be done as part of a charge. You attack once, your mount attacks twice if it has elephant stomp instead of once as well) at the cost of stopping the overrun. Is it good? not really, but it's still usefull