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I assume he should be panicked or have no effect on a passed save due to negative energy affinity. Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. Chill Touch:
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
The scenario should definetly spell out what is or is not allowed. As for the "nerf"
I used to choose neither, rarely, until I got the exact same two items immediately after picking it. After that i always chose one over the other assuming a vote for a bad item won't affect the good stuff since it will get more votes against it and the judges wouldn't possibly pick it anyway. Edit: I don't remember having to pick between two amazing items.
All I am willing to say is.... I double checked the 27 auto rejects
I had one regret after submitting but if it bites me in the butt ill try again next year and maybe make some practice items instead of changing my mind and entering at the last minute.
Aelryinth wrote:
A ranger built like a fighter will not be as good as a fighter built like a fighter. Just because a class has more of something doesn't mean it will try to improve that area or get the same value returned for doing do.
Wow characters shouldn't work on weaknesses... It doesn't take an in combat action to protect your self. A fighter can also do it them selves. If you are going to ignore everything why keep posting? A low will save is not a death sentence and will not ruin your game, there is no guarante a target will fail a save and many fighters can get good saves. In fact realizing that is a weakness is the start to making an awesome character. I would love it if fighters got better saves, it probably wouldn't break the game. While we are at it lets make all poor will saves good and frustrate casters - who already have a problem landing save spells. Improving the fighter is a slippery slope, I think bravery could be all emotion spells and they could have 4 skills per level (maybe choose a theme and the extra 2 points must be spent in specific places) but the fighter as is can be a fun and balanced part of the party. Using newer pathfinder options helps too, like traits and non CRB sources like the players guide and ultimate line.
Major Longhorn wrote:
Everyone, it's a violent setting.
Jam412 wrote:
Order of the cockatrice is awesome!
Ravingdork wrote:
My choice would be crappy first level wizards with no or fewer spells, A bard wouldn't bother to record them in his tale. Or its up to the GM...Half levels are not in PF.
They have nothing cool. Closest ive gotten is to choose growth and animal domains and pretend to be a Druid. Or briefly get excited over one domain power. I keep trying to get excited about them and failing. Flavor is greater than usefulness. If there is a way to get more domains please let me know.
Fighters are awesome because everyone else has to do things to be on par with them. They use spells to up their to hit and damage, They use spells to add to movement, They use spells that act as feats, and use more spells because they don't have the HP to take two hits. I have fun playing a fighter because he has so much room for badassness. He doesn't cower in the back/middle like the wizard, he doesn't fear death because he sees it everyday in the mirror. He doesn't get weaker through out the day, he is strong and tough, and when fighting equal cr mobs is not getting hit much. When a worthy challenge appears I enjoy getting hit instead of the weaker party members. I enjoy the rush of pride as we defeat the our toughest foes, guided by my constant strength and skill. I enjoy playing a fighter because my build is just one feat power attack, I have 19 or 20 more to build a character with. Feats that show my talents or feats that I learned through sweat and blood from my mistakes. I love my fighter because he isn't babied by a god like a paladin, he isnt sworn to a lord like a cavalier, and he enjoys the company of people more than animals like the ranger. He is free and owns his own destiny. He could choose to study art science or lore, he could try to become the best swordsman in the world, or he could enjoy looking for the best ingredients for his food/beer/exotic habits. He lives in the world and not at the end of a rope trick. The fighter is awesome. other class comments :
I play a wizard in carrion crown and enjoy cowering in the back and being ignored when I warn the party not to open doors or approach something until I am certain it is safe, and then they regret it. I enjoy being above the pary literally (also). The one thing I dislike about the wizard is GMs always pass saves they roll, no matter what version of dnd or who is GMing, or what the monster is. I also enjoy the other classes I have played over they years, inquisitor, psion, samurai, rogue, monk, ect.
weaknesses:
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water. Just wear clothes with a big hood.
Capt. Carrot tells the truth and let's people assume the worst. to badly quote," I really don't want to follow this order I've been given", the order is to not hurt them but the criminal assumes torture. Of course, I don't think he suspects at all they would take it that way.
Many of the rogue tricks are so bad I would give them for free as a GM. And the good ones are almost required. Or more likely just buff sneak attack to do min damage when it does not apply. Since they are a good class skill wise and don't really need a skill buff.
Alignment is a very large box that you choose your character to play in. It kills me every time I see "would a CG character do this" or "I can't do that I'm LG" your alignment does not dictate your actions it is a foundation of who you are. alignment is not black and white:
An evil character can be a good and caring husband/wife/ parent Being neutral does not mean you don't care if an innocent is wrongfully found guilty
My first PFS character is a dwarven inquisitor who goes out of his way to enable others and keep them in the fight. My most recent character uses bodyguard and aid an other actions to let others shine. You don't need to know what others are playing to play as part of a team. Total defense and provoke AoO, move to flank, heal checks to stop bleeding. Knowledge checks to I'd monster weaknesses... |
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