Nareem Daress

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mplindustries wrote:
johnlocke90 wrote:
mplindustries wrote:


It's like those vegetarians that eat mostly soy so they save animal's lives. Except feeding a family with soy kills more animals than feeding a family with cow, because threshing a field of soy kills hundreds of small rodents, birds, and insects, whereas eating cow kills one cow.

I would like a citation on that.
This is kind of an inflammatory piece you might not like, but it links to all the relevant research and responses by vegans.

Oh! But since oxen (let's be gender neutral in the spirit of Paizo publications) aren't really raised on pasture (except on TV commercials and pictures on milk cartons) we can kill both the ox AND the zillions of little whats-its that die to the corn thresher to make the heaps of silage or whatever we use to feed the things. It's win-win!


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I'm a human ranger. I take Favored Enemy: Animals. I cast Instant Enemy on the party's half orc barbarian. Then I buff him with Animal Growth. Legal?

I'm still a human ranger. I take Favored Enemy: Undead. I cast Instant Enemy on myself. Now I get healed by negative energy. Legal? Or would it only be my negative energy that heals myself because only "I" can treat "me" as my favored enemy type? Can I decide to treat myself as undead in lieu of making a saving throw against Dominate Person? That should be legal, right?


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Buy an AP and pretend like you're running it. In reality you've got your material penciled in the margins. Just make sure your game vaguely fits the module title and cover art. They'll never know the difference!


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As for ravens and parrots using wands held in the beak this should work. Birds vocalize with an anatomical structure called a syrinx that sits at the bifurcation of their bronchi. They don't really need to move their beaks or tongues too much to make sound. If you ever watch a pet parrot you can catch him talking with his mouth full of food, while using his beak to climb, etc. Parrots are also good at standing on one foot while holding an object with the other. I don't see why they couldn't use wands.


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In our current, hypothetical realm of gratuitous buffing, wouldn't the fighter by flying, and hence trip-proof anyway?

I think the interesting thing that SoulGambit demonstrates is that if you pile on a metric crap-ton of buffs there comes a point where all the monk's extra attacks actually land and damage starts to add up. Now, granted, I've never been at a table where I had all these buffs flying around but it could happen. Probably any fix should take this "scaling" behavior into account. For instance, have flurry add something like one extra attack at the highest bonus but make sure all the attacks land often enough and hit hard enough to trail but not exceed the fighter's DPR.


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Ashiel wrote:

On the subject of the monk who gains ability score increases while leveling, I have a few things I'd like ask if it hasn't been covered yet (which may muddy the water a bit).

1) What happens when said monk is reincarnated? You normally drop all your physical ability scores, aging modifiers, and anything other than your base benefits and then gain new racial modifiers. But your mental statistics stay the same.

2) How does it interact with creating new characters are higher levels? This is especially a concern for NPCs who often have to be generated above 1st level, often fairly quickly. It seems that it would be incorrect to generate the NPC's final stats and then apply all the mods at once, rather than applying the mods over the course of levels. Also, how does it interact with templates and the like?

2.a) For example, let's say the BBEG chooses his Strength to buff because it's the lowest of his stats (I believe that was the qualifier the last time I looked), and then goes and drinks the last canister of mutegen and turns into Super BBEG and gets the giant template or something and a big buff to his Strength and debuff to his Dexterity. Does the modification re-fit retroactively?

2.b) If you made a skeleton or zombie out of the monk, since these appear to be modifications to their direct ability scores via an Ex ability (as in the Ex ability mods them, but once modded it's part of the ability score alone and not merely an effect of the Ex ability) it seems like this would make monks darn good skeleton and zombie stock since monks would be likely to have high stats across the board.

3) How does it interact with non-abilities? I presume they would just be ignored, but it's something of a question as a ghost-monk or shadow-monk or an undead-monk might have to worry about this (most incorporeal creatures have no Strength, undead have no Constitution, etc).

4) How does it interact with Ability Drain. Unlike damage drain actually lowers an ability score according to the rules, so if the...

I think right answer to all of these questions is "the same thing that happens to ability score increases everyone gets at every 4th level". I don't think there needs to be a whole complicated mechanic for it.


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There was one time when our party had cornered a group of bandits in an abandoned farmhouse. They were using the front hall as a choke point so only the barbarian could engage them in melee. My monk decided to scout around the back to see if he could find another way in when he spied a large window on the first floor where the bandits were massed. With the appropriate tumble checks I was able to dive roll through the window, shattering it in the process, spring attack in, punch someone in the back of the head, and back flip back out the now broken window all in one round. The bandits had a "what the hell just happened" kind of moment, and thinking themselves now surrounded, decided to surrender.


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3.5 Loyalist wrote:
Duskblade wrote:

I'm not gonna lie, this is by far one of the most BUSTED classes I have ever had to deal with in Pathfinder, and it really does make me ill that I ever allowed it in my campaign to begin with.

What I currently have issues with, specifically, is the Signature Deed ability combined with Lightning Reload, which effectively allows a gunslinger to reload their gun as a FREE action with a single barrel weapon that does NOT provoke attacks of opportunity. Combined with other crazy ranged feats like Rapid Shot (or joy...a -2 penalty on a range TOUCH attack...what a penalty), and the 'Deadly Aim' feat. I mean, sweet Jesus, I have never seen anything so stupid before in my life. And to add even MORE insult to injury, the archtype known as the Pistolero just makes things even more ridiculous (Up Close and Deadly and Pistol Training make the friggin damage of this class simply INSANE).

I have to ask, is there ANY errata, or is this class just that damn good?

Moreover, is anyone else having issues with this class (I mean, hell...imagine a Pistolero DUAL WIELDING their weapons...which only gives them a -4 penalty of course...but who cares...they are shooting with RANGED TOUCH ATTACKS with a FULL BaB AND they have an insane amount of DEX).

But yea...if anyone else understands this issues, please post your comments. I'd like to know what everyone else thinks.

Absolutely and utterly. Along with alchemists that make bombs so fast, without mixing any ingredients they actually buy, to create bombs that no one else can use. >:(

I recall one player was trying to allow me to put gunslingers into the game. I read them up a bit, laughed, said no.

The loading, yes I had a problem with the loading. The tech was matchlock, they do not load that fast, doesn't matter how fast your fingers are. I've watched Japanese matchlock arquebusiers (they were a visiting group to a festival) load and shoot (while wearing armour and on a field, very Sengoku influenced), and I've timed how long it...

Amen to this. I don't know why they made the gunslinger a cowboy. I don't know why his capstone is called "true grit". And I don't know how the hell anyone could get off a shot per second with a black powder musket when it took a trained soldier with a civil war era flintlock 20 seconds to load and fire a single round.

I wish they had made all gun mechanics similar to the Deadshot Deed where you end up doing more and more damage as your BAB scales but you're never actually shooting more than one bullet per round.


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I see this "monks don't fit into my medieval fantasy setting" pop up a lot. I can totally understand but, man, what happens when the wizard decides to start summoning celestial dinosaurs? Nothing breaks the Arthurian atmosphere quite like a T-rex with a halo and vestigial angel wings.


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I read this post and immediately thought "Arrested Development".


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Pathfinder has a plethora of weaponized tools for you to enjoy. I think what you're looking for is called the "Monk's Spade". You don't have to be a monk to dig holes with it of course- that's just flavor. Or you could add some kick to your masterwork makeup kit with the Iron Brush. And what big game hunter's place setting would be complete without a well polished Tiger Fork (preferably alchemical silver for special occasions)?


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Gignere wrote:
shallowsoul wrote:
Where does it say that a Monk is a combat class specifically?

It's call process of elimination. You look at the monk and you see, no caster levels ok so not a spell caster. Then you go over and see hmm 4 skill points per level, probably not a skill monkey.

Then you read flurry of blows a unique way to fight in combat.

Then you continue all good saves, AC increase and unarm damage automatically goes up as you level.

I get it the monk must be a healing class....

Seriously. If people haven't figured out that monks are a combat class that would explain a lot. I can't imagine what kind of class they're supposed to be though. Do the official APs have lots of modules devoted to foot races and fireball dodging competitions or something?