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Let's think about this for a moment. We'll use a wolf pack analogy.
What happens when one wolf doesn't try as hard as the rest? Is slower, weaker, but still expects as much of the kill as the rest of the pack?
They die. It's the player's choice to play a weak wolf character. He's barely better than a commoner in terms of stats, and you don't see commoners striking down Runelords or Snake Gods or even little Kobold Chiefs(very often).
That's just not cool. GM forced plot aside... Mage Armor, Shield, and Vanish? Enlarge Person maybe?
Are the retraining rules allowed? Why can't you dig the item out? You could also say your character retires to meditate on his new found magic and make a new character, but I don't think that's cool either.
Let's be honest, the spell manifestions are errata added in based on artwork and a need to explain why you still get a Spellcraft check on a Still/Silent spell. That is why Invisibility has nothing in it for suppressing them.
Having a fly speed gives you Fly as a class skill.
Kinetic Fist Damage would only be 1d6, and it's still a point of burn. If you're gathering power, you aren't full attacking,mane that means less damage.
Kinetic Fist wrote:
You deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage.
6d6 blast would get you 2d6 fist.
Anyone else thinking he came here for justification to disallow the feat, then didn't get it? So far he's seemed to like just the smokestack idea. Which neuters the archers because he can't see through smoke.
Saying "just core" then given the archer chances to use non-Core material like adaptive and Point Blank Master is your own fault. Without that weapon enhancement, even a lv1 sorcerer using ray of enfeeblement would handle your issues and still be able to hit the paladin and the monk too if he survived long enough.
I would much appreciate not only a link to this post, but a link to the FAQ/errata that added this opinion to the rules of the game. We've been told before that, unless it's from the PDT, that designer/developers posts are NOT to be considered actual rules.
Characters that hurt themselves when using magic. Actually hurt themselves, like wounds open up or burns form. Kineticist is close, but that's light bruising at best.
Spheres of Power has options for this at least, and Grittier Rules has an optional rule where spells cost HP and spell slots, but so far nothing I'm aware of in Pathfinder can replicate a character with so much magic or is so untrained they hurt themselves using it.
...yes, I played such a character once in a dice-less game. It was pretty fun, actually.
Ryan Freire wrote:
Baba Yaga says hi.
Lord Mhoram wrote:
We shall call it the
That is just terrible.
Actually, a high Armor Class isn't as helpful in this situation as you might think.
Potion Activation wrote:
Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.
Potion Physical Description wrote:
The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.
I once had a GM rule the reason I didn't fall and crush the dragon after I turned into an elephant(wildshape) was because I had flown above it and reached my apogee so I wouldn't fall until the next round. On it's turn the dragon flew out from under me.
He just wanted his dragon to survive. Until that point I'd been dealing with it on my own, since I was the only one that could even remotely keep up with it in the air over the town.
Darksol the Painbringer wrote:
And then, to sell more books, Paizo will put out more Dex-to-Damage options(always nerfing similar options first, like with Scarred Witch Doctor and Kineticist or Eldritch Heritage(arcane) Oracles and Spell Sage wizards) that people will flock to only to rage as it's nerfed again in time for the next wave of new options to hit the shelves.
Advanced Weapon Training, Critical Versatility, Disciple of the Sword, Disrupting Shot, Greater Shield Specialization, Martial Mastery, Martial Versatility, Pin Down, Shield Specialization, Sunder Blessing, Weapon Specialization.
Sorry, it was bugging me because I knew there were more than three.
Those fire bonuses can be awesome for a Sorcerer with Profession(Anthropology) that studied Goblins so extensively they copied some of their abilities without realizing it.
If you wanna get really crazy with options, then play a half-elf and take Racial Heritage(pick a race) and grab the Orc Bloodline. That's four different races mixing in one character.
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