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Kobold

Jiggy's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 15,570 posts (16,435 including aliases). 14 reviews. 3 lists. 1 wishlist. 12 Pathfinder Society characters. 11 aliases.


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Grand Lodge ** RPG Superstar 2012 Top 32

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Andrew Christian wrote:

Sorry, the relevant FAQ is from the APG. The question is regarding cavalier/druid multiclassing.

But it does say the same ruling applies to a ranger/druid

You mean this FAQ?

Actually, it says the same ruling applies to ranger/cavalier, not ranger/druid.

Hrm. I'm of two minds about that, then.

On the one hand, it seems easy to make it a global rule that any time you have pets, different lists = different critters.

On the other hand, druid/ranger would have seemed an obvious combination to reference, wouldn't it? Maybe the intent is that there's supposed to be a difference between a "companion" and a "mount", but there doesn't need to be as big of a gap between two classes' companions?

Hrm.

EDIT: Well, I'm sure I'm not the first to ask, so someone will probably come by with a link to a direct answer sooner or later.

Grand Lodge ** RPG Superstar 2012 Top 32

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Seth Gipson wrote:
Yo Jiggy, have you ever 'flashy thinged' me?

...No.

Grand Lodge RPG Superstar 2012 Top 32

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By what means, exactly, do you acquire/recruit players? Perhaps you could make an adjustment there.

Also, gotta share a chuckle:

DMFTodd wrote:
The group complained that there was little treasure. Nevermind they were handed two potions about 12 sessions ago

I'm sure you're probably only mentioning the two potions they forgot about, but it sort of reads (to me, at least) like "They got 2 whole potions in a mere 12 sessions! How is that too little treasure?!" I had to laugh. :)

Grand Lodge RPG Superstar 2012 Top 32

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I think there are some folks who need to learn how to separate content from behavior. Just because someone tells you you're wrong doesn't mean they're being a jackass. And just because you think you're right doesn't mean you're not being a jackass.

Grand Lodge RPG Superstar 2012 Top 32

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Insain Dragoon wrote:

Dude have you seen the Hunter thread? Pages upon pages of "man that core mechanic blows, you should fix it"

Shrugged off because he disagreed. He was wrong on that one.

Shrugged off because he disagreed, or because the most helpful commentary people could manage to articulate was "that blows, fix it"?

Grand Lodge RPG Superstar 2012 Top 32

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Insain Dragoon wrote:
even suggests that its possible for him to make mistakes.
Insain Dragoon wrote:
put his fingers in his ears and went "nah nah nah I'm not listening"

Your inability to tell the difference between these two concepts has more to do with the deletion of your posts than any "brutality" on the part of the moderators.

Grand Lodge RPG Superstar 2012 Top 32

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Hm, necro-ing a 3-year-old thread just to say "I'm more oppressed than you!"

Alrighty.

Grand Lodge RPG Superstar 2012 Top 32

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Jaelithe, keep in mind that when people say "doing X would get old fast", they're speaking in the context of the standard/default level of wealth/magic. Thing is, I'm getting the impression from your posts that you don't realize what that standard is.

The default assumption of the game is that say a 9th-level fighter will have approximately 46,000gp worth of magic items, with roughly 12,000gp worth of weaponry, another 12k or so worth of magic armor/protection, etc. Everyone's game will be a little different, but that's the baseline that the system is built around.

You've eventually revealed that in your games, the level of magic availability is nowhere near that. That's fine. I just think you fostered a miscommunication when you failed to mention that difference up front.

Since nobody (neither you nor anyone else) mentioned any deviations from the baseline, the assumed context of the entire dialogue has been that baseline.

So when people said "having all magic items be mysterious would be a hassle", since they didn't specify an alternate context, the point they were communicating was actually "having all magic items be mysterious would be a hassle when you have the magnitude of magic items suggested in the rules". I'd venture a guess you wouldn't actually disagree with that.

Similarly, when you said things like "Every magic item is unique and unknown", since you failed to specify an alternate context, the point you communicated was that you had far more of those unique and mysterious magic items in your game than it sounds like is actually the case.

Again, there's nothing wrong with playing a low-magic/low-wealth game; as you've demonstrated, it enables a whole different flavor that isn't practical in standard-wealth/standard-magic Pathfinder. Just be aware that when you comment on things about your game, you need to specify the differences between your game and the standard so that people have the necessary context to correctly interpret your comments. If you don't, then you get dialogues like the above where your statements are taken in the context of "default Pathfinder", and in that context they take on entirely different meanings and ramifications.

Grand Lodge RPG Superstar 2012 Top 32

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When normal, intelligent, socially-healthy people decide to sit down to a game together, there's an assumption so fundamental to that social event that most people don't even consciously think about it. This assumption is that everyone is letting the rules define what the game is and agreeing to all abide by those same rules unless the group as a whole decides otherwise, regardless of whose house they're in or who owns the game or whatever else. This is not just for competitive games where there's a winner and fairness needs to be preserved, it's also for cooperative games (there are plenty outside of RPGs).

Most of the things that I see folks on the boards label as "not trusting the GM" is really just a case of "treating the RPG just like every other game ever because no one told them ahead of time to expect anything different". Simply failing to mind-read the GM's intent to alter one of the fundamental assumptions of what it means to play a game, gets labeled as "having trust issues".

Grand Lodge RPG Superstar 2012 Top 32

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This should probably be in the houserules forum, but...

There are two ways you can approach this: make the casters more "linear" or make the martials more "quadratic".

The former probably requires re-writing the entire magic system.

The latter, however, might be doable. The simplest "patch" would probably be this:

Look at what full-casters can do at levels 4, 6, 8, 10, etc.

For each level, pick either something a full-caster can do (that a martial would want to do) or something a monster can do that gets in the way of a martial doing their thing.

Create a feat that enables doing a similar sort of thing as the caster or that helps overcome the monster's obstacle. Give the feat a prereq of figher level X, where X is the level you were looking at. Make it a limited per-day usage that scales with fighter level, comparable to spell progression.

For each feat you make, add a "Special" line that reads "A monk may select FEATNAME as a bonus feat starting at X level, treating his monk levels as fighter levels for purposes of determining its effects." Pick the most appropriate value for X based on the fighter level prereq.

Finally, create a rogue talent (or expand an existing one) to say "A rogue with this talent treats her rogue levels as levels of fighter for the purposes of qualifying for feats and determining their effects."

Congratulations, your martials are now playing on the same field as your casters.

Grand Lodge ** RPG Superstar 2012 Top 32

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A few things:

First, in order to become a Pathfinder, your PC did one of the following:
A) Applied for membership and made it through about 3 years of training before being approved as a field agent.
B) Made some major accomplishment that publicly demonstrated your capabilities such that you were offered a field commission.
How does your concept fit into the framework of the campaign? Why is your pickpocket also a Pathfinder agent?

Second, what is the rest of the table doing while you're playing a solo game with the GM? How long will it take? Will you mind if each of the other players spends an equal amount of time doing one-on-one stuff with the GM while you wait? Do you think anyone else will mind? Will everyone get to finish the scenario without having to rush through something else (like, say, roleplaying the actual plot of the scenario)?

Third, you're a member of an internationally-known organization that is already not always on great terms with the authorities. Sometimes your mission actively involves trying to improve the public's perception of the Society. Is your concept going to cost your tablemates anything?

If you have good answers to all those questions, then knock yourself out and I hope to meet your thief! :)

Grand Lodge RPG Superstar 2012 Top 32

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The inquisitor gains proficiency with their deity's favored weapon. The vast majority of favored weapons are melee weapons. Therefore, they had to be proficient in several ranged weapons to make ranged inquisitors even be a reasonable option. Doesn't mean they're forcing you into anything. Does it "feel wrong" not to specialize in all the other weapons you're proficient in as well?

Grand Lodge RPG Superstar 2012 Top 32

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Caffeine consumed. Post deleted.

...where am I?

Grand Lodge RPG Superstar 2012 Top 32

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And I'm sure the 20 minutes you spent pondering this yourself is likely to produce a far more accurate assessment of its practical effects than the months spent by teams of professional game designers and the years of actual gameplay from the entire community.

Grand Lodge RPG Superstar 2012 Top 32

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bfobar wrote:
Follow it up with hideous laughter and you get an insta-drown.

I... I never thought of this...

Grand Lodge RPG Superstar 2012 Top 32

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We know that an invisible light source still produces light.

We also know that if an invisible creature picks up an object, that object stays visible (unless they stick it in their invisible pocket or something). Basically, something "added" to the invisible creature after the invisibility started will not automatically become invisible.

We also know that a puff of powder in a square will reveal the presence of invisible creatures, but won't negate the miss chance.

There are no rules (that I'm aware of) that directly deal with invisible creatures being on fire, so it's up to the GM to make a call, even in PFS.

Personally, based on the above things we do know about invisibility, I'd say that your ability to see the fire on the creature (or at least its light) makes it obvious what square he's in, but I wouldn't have it negate the miss chance. I'm not sure whether I'd consider him targetable by spells. Tough call.

Grand Lodge RPG Superstar 2012 Top 32

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I'm historically not much for anime, but someone introduced me to One Piece by saying it played out very much like a D&D campaign, and I got curious, and then I got hooked.

Of course, since I was looking at it through a lens of RPG comparison, I started sorting characters and abilities according to Pathfinder mechanics/tropes/truisms. As such, I developed an interest in what the "martials" were capable of; that is, abilities that you could gain through training rather than from eating a Devil Fruit or being a nonhuman race.

Zoro and Sanji are great examples of powerful martials, but I took special notice of CP9's "six powers": strong and useful abilities gained purely through martial prowess.

So maybe this has been done before, but here's an idea for putting those powers into Pathfinder, in the form of a prestige class: the Six Powers Master. I'd love to hear any feedback!

Six Powers Master

Alignment: Any
Hit Die: d10

Requirements
Skills: Acrobatics 5 ranks
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Toughness

Class Skills
Acrobatics, Climb, Intimidate, Perception, Sense Motive, Stealth, Swim.

Skill Ranks at Each Level: 6 + INT modifier

(Stand-in for a table)
Full BAB
Good saves: Fort, Ref

Class Features
Weapon and Armor Proficiencies: The six powers master is proficient with all simple and martial weapons and with light armor.

Improved Unarmed Strike: The six powers master's class levels are treated as levels of monk (stacking with any actual monk levels he might possess) for determining the damage dealt by his unarmed strikes.

Six Powers (Ex): Through intense physical training, the six powers master gains the ability to exceed normal limits of humanoid potential. These powers cannot be used if the six powers master's speed is reduced due to armor, encumbrance, the slow spell, or a similar effect. At first level, he gains the Paper Art and Tempest Kick powers. At second level, he gains the Iron Body and Moon Walk powers. At 3rd level, he gains the Shave and Finger Pistol powers. The six powers are described below. Each entry also lists an Improved and Greater version, accessible through the Improved Power class feature, below.

Paper Art: You can make yourself light and mobile, and hitting you is like trying to hit a piece of confetti drifting in the air. Whenever you take the Total Defense action or Fight Defensively, you gain a dodge bonus to AC equal to your Dexterity bonus (if any). If you have improved paper art, attacks against you while you are using Total Defense also suffer a 20% miss chance. If you have greater paper art, this miss chance increases to 50% and you gain a 20% miss chance while fighting defensively.

Shave: You can move incredibly quickly, slicing through the air like a razor. As a swift action, you can move up to your speed without provoking attacks of opportunity. You can use this ability a number of times per day equal to your Dexterity modifier (minimum 1). If you have improved shave, you can use this ability any number of times per day. If you have greater shave, you move so fast that opponents can't see you. When you use greater shave, you become invisible until you take an action other than movement, or until the end of your turn, whichever comes first.

Tempest Kick: You can sweep your leg in a wide but fast arc, creating a shock wave that slices through opponents. As a standard action, you can create an area effect that damages all creatures in a 15-foot cone. This effect deals slashing damage equal to your unarmed strike damage dice, plus your Strength modifier and Dexterity modifier. Creatures in the area can halve the damage with a successful Reflex save (DC 10 + half your ranks in Acrobatics + your Strength modifier + your Dexterity modifier). If you have improved tempest kick, you add your class level to the damage and can choose whether to affect a 30-foot cone or a 60-foot line. If you have greater tempest kick, you can perform tempest kicks in place of a melee attack instead of only as a standard action.

Finger Pistol: You can hold your hand firm enough to focus all the force of a punch into the smaller area of your fingertip, piercing your enemies' defenses. Unarmed strikes made with your hands deal piercing damage, and ignores the first 5 points of damage reduction a target might possess, except for DR/bludgeoning, DR/slashing or DR/epic. If you have improved finger pistol, the amount of damage reduction ignored increases to 10. If you have greater finger pistol, the amount increases to 15.

Iron Body: You have trained your muscles to the point that you can tense them to make your body like iron. As a move action, you can plant yourself in place and tense your body, granting you DR/adamantine equal to your Constitution bonus plus your Strength bonus. While you are using iron body, you stand completely still; you may only take purely mental actions. You lose your Dexterity bonus to AC, though you are not considered helpless. You may end iron body as a free action. Iron body automatically ends if you are dazed, stunned, paralyzed, unconscious, or otherwise incapable of taking actions (even if iron body is already active). If you have improved iron body, the damage reduction becomes DR/- instead of DR/adamantine. If you have greater iron body, you may activate iron body as a swift action or a move action.

Moon Walk: You can thrust your legs so powerfully and abruptly that you can jump even in midair. You are always considered to have a running start when jumping, and the DC for a vertical jump is halved. Additionally, whenever you are airborne while using movement (even temporarily, such as from a jump or a fall), you can make a midair jump as part of that same action. Make an acrobatics check just as if you were jumping from the ground, and continue your movement according to the results of that check. This might cause you to reach a greater height or distance, or even change directions entirely, though you cannot exceed the total movement allotted by the action being used. At the end of the action used, you fall as normal. The effective height of any fall is reduced by 20 feet for the purposes of determining falling damage taken, though this reduction does not apply if you are dazed, stunned, paralyzed, unconscious, or otherwise unable to take actions (though no actions are necessary to apply this reduction of falling damage). You may use moon walk to perform a number of midair jumps per day equal to your Dexterity bonus (minimum 1). If you have improved moon walk, you may use this ability at will, and the effective height of any falls is reduced by 50 feet instead of 20 feet. If you have greater moon walk, after ending your movement airborne you may choose to take any remaining actions on your turn as normal (including additional movement, if applicable) before falling, though you may not remain airborne past the end of your turn. The distance you may fall safely becomes unlimited.

Improved Power: A six powers master continually hones his abilities, taking the six powers to new levels. At 4th level, and again at 5th, 6th, 7th, 8th, 9th and 10th levels, select one of the six powers; you gain the improved version of that power, as listed in its description. If you already have the improved version, you instead gain the greater version. If you already have the greater version of a given power, that power cannot be selected for further improvement.

Grand Lodge RPG Superstar 2012 Top 32

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Hey, just throwing out possibilities. Lots of folks (especially, I suspect, those who would be reluctant to play-act in front of a group of semi-strangers) might not have the courage to tell the apparent authority figure face-to-face that they're uncomfortable.

Grand Lodge RPG Superstar 2012 Top 32

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andy mcdonald 623 wrote:
I would listen to an argument against this, but haven't heard one at the table yet. The players seem to think its OK or at least no big deal.

Or they're afraid to challenge the guy who started the game by (perhaps to their ears) telling them how they'd better behave?

Grand Lodge RPG Superstar 2012 Top 32

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Lamontius wrote:
vegeta what does the scanner say about his power level

He graduated with higher marks than anyone else in his class of over 9,000 pupils.

Grand Lodge ** RPG Superstar 2012 Top 32

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Belafon wrote:
First of all - are you sure you need to put the brakes on this? If it's not being disruptive to the table I don't know that you need to. He has invested a lot into it apparently.

This. What, specifically, is the problem? All that's been described in the OP is that someone has invested in being able to use their class features consistently. Why does that need to be stopped? What benefit will be gained from reducing how often/consistently this player can get a return on his investments?

Grand Lodge RPG Superstar 2012 Top 32

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Diego Rossi wrote:
I am fairly sure that if there wasn't a screen a good percentage of the players would spend most of their time trying to fathom the to hit bonus and the saves of the NPC. Probably missing key part of what is happening.

Then you'll be happy to hear that in fact, that is not what a good percentage of the players spend their time doing when there's no screen. I have in fact found that the absence of a screen typically has no ill effects on player behavior, so you can rest easy. :)

Grand Lodge RPG Superstar 2012 Top 32

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Zach Williams wrote:
I feel it is the GM's job to provide a challenge

I disagree.

I believe it's the GM's job to represent the NPCs and setting in their interactions with the PCs, so that everyone working together creates a series of interactions unique to that particular combination of PCs, NPCs, events, and luck.

The players bring unique PCs, the GM brings a set of NPCs, events, and setting details; they meet, they interact, you mix in the luck of the dice, and you watch what story unfolds.

Sometimes the story that unfolds is a TPK, sometimes it's a cakewalk, sometimes it's somewhere in between. But I believe it's always supposed to be a unique product of that table's mix of PCs, scenario and luck; for the GM to decide ahead of time how he/she wants it to play out and then altering any events that cause it to stray too far from their personal vision, is a very short-sighted idea of what this big beautiful game can be, and is a disservice to everyone at the table—including the GM.

Grand Lodge RPG Superstar 2012 Top 32

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Type2Demon wrote:

The grizzled warrior handed the ancient blade to the wizard and said, "Pray tell old friend, what mighty enchantments have been woven into this finely wrought steel?"

The Wizard replied,

"Er, pretty much the minimum enchantments possible, available off the shelf in any metropolis. Did they tell you 'mighty'? I hope you didn't pay extra for 'mighty'."

Grand Lodge RPG Superstar 2012 Top 32

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David M Mallon wrote:
Ellis Mirari wrote:
THE SPATULA OF JUSTICE WILL SCRAMBLE THE EGGS OF YOUR MALFEASANCE
The creamer of light will dull the bitterness of your evil unholy coffee taste!

I will spread the butter of justice across the toast of your iniquity!

Grand Lodge RPG Superstar 2012 Top 32

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If you fail when you thought you would have succeeded, don't go looking up monster stats on the PRD during the next two people's turns and then interrupting combat to ask what the DC (or whatever) was. You don't know what templates, class levels, or other special circumstances might be modifying the base creature.

Grand Lodge ** RPG Superstar 2012 Top 32

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• 3D Terrain (beyond my ability and I haven't encountered it as a player, but it sounds AWESOME)

• Complementing a player on their PC (concept or mechanics)

• When a player does something spectacular (like charging for 100 damage, sticking a game-changing spell, etc), not being the only one at the table who rolls their eyes. That is, if the other players smile/laugh/clap, join in the celebration!

Grand Lodge RPG Superstar 2012 Top 32

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The Morphling wrote:
Especially if the "20" is literally replaced with a drawing. "I rolled a squiggle!"

The first d20 I used to use in PFS was a spindown life counter from Magic: the Gathering. I'd just switched addictions from that game to PFS, so it's what I had without spending extra money (and spending less money was the reason I switched). It also had some sentimental value for other reasons.

Unfortunately, I sometimes got funny looks when I rolled a natural 20 that looked like the expansion symbol for the Shadowmoor set, plus there are folks who think that one arrangement of numbers on the faces of a tumbling dodecahedron produces less random results than other arrangements, so I eventually "retired" that die for a more basic one.

But now I couldn't go back, as I've grown very accustomed to my unfailingly-legible, white-on-black, plain-Arial numbers. :D

Grand Lodge RPG Superstar 2012 Top 32

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Victor Zajic wrote:
I love a 2 level dip into another class to flush out a character concept.

Got character concepts clogging your valves? A quick 2-level dip will get it flushed right out!

;)

Grand Lodge ** RPG Superstar 2012 Top 32

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For complete balance, should we mirror this thread (and its sister thread) from the perspective of things the GM does that impresses/annoys players?

Grand Lodge RPG Superstar 2012 Top 32

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I don't understand what's wrong with that; around here at least, it's common for players to announce their rolls (whether an attack or a save) and let the GM announce the results. Typically it works the other way too, where a GM will announce an attack/save and the player says whether it hits/succeeds or not.

Grand Lodge ** RPG Superstar 2012 Top 32

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Or small earthbreakers? Pluto-breakers?

Grand Lodge RPG Superstar 2012 Top 32

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My wife refuses to play a PC with a high Diplomacy score because she's afraid of a GM like that forcing her into the spotlight.

Grand Lodge RPG Superstar 2012 Top 32

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Under A Bleeding Sun wrote:
Half the time the face is a moron and sats things like "I want to convine him to tell us where the map is." They don't understand doing things in character. In my home games I deal with this by failure, but ultimately I just do a better job recruiting in the first place. I no longer expect rp in society at all, and if I get it its a nice side benefit.

So if the player of the INT 22 wizard fails to act like a genius (say by making a tactical error or needing to write down a name to remember it), is he also a "moron" who "doesn't understand doing things in character"?

Grand Lodge ** RPG Superstar 2012 Top 32

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Mattastrophic wrote:
If it's PFS, there is nothing wrong with dropping out of the action and informing a player that his character Just Wins the scene, and that if he were to take actions and use descriptions that maintain the flavor and tension of the scene, it would be much appreciated.

If I was a fellow player, and one of my tablemates—who I know to have access to flight—was choosing not to use it when it's the obvious thing any real Pathfinder would do, in my eyes the "flavor and tension of the scene" would NOT be preserved.

To me, flavor is preserved when players react to challenges according to what a real person in their characters' shoes would do, not when they do really stupid things in order to enforce a certain end result. The latter are some of the least fun games for me.

Grand Lodge RPG Superstar 2012 Top 32

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Player: *rolls dice* "All three hit, 84 damage."

GM: "Wait, but what did you do?"

Player: "Full-attacked."

GM: "How do you know you hit with all three attacks?"

Player: "Well they were all in excess of X."

GM: "Yeah, but now he's out of Point-Blank range, has cover, is prone which gives +4 versus ranged attacks, [list continues], so what did you actually roll on those attacks?"

Player: "Oh, okay. Let's see, it was X, Y and Z."

GM: "Only one of those hit. You need to announce your rolls, because things can change."

Player: "Okay, sure, no problem."

Rest of the night...

Player: *rolls dice* "All three hit, XX damage..."

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Meanwhile, Sivanah will randomly disappear from one page and appear on another, making it really hard to learn anything about her.

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Here's another way of looking at it:

There's a sort of baseline for the expected stats of people with PC class levels: the Heroic NPC stat array. The challenge level of the game is built around an assumption of 15/14/13/12/10/8.

That means that, after racial adjustments, the structure of the game expects your primary stat to be 17.

Seventeen.

In PFS (and probably lots of home games), a 20pt buy is given, so you can be a little stronger than that. Yay! So what does that mean?

You could use it to make an array like this:
16/14/14/12/10/8 Primary stat lands at 18
Or this:
18/14/12/10/10/7

Which one do you think is closer to the baseline expectation of 15/14/13/12/10/8?

The game expects you to have a primary stat.

It does not expect that stat to be the maximum allowable.

It's okay to max out. It's okay to not max out.

There will be a difference between the two. That difference will not be "safety".

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Don't know if this has been mentioned or not; hopefully I'm not being repetitive:

Unless you're a monk or an arcane caster, the only penalty for using armor/shields that you're not proficient with is that the Armor Check Penalty gets applied to your attacks instead of just to certain skills. Similarly, the Weapon Finesse feat says the ACP of a shield will apply to your attacks when using it.

Well, a masterwork buckler/light shield or a mithral heavy shield has an ACP of 0. Thus, a rogue or other non-shield-proficient class can use it just fine, even while using Weapon Finesse.

Additionally, there's the Armor Expert trait, which reduces your ACP by 1. As it happens, a mithral breastplate has an ACP of -1. With Armor Expert, that becomes 0. Thus, a light-armor-wearer can take Armor Expert and wear a mithral breastplate for better AC without penalty. And since it's treated as light armor due to being mithral, you can move at full speed and someone like a bard can cast without ASF chance.

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The difference between an 18 and a 20 to start is a +1 to your DCs.

That means that in every TWENTY offensive spells you cast, there will be ONE that makes the save against 18-guy but not 20-guy.

Make of that what you will.

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Add this sentence to the "Weapon Training" rogue talent:

"Additionally, she counts her rogue levels as levels of fighter for the purposes of feats."

Then write some cool fighter-only feats.

Then give each of those feats a "Special" line that says:

"A monk may select [FEATNAME] as a bonus feat starting at Xth level."

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andy mcdonald 623 wrote:
I'm not interested in changing power gamers. They have fun and are entitled to it.

*high five*

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andy mcdonald 623 wrote:
As you can guess, the human veggi-matic sliced and diced his way to our victory but nobody else had fun.

I would've had fun; I've had fun every time there's been a high-damage PC seated with me unless someone else was draining the fun.

As for your question, I don't think a player has any place requesting an audit, but you could absolutely just ask the player directly, "How are you doing that much damage?" As long as your tone isn't hostile, he'd probably love to tell you, at which point any discrepancies will reveal themselves.

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Prethen wrote:

I don't understand the usefulness of Spellcraft for determining what spell an opposing caster is casting during combat. Since play is done via turns and the caster does their action on their turn, they get to fire off whatever spell they want and you'll probably find out the hard way what they just cast. Of course, you can have a character always ready an action, just in case they start to cast, but you have to declare exactly what you're readying and it might not be too useful if you get that successful SC check.

Is that the only way Spellcraft during combat is useful, if you have a character with a readied action?

Signed -
Dumb Spellcaster

If you intend to counterspell and don't have dispel magic you need Spellcraft.

More generally, you're right that some spells (like fireball) are pretty obvious once they happen so it's not much help to ID them. However, there are plenty of spells that are less apparent and would be useful to ID: resist energy (crap, don't use that type anymore!), true strike (better disrupt whatever comes on his next turn!), telling the difference between invisibility and teleport when he disappears, telling the difference between wall of stone and silent image, etc.

Also, sometimes a spell has a 1-round casting time. Summon monster V might be worth some effort to disrupt, while enlarge person might not be.

Hope that helps!

Grand Lodge ** RPG Superstar 2012 Top 32

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CommanderG wrote:
Overall I found the response to that thread interesting and positive - only the first post I considered a hostile answer.

Unless I've misunderstood which thread you're talking about, the post in question was mine.

As such, I'd like to apologize for the sarcasm used to deliver my thoughts. There was no need for me to be like that. I'm sorry.

A better way of communicating that post's thoughts might be this:

"A build like this doesn't need to be 'handled'. There are some builds which end encounters all on their own, leaving their teammates in the dust. Even those builds are not universally disliked (despite what some will claim), but a build like this actually invites the other players into the fun by relying on them to do their own thing. This build doesn't take the glory for itself; it is a fantastic example of being social in one's optimization. It is an example that other optimizers should be encouraged to emulate, not a problem that needs to be addressed."

Sorry again for the original sarcasm.

Grand Lodge ** RPG Superstar 2012 Top 32

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Jayson MF Kip wrote:
TL; DR: Try to be personality-minded, not mechanics-driven.

That's awesome that you have fun based more on personality than mechanics. It's also okay if other people want to be more mechanics-driven than you do; they don't need to "try to be" the same as you in regards to how they have fun, just as you shouldn't try to be more like them. It's perfectly acceptable for someone to both give and receive fun experiences via mechanics, every bit as much so as personality.

Grand Lodge RPG Superstar 2012 Top 32

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Deadmanwalking wrote:
You're not counting Weapon Training. Or Rage. Both of which make it more like -4 to -6 by 10th (depending on whether the Barbarian has a Furious Weapon, or the Fighter Gloves of Dueling).

Okay, fair point. I forgot about those.

Grand Lodge RPG Superstar 2012 Top 32

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yumad wrote:
I don't think you are right but even if you are, not everyone reads at a competent level. Unless they want to continue to be bombarded by FAQ requests (see flat-footed vs traps) they need to use more concise language for people who don't read at what is classically considered a competent level and simplify the language. By today's standards, the average person would consider your clarification pedantic at best.

...Did you just try to justify your assertion that this is a legitimate question because some people aren't good enough at reading to get it right?

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