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Interesting. In this case it's my character (minus tower shield). My +2 init will change a lot, but not significantly lol. I'm normally last.
I like melee rogues, I suggest this rogue talent offensive defense
You shouldn't rush in until after the tougher melee move in. grab a spring loaded wrist sheath with a wand of your favorite ranged touch spell that you can sneak attack with, like fiery shurican or scorching ray.
Potions of Mage armor and a pearl of power lvl 1 for when you have a wizard in the group.
Slithery D wrote:
I never made that claim, but I guess it is good to remind people.
I can't wait to play a stamina fighter. Sorry you don't like the system as it seams like a great one.
I was unimpressed until I made a character and saw the tricks I would have. It gives fighters more going power and options.
I can't wait until the weapons master's handbook comes out. More tricks and neat sounding abilities.
I love heavy armor characters.
Will it have fighting styles that rely on wearing armor?
Thanks for making these, I'm very excited for the weapon masters handbook and this.
The true namer was truly broken by being a skill check and either super hard or easy if a specific splat book option was used.
Anyway Eventually the DC will be impossible to pass as a natural 20 doesn't do anything on caster level checks (if wrong we make it so for this), Which happens around the 6 time that spell level is used if cast at max caster level. Which seems fine for wizards as it adds uncertainty to combat for a few more spells. (Wasting your turn sucks).
Increasing the DC on a failure seems cruel, I also don't want to suggest other penalties that would have to be tracked for failure. Maybe the caster takes becomes fatigued on a failure (1min) which can become exhausted (1 hour) and then unconscious (1 day).
Counterspelling could be exempt, not needing a roll. As well as spell trigger and completion options. Cantrips and Spell like abilities could not be effected either.
I think caster level checks are a good start.
Quick suggestion, probably not fully thought out.
DC = 5 + CL.
Specialists can cast a spell as a full round action to reduce the DC by 2. Universalists and sorcerers can do the same to reduce any spell by 1,. Other full casters can do something similar....
AC 26 is not high for a lvl 9 character.
Anyway, that's not what you are asking. The answer is just don't cast Shield (shield cannot be made into a potion) That 4 AC bump is really nice. Prepare other spells instead, true strike is first level and is verbal only.
If you choose the +2 Chr it probably is better than the other options Using that race. It doesn't matter the RP total.
This applies to any optional "down grade" the player is getting the better part of the exchange.k
Edit: double checked multitalented...i would drop it for every half elf I ever play, if there was any thing else I could take (and there is, fey thoughts)
I would change the combat section to state you need a class ability to 5' step, withdraw and draw weapons as part of a move. The bonus for charging/flanking would be +1. Being a fighter/rogue/monk will improve the above actions and bonuses per a class ability. With a feat to help more or allow others to do these actions.
Edit: 5' step, withdraw, and drawing weapons could improve as well. Also maybe some other classes could get a small bonus to the above too but not scaling or scales slowler.
So yes, that works just right. 4d10 or whatever is a lot of damage, point blank, class abilities, magic weapons or bullets add more too.
Your victim is not just going to let you shoot them. If they are afraid of getting shot then you can probably convince them to be helpless or you will shoot them. Once helpless you could coup de grace them.
Choose a weak target, like a good villain, like a dandy or child. (Children might be an issue at some tables though).
Edit: of course the obvious pistol would do less damage,
I've played games where the gm didn't fudge the dcs and enemies very ofte rolled 15+ and passed their saves. It is frustrating.
also I have played where my amazing sniper character couldn't hit a thing with his gun, but in melee he was unstoppable. Dice are random and combat is quick, you might not get average results.
I've played with GM of the arbitrary school, but not anymore since it is not very fun.
If a player expects npcs to be low level they should be surprised. The more successful the more likely they will be higher lvl. I start npcs at lvl 5 then adjust up or down based on age and experience, switching to PC classes if they are very successful. If it is a planned combat I use the cr encounter guide lines (npcs can be rough at low levels with their extra hit dice for their cr).
Locks can be enhanced with magic, or could just be fake; Perhaps it is an illusion. There are many possibilities the world should be exciting.