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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

Pathfinder does not "fail to address" the area searched, they intentionally removed a restriction.

Ergo, any given check perceives anything within line of sight (at least, for vision-based Perception) with appropriate modifiers.

Thus, a well-lit featureless corridor isn't all that hard to search.

But if the party's light doesn't reach the end of the corridor...

Or if there are buttresses or other things that block line of sight to portions of the hallway...

Or if it's a room with pillars or desks or other obstructions...

Or if the corridor twists and turns a lot...

...then it'll take a bit longer to search.

Shame on 3.5 for encouraging boring dungeon design by making searches be more about sheer volume of floor area than about interesting layouts. ;)

Grand Lodge ** RPG Superstar 2012 Top 32

1 person marked this as a favorite.
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

John Compton wrote:
DesolateHarmony wrote:

pathfinder society primer

Edit: Ninja'd by the Chief Ninja!

Sounds like I have a new title!

Won't you have to fight Liz for it?

Grand Lodge ** RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate.

Okay, this has probably been answered somewhere already, but it's hard to wade through all the animal companion stuff so maybe I missed it.

The PFS FAQ on ranger companions says you're restricted to the CRB ranger list unless other options are granted from another legal source.

Would that include a dip in druid?

For example, if I took my first level in druid and got one of the more exotic animal companions, then from 2nd level onward I only took ranger levels, would my ranger companion ability stack onto my druid companion? So if I was a Druid1/Ranger10 with Boon Companion, could I have a fully-leveled companion from the druid list?

Grand Lodge RPG Superstar 2012 Top 32

Insain Dragoon wrote:

Maybe a third round for the gimmick parts? A lot of the "class choices" didnt change for drafts 1 to 2.

Ex: the Warpriest blessings, bloodrager bloodlines, Slayer talents, shaman spirit things.

All of those needed another look, but had no changes throughout the playtest.

I didn't follow all of those specific classes very closely, but I do recall there being quite a few slayer talents added in the 2nd version.

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:

They're not equal, so not valid comparisons. Superstition is conditional, Veteran's Will has no such limitations. Veteran's Will can be taken by any class which allows a character to select feats as if he were Fighter level (-1, -2, -3, /12 fighter levels) and buffs every single one of those classes, as well. Additionally, a barbarian receives this save bonus versus spells, supernatural abilities, and spell-like abilities.

If we're pretending they're equal, you left out the following line(s) from Veteran's Will (bold is mine): You gain a bonus to Will saving throws equal to half your fighter level against spells, supernatural abilities, and spell-like abilities. The fighter cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Yes, Superstition has extra limitations: you can only use it while raging and you have to save against friendly spells.

A couple of things, though: first, those aren't huge limitations. You reach a point (especially by the time the difference between Good and Poor saves really starts to be a major thing) where you can be raging during almost every round of combat. So "only while you're raging isn't that much of a limitation, especially at the levels where Will saves matter most. In fact, it can actually be helpful, because of the other drawback: if you want a buff cast on you this combat, you just wait to rage until after it's cast. If you absolutely need a spell cast on you (maybe a heal?) during combat, you can drop out of rage, get healed, drink a potion of lesser resto to un-fatigue, then get right back in. And when the fight's over and you want the cleric to patch you up, you stop raging and no longer suffer that drawback.

So the drawbacks are minor.

Second, did you miss the enormous disparity between the bonuses involved? Veteran's Will is lagging behind Superstitious rage for most levels of the game, and even that is only looking at Will saves. Superstition is also giving bonuses to Fort and Reflex, while Veteran's Will doesn't touch those. How does that affect the balance?

Finally, when was the last time that you made a Will save against something that wasn't a spell, SLA, or Su ability?

Grand Lodge RPG Superstar 2012 Top 32

LuniasM wrote:
I'm running a Kingmaker campaign for a party with an Arcanist right now, so I know a couple things about them from experience.

Thanks for commenting!

Quote:
First off, they don't get many spells prepared each day, and you don't get bonus spells prep'd for a high Int score (though you do get bonus spell slots). This means that you'll be stuck with 2 spells to choose from out of your spell book to be able to cast each day until 3rd level. This caused no end of grief from my player who ended up taking Burning Hands for swarms and Charm Person / Color Spray / Grease for control. This problem fixes itself once you get 2nd-level spells and pick up some wands, but be prepared to encounter this issue. Scribe Scroll might seem like a bad idea at first, but for those first few levels the versatility is a godsend.

Note that the spells prepared progression is identical to the sorcerer's spells known. So basically it's like being a sorcerer who can change his spells known each morning. That doesn't seem that bad, does it?

Quote:
Secondly, the Potent Magic exploit is absolutely amazing, allowing you to spend 1 point for either +2 DC or +2 CL. It doesn't seem like much at first, but it turns out that not many creatures can resist a DC 17 Will save early in the game, much less survive a good damage roll on a 3d4 Burning Hands. This exploit carried the arcanist to 4th level.

My main blast at level 1 is doing 2d4 anyway, so the +2 from Bloodline is about the same as adding another 1d4. But thanks for the reminder, as I'll definitely want that exploit at some point!

Quote:

As for your stat array, consider switching your Constitution and Wisdom scores around. A +2 Con modifier mitigates some of those health concerns you mention and shores up a weak save. I'd expect Poison to come into play in a desert / tomb environment - scorpions could be common, and traps even more so.

Good luck!

Note my updated stat array:

STR 09
DEX 14
CON 12
INT 18
WIS 12
CHA 12

So, switching CON and WIS won't accomplish much right now. ;)

Seriously though, I have been considering a 14 CON. I'm just not sure what to lower. I'm not too keen on taking STR all the way to 7, plus I want DEX for Disable Device, WIS for Perception/Will and CHA for UMD and potentially some class features.

Hence why I'm thinking about Toughness. Thoughts?

Grand Lodge RPG Superstar 2012 Top 32

Umbriere Moonwhisper wrote:
it isn't overpowered, it brings the fighter closer to the barbarian. however, the fighter also needs an at will pounce equivalent ability as well.

Martial Mobility is my answer to that. It's not at-will, but it's "enough" (I think) and is also a little more versatile because you can ignore difficult terrain and you don't necessarily have to go in a straight line or avoid obstacles like with a charge.

Grand Lodge RPG Superstar 2012 Top 32

Da'ath wrote:
Veteran's Will is just too good*. I cannot see any fighter NOT taking it, ever. I'm not opposed to fighters having options to improve their Will save, but with that feat, you might as well just give their chassis Good Will saves and call it a day.

Sort of like how every Barbarian takes Superstition?

The barbarian already gets +2 Will while raging, increasing to +3 at 11th. Then they get another +2 to ALL saves for Superstition (and isn't a Rage Power the same cost as a fighter-only feat?) that also scales up every 4th level.

So if we assume equal investment (fighter takes his feat, barbarian takes the rage power, neither takes Iron Will), then we have this arrangement at various levels:

8th: Fighter gets +4 Will, barbarian gets +6 Will and +4 to Fort/Ref.

12th: Fighter gets +6 Will, barbarian gets +8 Will and +5 Fort/Ref.

16th: Fighter gets +8 Will, barbarian gets +9 Will and +6 Fort/Ref.

20th: Fighter gets +10 Will, barbarian gets +11 Will and +7 Fort/Ref.

Even with equal investment, the fighter never catches up with the barbarian's Will save. And then the barbarian gets +7 Fort/Ref on top of that.

So having a fighter option get his will save close to what a barbarian option can do is overpowered?

Grand Lodge RPG Superstar 2012 Top 32

Bill Dunn wrote:
OK, 2 hours into a thread and someone's already taking pot shots at the OP? Kind of jumping to conclusions, aren't you, Jiggy?

Just suggesting a possibility based on the information available. That's not exactly "taking pot shots".

Also I thought including a funny picture would lighten the tone. Maybe not...?

Grand Lodge RPG Superstar 2012 Top 32

He who contends for his life against fantasical creatures and wielders of magic must push himself beyond ordinary limits. In order to survive, he trains himself to superhuman(oid?) capability. Here are some feats and rogue talents for those whose martial training lets them engage fantastic obstacles in fantastic ways.

Battlefield Acumen (Combat)
Eyes open, eyes closed; it makes no difference to a seasoned warrior.
Prerequisites: Blind-Fight, fighter level 8th
Benefit: For a number of rounds per day equal to your fighter level, you can gain blindsense out to a range of 30 feet. You must close your eyes (a free action) or otherwise be effectively blinded to use the ability. Using this ability for only part of a given round still counts as 1 round of usage. When you reach fighter level 12th, the range increases to 60 feet and you gain blindsight instead of blindsense.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Veteran's Will (Combat)
A true warrior has seen many strange things, and is unfazed by the tricks of his enemies.
Prerequisites: Fighter level 6th
Benefit: You gain a bonus to Will saving throws equal to half your fighter level.

Swordsman's Poise (Combat)
There are many things that will try to stop your blade, but your skill allows you to cut through them anyway.
Prerequisites: Fighter level 4th
Benefit: Whenever you make a melee attack roll with a manufactured slashing weapon that results in a natural 15 or higher, you may ignore an amount of damage reduction possessed by the target equal to 2 + half your fighter level, except for DR/epic and DR/—. At 10th level, this ability also applies to DR/—. At 15th level, this ability also applies to DR/epic.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Uncanny Speed (Combat)
Prerequisites: Fighter level 6th
Benefit: As a free action, you can call upon your inner focus for a burst of speed. You gain the effects of the haste spell for 1 round. You may use this ability once per day, plus one additional time per day for every two fighter levels beyond 6th. This is an extraordinary ability.

Martial Mobility (Combat)
Prerequisites: Fighter level 6th
Benefit: You are always considered to have a running start when jumping, and the Acrobatics DC for jumping is halved.
Additionally, once per day plus one additional time per day for every three fighter levels beyond 6th, you may move up to your speed as a swift action without provoking attacks of opportunity. Whenever you use this movement, you ignore difficult terrain until the beginning of your next turn.
This feat does not function if your speed is currently reduced due to armor, encumbrance, a slow spell, or similar effects.

Warrior's Surge (Combat)
A warrior as experienced as you can push himself beyond normal limits.
Prerequisites: Fighter level 4th
Benefit: As a swift action, you gain a +2 enhancement bonus to a physical ability score of your choice (Strength, Dexterity, or Constituation) for 1 minute. You may use this ability once per day plus one additional time per day for every 2 fighter levels beyond 4th.
Upon reaching fighter level 10th, activating this ability grants your choice of either a +4 enhancement bonus to one physical ability score or a +2 enhancement bonus to each of two physical ability scores. At fighter level 16th, it grants a +6 enhancement bonus to one physical ability score, a +4 enhancement bonus to one physical ability score and a +2 enhancement bonus to a second physical ability score, or a +2 enhancement bonus to each physical ability score. The choice of ability score(s) affected is made each time this ability is used.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Shock Punch (Combat)
You can punch with such speed and force that you can send a shockwave through the air.
Prerequisites: Improved Unarmed Strike, fighter level 6th
Benefit: As a standard action, you may make a single unarmed strike that affects an area rather than targeting a creature. Make an attack roll as normal, with all applicable bonuses and penalties and apply the result to the armor class of each creature in a 30-foot line. Creatures you miss still take half damage.
You may use this ability twice per day, plus 1 additional time per day for every three fighter levels beyond 6th.
Special: A monk may select this as a bonus feat beginning at 6th level. A monk may instead select this as one of his feats from normal advancement. In either case, he treats his monk levels as levels of fighter for the purposes of this feat.

Sonic Slash (Combat)
You wield your blade with such grace and power that you can cut the air itself.
Prerequisites: Fighter level 10th, Weapon Focus with a light or one-handed slashing weapon
Benefit: As a standard action while wielding a manufactured light or one-handed slashing weapon, you can make a ranged touch attack against a target within 30 feet. This attack deals an amount of slashing damage equal to the weapon's damage dice + your fighter level + your Dexterity modifer. This attack has the same critical threat range as the weapon used, but always deals only double damage on a critical hit.
Starting at fighter level 15th, you may use this ability in place of any attack (except attacks of opportunity) rather than only as a standard action.
Special: A monk may select this as a bonus feat beginning at 10th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

--------------------------------------

Rogue Talent:
Martial Focus
While many rogues rely on guile and subtlety, your own talents are more combat-focused. You gain a +2 bonus on Fortitude saving throws. Addtionally, you treat your rogue levels as levels of fighter for the purposes of qualifying for feats and determining their effects.

Grand Lodge RPG Superstar 2012 Top 32

Um, yeah, hate to say it but the list of potential common threads among all your negative experiences is getting really short.

Grand Lodge ** RPG Superstar 2012 Top 32

Heck, I'm not even sure you can even call him a Rules Lawyer; don't you have to involve the rules in order to be a "rules" lawyer? Even aside from things like Regional traits, there's also the Additional Resources page which, under Inner Sea World Guide, says:

Inner Sea World Guide wrote:
All human ethnicities are legal except Azlanti, humans begin play knowing all listed languages for their chosen ethnicity as racial languages

This guy's not a rules lawyer, he's just the opposite: some guy who didn't bother to read. :/

Grand Lodge RPG Superstar 2012 Top 32

Chris Ballard wrote:
Laschoni wrote:

Potion Glutton is just wrong.

Potion Glutton
Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables
as a swift action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that
provokes attacks of opportunity.

I was under the impression it was a standard. I'm nearly 100% sure of this and a quick googling did nothing to dissuade me. My group has a bit of a history with this rule so I found it amusing.

(Otherwise this is my favorite book ever!)

It's a standard action to retrieve the potion and move to drink.

Haha, something like that! :)

Grand Lodge RPG Superstar 2012 Top 32

I had a pretty fun play-by-post going for a while, chock full of roleplay.

Grand Lodge ** RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Seth Gipson wrote:
Yo Jiggy, have you ever 'flashy thinged' me?

...No.

Grand Lodge RPG Superstar 2012 Top 32

Robert Brookes wrote:
Laschoni wrote:

Potion Glutton is just wrong.

Potion Glutton
Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables
as a swift action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that
provokes attacks of opportunity.

I was under the impression it was a standard. I'm nearly 100% sure of this and a quick googling did nothing to dissuade me. My group has a bit of a history with this rule so I found it amusing.

(Otherwise this is my favorite book ever!)

PRD wrote:
Drinking a potion or using an oil is a standard action.
Yeah I'm not sure how this slipped past. Now I'm questioning whether the feat should reduce the action from a standard to a move or to a swift like above.

Oh dear.

Grand Lodge RPG Superstar 2012 Top 32

2 people marked this as a favorite.

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

He probably doesn't realize that the -4 for attacking a target in melee and the +4 AC for cover aren't the same thing.

Grand Lodge RPG Superstar 2012 Top 32

Been working on this some more.

First, definitely going with half-elf. Getting bonuses to two of my primary skills (Perception and Disable Device) plus low-light vision and +2 against enchantments is just too sweet to pass up. Besides, the party already has two humans.

Second, after a little feedback from the GM, I'm gonna hold off on Scribe Scroll. He's not sure how much downtime there will be, and thinking about it more I wonder if managing downtime in order to craft will feel more like work than fun.

So I need to pick a feat.

Maybe Toughness? Having only 8 HP (I went with 9/14/12/18/12/12 for stats) feels really fragile.

Or, I could go with Spell Focus (evocation), with the intention of getting Spell Specialization later. Worth it?

Or some other idea?

Grand Lodge ** RPG Superstar 2012 Top 32

blahpers wrote:
Nefreet wrote:
I assume in his case, since he's a forum regular, and has seen so many posts telling new players to read the Guide and the AR, he just picked up on it over time.
Pretty much this. No idea whether I would have figured it out otherwise as I lack that perspective.

Lemme get my neuralizer and we can find out.

Grand Lodge RPG Superstar 2012 Top 32

Azten wrote:
Why not just say they get two favored classes and not anything more?

Because it's pretty common for the rules to remind you of how X works when describing a rule that interacts with X.

Grand Lodge RPG Superstar 2012 Top 32

2 people marked this as a favorite.

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

Honestly, sometimes I think people don't read past the thread title.

Anyway, I actually advise against Furious Focus, since it means you have two different attack bonuses for standard attacks and AoOs.

You could start building up toward Spring Attack, as I bet a description of the visual would excite any new player. The addition of Whirlwind Attack later on could be fun as well.

Grand Lodge RPG Superstar 2012 Top 32

Bump?

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.
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

2 people marked this as a favorite.
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

You had to deal with deeper darkness at 1st level? Yikes.

Anyway, if you want a good baseline for standard feat choices, you might look at Step 4.

Grand Lodge RPG Superstar 2012 Top 32

One thing to note, though, is that the hunter combines solid armor/weapon proficiencies (including metal armor) with the full list of companion choices from level 1.

The ranger can have a fully-leveled companion (at the cost of a feat), but it's from a restricted list and starts late.

The druid can access any animal at 1st, but has limited weapon proficiencies and the armor restriction.

So if you want to fight in melee yourself and also have an exotic companion, the hunter fills that niche from level 1. For example, if I wanted to make some kind of "sky knight" who charges with a lance from the back of his dire bat mount, hunter would be the way to go. The ranger needs an archetype before he can even get that type of mount, and even then waits until (effectively) 5th level before being the character you wanted. The druid gets the companion immediately, but has armor issues and needs feats or dipping to get the lance.

Now, whether that niche is big enough to justify another class is another question altogether, but I just wanted to throw that out there.

Grand Lodge RPG Superstar 2012 Top 32

Discovering that you have bad information is the first step to gaining good information, and is already further than many are willing to go. :)

Grand Lodge RPG Superstar 2012 Top 32

I honestly don't know how many traps there will be, but the whole AP is themed around exploring Egyptian-style tombs, so... yeah, half-elf might be lookin' good.

Grand Lodge RPG Superstar 2012 Top 32

There's also a post made by the Pathfinder Design Team account explicitly stating that "ability to cast spells" does not mean "more than one spell".

Grand Lodge RPG Superstar 2012 Top 32

I'm going to be starting Mummy's Mask in about a week, and I'm playing an arcanist. The rest of the party isn't quite settled yet; there's gonna be a crossbow ranger (emulating a character from fiction with whom I'm unfamiliar) and an urban/invulnerable barbarian, probably both human. Two other PCs still unknown, and then me as an arcanist.

Note that I'm talking about the Arcanist class from the Advanced Class Guide.

My concept is a tinkerer, both magical and mundane. He'll have the campaign trait that lets him disarm magical traps like a rogue (as well as Seeker to get Perception as a class skill), so he'll be the "trap guy". He'll also have some custom spells of dubious reliability, in support of his tinkering/experimenting theme. The first is change-up of burning hands—basically the same thing except the damage scales more slowly and it's a smaller area (5ft radius burst) in exchange for being at Close range. The spell is called definitely on purpose explosion, or "DOPE" for short.

My stats (20pt buy) will be something like this, pre-racial:

STR 08
DEX 14
CON 12
INT 16
WIS 14
CHA 10

I'm a little unsure about those stats. Obviously INT is the most important, but I also need CON for HP/Fort, DEX for Disable Device, WIS for Perception, and possibly a little CHA in case updates to the arcanist increase its relevance as a secondary stat.

Another possibility would be:

STR 09
DEX 14
CON 12
INT 16
WIS 12
CHA 12

That has me fairly well-covered, I think, and also gives me a tad more carrying capacity—gotta haul that loot!

My first arcanist exploit will be a bloodline, specifically draconic for the damage boost to fire spells (some fire blasting seems on-theme for the concept).

I'm a little torn on race and feats.

My earliest thought was human, so I could take Spell Focus --> Spell Specialization right off the bat, which is helpful if I'm dabbling in blasting. I then had the idea of maybe taking Scribe Scroll at 1st; that could be helpful, but also means SpellSpec doesn't come online until 5th. Although, if I did go human, 1st could be ScrScr and SpellFcs, then SpellSpec at 3rd.

On the other hand, half-elf could be good too. Same ability to bump INT, a juicy racial boost to Perception, Skill Focus (boosting Disable Device wouldn't be a waste, since you can't just T20 to disarm a trap!), low-light vision, immunity to magical sleep and a +2 versus enchantments. That's not a bad package by any stretch.

On the other hand, that means only 1 feat at 1st level. So if I take Scribe Scroll, 5th is the earliest I could get SpellSpec.

So, I'm a bit torn. Thoughts? Thanks!

Grand Lodge RPG Superstar 2012 Top 32

5 people marked this as a favorite.

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

trollbill wrote:
One page rules cheat sheets are ... questionable for players as the base assumption in their creation is that they are going to be used to confront a DM.

Sort of like the recent discussion about whether a pre-game GM speech can reasonably be considered off-putting to players? I wonder to what degree the sets of "GMs who do/don't give a pre-game speech" and "GMs who are/are not put on edge by this type of document" synch up with each other...

Grand Lodge ** RPG Superstar 2012 Top 32

If you have the budget for it (and don't already have it), I highly recommend acquiring and perusing the Pathfinder Society Primer. Not so much for the mechanical options (though there's some goodies in it), but for understanding the in-universe Society and your role as a PC. This can greatly enhance the roleplaying experience. Too often I see PCs whose concept doesn't fit the campaign, with players frustrated and claiming they don't get to roleplay. But if you make a campaign-appropriate concept, I can tell you first-hand that the roleplay can be awesome. :)

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

RainyDayNinja wrote:
I haven't seen the show, but from a purely mechanical perspective, the Shave power "move as a swift action" is way overpowered. Pretty much any martial would want 3 or 4 levels of this to move and full attack.

That's kind of the point.

After 4 levels of this PrC, they're level 9, and can move + full-attack. What can casters move and do at that level?
A cleric can move and then deal 12d6+9 damage against touch AC.
Next round, he can move and then literally send someone to Hell.
Then, he can move and raise a dead ally to life.
Then when he's out of that spell level, he has to downgrade to walking on air.
And moving then sending an outsider home—though he doesn't even need to move first for that.
And then he can move and then damage and blind every evil creature in a wide radius.
And then when he runs out of that spell level, he can move and then give you –6 to a stat (or a 50% chance of doing nothing each round).
Then he can move and then render you permanently blind.

And so forth. Should I move on to wizards and druids?

Move and then full-attack at 9th level? I'm pretty okay with that.

Quote:
Also, the non-standard math in the Tempest Kick ability seems... weird. I'd go with a more regular DC of (10 + 1/2 HD + Dex).

I wanted it to feel more like a product of training, and also require continual investment to keep up.

Grand Lodge RPG Superstar 2012 Top 32

You know, if you used Warpriest instead of cleric and worked in two levels instead of one, you'd get solid weapon/armor proficiencies plus free Weapon Focus and Fervor for free Quickens on your divine favor.

Grand Lodge RPG Superstar 2012 Top 32

Jaelithe wrote:
Does the same principle apply to bad-asses? If everyone's a bad-ass, no one is?

Just to butt into other people's conversation for a second here (hehe), my personal answer to this would be "yes". Some baddies need to seriously threaten the PCs, others need to crumple like paper with looks of shock still frozen on their faces, and others just need to be somewhere in-between. For me, at least.

Grand Lodge RPG Superstar 2012 Top 32

Treating basic magic items (like a +1 longsword) as rare and mysterious is nice and groovy, as long as you throw the GMG's settlement guidelines out the window and ban the detect magic cantrip and/or the Spellcraft skill (DC 18 to ID a +1 longsword in less than half a minute).

If that's fun for you, more power to you. Just remember that it's not the baseline from which the people around you are speaking, neither is there anything wrong with enjoying what is the standard baseline magic level of the game.

Grand Lodge RPG Superstar 2012 Top 32

That does seem weird at first glance. My best guess is that the -2 for improvised tools applies to ALL uses of Disable Device, while the +10 DC is only for opening locks. Seems, then, that when you're opening locks you'd get both the penalty and the DC increase.

Grand Lodge RPG Superstar 2012 Top 32

MurphysParadox wrote:
My understanding of blink is that you're basically flickering in and out at a very fast rate.

I thought that too at first, but then I re-read the spell:

Blink wrote:
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

The first line of the spell does say "quickly", but we don't know how quickly; but apparently, it's theoretically possible to walk through several feet of solid matter before shifting back to the material plane, and it says you spend approximately equal amounts of time in the material and ethereal planes, so...

Well, in any case, the answer to the question is "the rules don't cover it directly", so you default to "ask the GM". I might let it reduce the miss chance to some degree, others might not.

Grand Lodge RPG Superstar 2012 Top 32

Sarrah wrote:
lol the fire would be considered 'carried' and turn invisible.

You should probably re-read invisibility.

Grand Lodge RPG Superstar 2012 Top 32

DarkPhoenixx wrote:

Faint light is not visible in broad daylight - its like looking at screen with low brightness setting when sun shining in the window behind your back.

If you have good perception maybe you can see air distortion from heat.
But rules does not say anyting about that. Moving while invisible - bonus 20, stay still - bonus 40. Burst in the flames? No andjustment. Maybe does not makes sense but that what is written, i do not assume anything on top of that.

You say you're not going to assume anything on top of what's written, but then justify your position with comparisons to looking at a screen in sunlight?

Also, if open flames are a "faint light" that you can't see in daylight, you have a vision impairment. Most PCs have no such impairment, so imposing that severe of a limit is exactly the kind of additions to the rules that you claim to be against.

The rules say you can see the fire. Period.

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

voska66 wrote:
A quick fix to linear warriors could be to give them spell like abilities at any level they don't get a bonus feat. Scale the spell like abilities up in level as they go up. You'd need to create a list of spell like abilities. So you get fireball tossing warriors and better at higher levels.

That's similar in concept to what I proposed further upthread, except that now everyone's a caster. If (as I proposed) you instead create feats that allow nonmagical abilities with power/utility comparable to spells, you get to preserve the martials' identity while still letting them play the same game as the casters.

Grand Lodge RPG Superstar 2012 Top 32

On the other hand, that changes the whole face of the game, which is a bigger impact than simply putting martials and casters on the same track. Possibly a desired change, possibly not. Sounds like it's good at what it does, though.

Grand Lodge RPG Superstar 2012 Top 32

If you're going pretty far into high levels, maybe.

Though someone mentioned in another thread the Tengu Wings feat, which would also qualify you for EK's spellcasting requirement (though you have to be 5th to take the feat).

So someone could make a tengu magus, play through 5th and take Tengu Wings, then jump into EK.

Tengu isn't necessarily the best race for an EK, though...

Grand Lodge RPG Superstar 2012 Top 32

NIghtrider wrote:
I don't mean to hijack this thread but what does it mean when it says stacks beside the ioun stones? Stack with other similar bonuses, or with other ioun stones? I am not sure.

You'll want to look outside the chart at the full descriptions. If memory serves, you're looking at stat-boosting stone, yes? If memory serves, you can get multiples of those stones and have them stack with each other.

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