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Madjaw

Johnico's page

250 posts. No reviews. No lists. 1 wishlist.


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I was actually gonna suggest something like what Nefreet linked. I have a player in my group who has terrible eyesight and needs to basically headdesk in order to read standard dice, so he got himself some of those really big dice to make it easier.


All of the stats for the monsters in a given Adventure Path will be either in the book itself, or in one of the hardcover Bestiaries. If it's in one of the Bestiaries, it'll tell you which one and which page to find it on.


There's also a game called Little Wizards designed precisely for the purpose of gamers introducing their kids to RPGs. Dunno if it's what you're looking for, but it might be worth poking at anyway. :)


The spell specifically says it targets one creature, and that you treat the target (in other words, that one creature) as if it were that type of Favored Enemy.

So, you cast it on one demon, you've got your +6 human bonus against him. You don't have it for any of the other demons, since they weren't targeted.

EDIT: Ninja'd really hard while reading the rest of the thread. :P


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Azten wrote:
Deadmanwalking wrote:
Azten wrote:
I just checked the PRD and it has the line I put in bold.

No it doesn't.

There's an extra "resistance" there that removes the problem.

Still a possible issue with boiling working on the Red Dragon, but none with lava.

I still see it.

I'm looking at that screenshot of the PRD, second paragraph of "Lava Effects", second sentence, says "Immunity or resistance to fire serves an an immunity or resistance to fire, lava, or magma." Unless that's not the part I'm supposed to be looking at, it looks to me like it doesn't say that Fire Resistance 1 will result in total lava immunity.


An AoO is not an attack action, it's just an attack.

However, Trip, Disarm, and Sunder all say you can do them in place of a melee attack, not as an attack action.


In my current campaign, I have it so that the player rolls once, and if it's less than half their hit die they roll again, keeping the better of the two. Allows for, but greatly diminishes the odds of, low HP rolls.

When we get closer to finishing this campaign, I'm gonna ask them how the group would feel switching to static HP gains at each level. Not sure what formula I'd wanna use. I'm thinking either 1/2 HD +1, or .75 HD round up. So d6 would be 5, d8 would be 6, d10 would be 8, and d12 would be 9, with the latter.


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Larkspire wrote:
I ignore challenge rating entirely,except for counting up xp...but CR appropriate encounters are almost always a pushover (in my experience).

In case you didn't know, that's actually intentional. A combat of CR = APL is supposed to be fairly easy to deal with. It isn't until you get to about CR = APL + 4 that a fight is truly fair and likely to go either way.

As for the rules that bug me, personally... the whole concept of the "big six" and necessary magic items. Or, more specifically, that the game assumes you have the big six, but never outright states it, nor tells you what the game math assumes you have.

To use a somewhat extreme example, two 10th level parties, one who gets nothing but interesting magic items like Capes of the Montebank and Gloves of Storing and other things like that, and the other gets nothing but the big six, are going to be completely different in terms of capability. But the rules make no indication that that's the case. The closest thing is the suggestions on building PCs after 1st level.

What I prefer is either like 4e D&D where they basically tell you what kind of +s the game math assumes you have at a given level, or like most other RPGs where the game is designed so you don't need magic knick-knacks, they're just a nice bonus.

I love giving out cool magic stuff, I just want the game to tell me either A) We balanced this assuming they have +X gear at Y level or B) We balanced this assuming no magic stuff and anything you give is just a cool bonus.


So, just as an example, I'm going to assume you're a fighter with a mundane longsword in one hand, an 18 strength, no feats except Vital Strike, or anything except Weapon Training, your Strength, Vital Strike, and your Base Attack Bonus.

You Vital Strike as a Standard Action, leaving you with your Move Action to run around.

You only get one attack when you Vital Strike. This attack is at +11 (+6 Base Attack Bonus, +4 Strength, and +1 Weapon Training). On a hit, you will do 2d8+5 damage (1d8 for the Longsword, plus another d8 for Vital Strike, +4 Strength, and +1 Weapon Training).

If you perform a Full Attack, that's a Full Round action. You have no actions you can take on your turn this round except your Swift Action and Free Actions, as a Full Round Action consumes both your Standard Action and Move Action to perform.

This lets you make two attacks.

The first is at +11 (+6 Base Attack, +4 Strength, and +1 Weapon Training).
The second is at +6 (+1 Base Attack, +4 Strength, and +1 Weapon Training).

Each attack does 1d8+5 damage (1d8 for the sword, +4 Strength, and +1 Weapon Training) if you hit with it.

And, as a little extra thing you might not know, if you Full Attack you can choose to abort the Full Attack *only after the first attack* and have your Move Action to spend instead. You can't abort after you make your second attack.

Hope that helps clarify things even more for you. :)


I'm already enticed here, but are there more classes on the way than the three released so far? That may change this from a "Cool, maybe later" to a "Must get now!" :P


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And, even if you assume that NPCs use the Profession skill for income, that's (assuming they take 10, have it as a class skill, Skill Focus, one rank, and at least a +1 to Wis) still only ~9 gp a week, which is 468 a year. That's about quadruple Abyssian's number, so it'd take him *still* about 13-14 years.


You cannot gain the +1 hp from Favored Class going into Pain Taster, for two reasons.

One, because it isn't your Favored Class, Barbarian is.

Two, because Prestige Classes cannot be chosen as a Favored Class.


Kthulhu wrote:

After reading some of Guillermo del Toro's demands for the "At the Mountains of Madness" movie, I'm glad it never got made.

An not JUST because I think the story is absolutely unfilmable.

What demands were those? I was curious but skeptical after hearing that del Toro wanted to do At The Mountains of Madness, but haven't been keeping up with it much.


I don't know how many people here are fans of his, but I felt somebody should post something regardless. Even if I'm the only one who would recognize him here, I feel the need to talk about it and says something. I dunno, I'm rambling, and have never been good at writing things involving feelings.

Justin was an incredibly entertaining, positive, and upbeat producer of videos showing import games that people can play without knowing any Japanese. I didn't know him personally, but everybody who did calls him one of the most friendly, lovable people they'd ever met. Nobody had a bad thing to say about him.

Tragically, he took his own life Thursday, January 23rd. He's left behind a wife and many loving friends and family.

Justin's wife, Jenny, making the announcement wrote:

It is with a very sad heart that I must confirm my husband, Justin Carmical, sometimes known as the Jew Wario died on Thursday, January 23rd.

I also have to confirm he shot himself, but he was not alone, he locked himself in the bathroom and I was on the other side of the door talking with him. He knew I loved him, HE KNEW ALL OF YOU LOVED HIM. You all made him so happy, every time he was recognized from his videos, it made him giddy with joy.

His last recording was a song with Johnathan Mann, I don't know if Johnathan knows. He recorded it the night before.

I am surrounded by family and friends, and am taking this one moment at a time, remembering to breathe. I want to share with you what the Chaplain said to me, it was a momentary mistake, hold on to the good memories. I will post an update once a decision has been made about funeral arrangements.

If I need anything I will let you know, just hold on to each other and love each other, and thank you all so much for loving him so much.

URL added by me, to the video in question.

For those of you unfamiliar with his work, here's an introduction to his work.

For those of you unfamiliar with him, here's an introduction to who he was.

I don't know if this post will fall on deaf ears, but I felt I should mention it. I didn't know him, but the world became a little less awesome the moment he left it.

Peace be with you, J-Dub. And all my best wishes go out to your friends and family. I hope you've found peace.


Timebomb wrote:


Of note is that usually an item should occupy more than 50% of the character's wealth (main exceptions being for shiny plot items).

Minor note here, but I'm pretty sure that Timebomb meant that one item should NOT occupy more than %50 of the character's wealth.

Seems obvious to me, but wanted to clarify just to be safe.


Cool, thanks everybody.


PRD wrote:

Greater Grapple (Combat)

Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

A player of mine is playing a grappling Barbarian guy, and we're having a little debate about how it works. I've bolded the main bit that we're talking about, and hoping to have it resolved before he hits the level where he starts using it.

Let's assume that he rolled his Move action grapple and decided to Damage the monster. Now, he wants to Damage the monster again. Does he

A) Have to make another roll to do the second Damage. This is my opinion, since it says that it allows for two grapple checks to be made.

B) Automatically does the second Damage. This is his opinion, since it says that you aren't to make required to make two checks and only need to roll one to maintain.

Thanks for helping clear this up, in advance. :)


I imagine that it works much like armor spikes: both hands are taken up by your two-handed weapon, so you can't use it to Two-Weapon Fight. You could still Two-Weapon Fight with it if you were using a weapon in one hand.


My groups (I have an IRL group and an online group) tend to average 1-2 months for each book.

Regarding the Ice based casters... so long as they have spells to use when up against things resistant/immune to Cold, they should be okay. Just keep in mind that there are going to be a *lot* of things resistant or immune to Cold.


This has been brought up a lot, and is something most everybody has agreed would be pretty cool if it happened.

Unfortunately, as the bag said, they wouldn't really be able to use any of the rule set, and that's something for a game developer to come to Paizo about doing, not really something Paizo's gonna knock out on their own. :/


Also, by the rules, I don't think that your character's weight counts against your carrying capacity.


For western stuff, I loves me some Deadlands.


I'm having a similar issue with my Magus in a game I'm playing in. Though only in combat. Outside of combat I roll fairly well.

My GM went insane and gave me a magic sword that attacks Touch AC, we're about level 4, so Touch AC is averaging 12 or so (with many of our opponents being really dexterous and having a 14), and regular AC is something like 16-18, sometimes a little higher.

Since I've gotten that sword, I can't seem to roll higher than a 6 on my d20 for attack rolls. It's shenanigans.

Edit: Yet I use the same dice when I GM, and they really want to kill the party!


Scavion wrote:
doc the grey wrote:


But why isn't the class that's really really good at beating people up...

Because actually, most monks are pacifist guys who don't actually know how to fight.

The whole bad ass monk phenomena is based off a few extremely particular monastic traditions.

I assume you're talking about real-life monks here. To which I must respond: So what if the bad ass monk phenomena is based off of a few extremely particular monastic traditions? Or that real monks are mainly pacifists?

It's those bad ass monks that the Monk class is designed to emulate, so the Monk should be really good at beating people up.


Crits with properties like the ones you mentioned, Bigdaddyjug, are just like regular hits. A flaming bow that crits still only adds +1d6 fire damage. The general rule for crits is that static bonuses get multiplied, bonus dice do not.


Ameiko's got Versatile Performance (String) which lets her use her Perform check in place of Bluff and Diplomacy.

Take your 53, minus 10 (5 each for bluff and diplomacy), leaves us with 43. 40 skill points normally +3 favored class for Bard = 43.


The Deluxe Explorer's Edition is how I got into Savage Worlds. I don't know what they changed between the original Explorer's Edition and this one, but here's what I can tell you.

It's still only $10.
The art is good and colorful. The whole book is glossy and colorful.
I believe they added in some of the races from the companions (the Rakasha and Elves and stuff, for example, in the book).
It's got the errata and updates the system has received since it came out.


WNxTyr4el wrote:

I looked more into it and I'm not sure if I like how it's split across so many expensive books :(. <snip>

Unless I'm wrong and there's only one book you need really to play.

If you're talking about Shadowrun, don't worry, you only need the core rulebook (the big one that's just called "Shadowrun") to play. All the other books that say something like "A core shadowrun supplement" or "A core Shadowrun book" aren't actually necessary. Useful, yes, but not necessary.


There's nothing in the description of the archetype nor the blade that grants proficiency.


Ruyan, there's nothing in the text you quoted that implies you wouldn't get the x1.5 Strength to damage that you normally would.

Increasing from a one-handed weapon to two-handed still has you using it in two hands, and two-handed weapons still get x1.5 Strength to damage.


Yes. Why wouldn't it be able to?


Dex-Dynamo-V4 wrote:
Johnico wrote:

1. Hero System 5th Edition

2. GURPS 4th Edition
3. A set of non-fancy dice (since all my other sets are fancy with intricate details on them)
4. Savage Worlds Deluxe Explorer's Edition
5. Numenera

I want to add Savage Worlds : Deluxe and Numenera to my collection.

Hellfrost setting for Savage Worlds looks great . . .

Savage Worlds is pretty awesome, though I've only read through it. Simple but crunchy.

Numenera is okay. Not really what I was hoping for, but it's solid for what it does.


1. Hero System 5th Edition
2. GURPS 4th Edition
3. A set of non-fancy dice (since all my other sets are fancy with intricate details on them)
4. Savage Worlds Deluxe Explorer's Edition
5. Numenera


Perhaps because it's possible for two conscious enemies to be adjacent to each other and not threaten each other, say because both are unarmed and both are without the Improved Unarmed Strike feat? And so they want you to know that in weird edge cases like that, even adjacent foes don't count as in melee for purposes of the penalty.


Snowleopard wrote:
Remember that you can only take 10 in a skill you have ranks in.

Where'd you read that? I just checked the PRD and didn't find anything like that.

PRD, Using Skills wrote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.


Like atheral, I kickstarted this too. I've only played it a few times, but it seems like a fun game that actually plays pretty fast once everybody gets into a groove. And even when you aren't grooving, it's still fairly quick.


Bard, maybe? Because they could have a couple useful utility spells and perform?


It's explained in the Universal Monster Rules in the Bestiary.

Universal Monster Rules wrote:
The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.

And if you end up with an SLA that multiple classes get at different levels:

Universal Monster Rules wrote:
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.


As for what I'd personally want out of it, I know that I'd much prefer a wholly original story starring the iconics (ala the comic) as opposed to an adaptation of an AP.

Main reason being that Adventure Paths don't really fit the movie format. They're much more suited to, say, a miniseries than a movie.


I'd argue that the Sinspawn could fit just fine. After all, Animated doesn't always equal kids' movie. Or, at least, shouldn't.

Besides, there isn't much about the Sinspawn visually that makes them anything but freaky monsters, which kids LOVE.

Ogres, though... I'm not sure how you'd incorporate those guys. o_O


Huh. For the past year the Inquisitor in my group has been using Furious Focus with her one-handed scimitar and I had no idea that wasn't technically legal. Guess that means that's one more accidental house rule to add to the pile. :P


Not even an FAQ, it's written into the rules already in the book:

prd wrote:

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.


Most encounters like that have a "Story Award" listed at the end of their section, saying to grant XP as if they defeated the person they were interacting with in combat or something. For example, the enconuter you mentioned lists a Story Award at the end of the description of the encounter for completing it in a certain way. So, generally, I'd go with a big "Yes!"


I also wish BESM 3rd had been more popular. Means I might be able to get my hands on a print copy to go with my PDF of it for a price that isn't in the triple digits.


4e at... 16? I can't recall exactly. 4 or so years ago, anyway.

My first tabletop game in general was not actually D&D, I should note. I started at about 15 with Star Wars Saga Edition.


Perhaps, what with an actual Pathfinder Card Game in the works right now, somebody will convert that to an App game. If there's a company you know has had success in converting actual games to Apps, maybe send 'em an e-mail or post on their forums or something and try to get them to start talking to Paizo.


Divine Bond doesn't allow you to switch around the enhancements that are already on your sword, only to add new ones from the Bond.


I was thinking just earlier today how awesome the squad rules were in Star Wars Saga Edition and how useful they'd be for Pathfinder, and here I come and see a post that something will be happening like that. Awesome. Little less specific on what to do than those rules, but nice to have nonetheless.


From Anima: Beyond Fantasy

Technician
Tao


And, not to mention, there's absolutely nothing inherent in a game having a more in depth character creation system than "roll stats, pick class, roll HP, done" that results in less (or more) imagination or character development in the game itself.

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