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Robotic Construct Sorcerer? sounds like fun! *Accessing global arcane faunt lines*
FIREBALL! sorry I could not resist
Morgen wrote:
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)
hoshi wrote:
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)
kaisc006 wrote:
Not really a terrible tradeoff when your main goal is to not be reduced to red-mist from lucky hits.
R_Chance wrote:
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 >.>
vuron wrote:
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.
vuron wrote:
3rd party feat, Open Design Buckler Mastery 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.
Ilja wrote: 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.
Ashiel wrote:
this, just this makes me want a pointy hat on all my casters, even my wildshape druid
[QUOTE="Digitalelf"
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.
mordion wrote:
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.
LazarX wrote:
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
LazarX wrote:
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.
Ilja wrote:
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
Ilja wrote:
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.
Ilja wrote: 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.
StreamOfTheSky wrote: *Face palm* 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.
StreamOfTheSky wrote:
where in that does it say I CAN'T hit the target? as RAW I can do charge attack damage AND Overrun
StreamOfTheSky wrote: 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
StreamOfTheSky wrote:
Spell-checked for you. Also, if you had bothered to read a little further, you would have seen that I had corrected myself on monkey lunge, and also explained why that Stomp is a decent feet (mount getting an extra attack when you and the mount do an Overrun as part of a charge, 3 attacks instead of 2 is always welcome) then of course with your attackish way of posting I'm guessing you just saw my initial post and with you RUSTLED JIMMIES came down upon me like a pocket full of spaghetti unlike you I at least read the whole thread before posting, ciao.
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
TriOmegaZero wrote:
Elephant Stomp is an immediate action (so it's usable in a charge) and Monkey lunge spends a standard action to use lunge AS your standard action instead of spending a standard TO use lune without the -2
You people should read the SRD more, Monkey Lunge and Elephant stomp work now. Elephant Stomp (Combat)
Monkey Lunge (Combat)
STR Ranger wrote:
Hammer the gap is awesome on specific builds, Pistolero gunslinger with it and Clustered Shots is doing LOTS of massive damage in a full round. Also, hammer the gap is one of the few forms of bonus damage you can get that is multiplied on crits.
Of all that, the only one thats most effective is the arm shot to disarm. Sure it's a Full action but being able to disarm a guy from X feet away while the party MELEE-WHALE closes is always awesome. 3.5 Loyalist wrote:
You ARE aware that this power has about 1/5th the power of a save or suck spell, and that these do only one bullet of damage (Plus Dex if musket master) I hardly call it broken, specially since the DM is totally capable of bringing in the optional called shot rules for modifiers to this
vuron wrote:
the 1/2 price is in place primarily for two reasons, that's the real worth of the item (and NPC's are dicks about prices and are greedy profitmongers to PC's, I have a house-rule that PC's can haggle down to 60% with good RP and good rolls) and time. If the item was crafted at the same cost that NPC's sell at, no one would craft anything, even WITH the reduction modifiers because it would take too long. Here's some examples; Cloak of Elvenkind (very basic wondrous item) 3 hours instead of 1 or 2 (varies from GM to GM and RAW and RAI)
This is before adding cost reduction modifiers, this is also without the double-time craft action and in perfect conditions (the PC's have bought a place where the crafter can work a full 8 hours unheeded) Even with the crafting reductions NO ONE except the extremely devoted to the idea, or the really cheesy people would craft because it would eat up way to much time. Also, PFS has magic item crafting banned for balance, because not everyone can make the consumable magic items (potions, wands, scrolls) that are oh so useful. Yes martial classes CAN craft magic items (Master Craftsman yay) but it only works for Magic Arms and Armors and Craft Wondrous Items so that kinda pooches the martial-men, and NO ONE would play them in PFS then (Because if crafting was allowed in PFS, it would not be optimized to not craft.) /rantmodeoff
I play fighter because you can do so many awesome martial builds with them. Get all the trip feats, pole-arm, lots of dex and AoO's, and then combat patrol. Unless it's invisible, out of reach in the air or underground Gandalf's got NUTHIN on your YOU SHALL NOT PASS
the last game I ran (a while back actually) where the PC's were in a solo bossfight had a gay old time. Mainly because I went final fantasy/shadow of the colossus and other games on them. The boss was a construct Castle, it was so huge a single foot or fist took up a 50 foot Area. The PC's had to damage parts to slow it down, or climb/fly up to key points to do extra damage. They nearly failed because they stopped it JUST IN TIME before it reached it's goal of smashing the capitol City. Solo Encounters can be damn fun if you give them some spin
Starbuck_II wrote:
that doesn't really make any sense since the Holy Gun and Spellslinger are effectively built for the same scenario but still get the gunsmithing, proficiency AND a gun
Velcro Zipper wrote:
Well, martial classes do tend to be quite attached to their gear due to it being one of the few gap closers between them and the prime casters. If you take all their armor, weapons, and gear away caster still have their spells to fall back on, without gear and items all the martial's have left are fists. I can understand why that particular fighter WAS terrified of losing his armor, without it he's reduced to next-to-useless, compared to said example cleric. Even without optimization he STILL has the all powerful prime caster spell-list
Mergy wrote:
This also proves that breaking the martial guys weapon sometimes is a bad idea
dunebugg wrote:
As far as me and my local gamers are concerned yes, it does work. For extra zest take Fast Learner and take the humans favored class bonus as well.
shallowsoul wrote:
A little more context would help. A factor is how long has the barb had this weapon? Most people do get rustled jimmies if you smash the toy you just gave them.
the short answer? yes the long answer?: Yeeeeeeeeeeeeeeeeeeessssssssssssss the explaining answer: It'll work, first attack will be at 1.5 str, the rest of your mainhand (aka the sword) attacks will be at 2X and all the offhand (armor spikes) will be at half/no strength. Although your gonna have to have those spikes on the legs cause by RAW only monks get to do unarmed attacks beyond punch, kick, and headbutt
Seranov wrote: For the record, I'm pretty sure there's an earlier Two Handed Fighter archetype ability that makes you first attack have 2x Str to damage, too. Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. It does and it doesn't
Nicos wrote:
hold on let me copypasta; Backswing (Ex) At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. In other words if you want this to work, all your main hand attacks must be the two handed (because your legs and elbows are your off-hand) and the first attack is at 1.5X, while the rest are at 2X Rudy2 wrote:
Because the monks ability is buffing up the strength penalties of two weapon fighting to baseline (full strength mainhand half/no-strength offhand to full and full) wielding a two hander goes from full to 1.5 and backswing brings it up to 2X after the first swing.
For one, 7th level power Backswing for the Two Handed fighter archetype adds 2X his strength score (instead of 1.5) to all the attacks with the weapon in a full round AFTER THE FIRST So your first (and notably best to-hit roll) is going to be weaker. Second, Flurry is a full attack option for monks so that their full strength will be applied to their offhand and main hand (fists, and weapons) So no they don't really stack on the weapon, because Backswing is improving beyond what the monks flurry does. HOWEVER it does stack in the way that you do all your main-hand swings with the 2 handed weapon and then do all the off-hand attacks with knees, feet, head and elbows at full strength bonus instead of none/half that most other two weapon fighters do.
the +5 cap is for normal non magical effect enhancement. So that way you don't end up with a paladin getting a +5 weapon and then dumping his divine bond into more enhancement to get a +11 weapon. I thought it was pretty clear so yeah no real point on getting a weapon beyond +4 via money unless you want those bonuses 24/7
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