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KainPen's page

911 posts. Alias of Joshua Matherne.


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it is do able, I had a ground of 14 before, I normally run games with a group of 8.

one options for doing this make up your own story but take maps and encounters from pre made adventures. this will speed things up for you.

ignore XP for leveling just level the group when you adventure says they should be x level.

double the size of the rooms in each map. if it says the room is 50 by 50 make it 100 by 100 this give more room for players and creatures to move around.

Ignore difficulty, make the game easier, it will be easier on them and you. this can be done by making all characters 25 point by or doing the add give them max hp per level.

Creatures since you have a huge party increase the numbers double, but reduce their hp, by 1/3, this will make the game go faster with the large group and make all the pc feel powerful. as they will all have a creature to target or help out with and defeat them quickly allowing everyone to get a turn. only make boss battle challenging. double the number of boss creatures max out hp on them.

remove complex unneeded rules like AOO even the ones from reach ones, they slow things down, charging, mounted rules and mounts abilities to attack.

treat mounts as a speed increase to the player only.

ect. and explain to the players since the group is so large you are cutting out some of the rules and features to speed up play and so they all enjoy it.

let them do crazy stuff that is not in the rules. don't even worry about if there is a rule about it, or a roll. Say rouge wants to jump off a hill and stab some one in, let them do it and give him sneak attack for it don't even bother with the acrobatic check.

basically don't get hung up on rules are trying to make it difficult, but be fair and consistence in any rulings you need to make.

just give them skill focus in there chosen skill as a free campaign feat. I am running Way of the Wicked right now and that game calls for all PC to get 2 extra skill points per level. It strong but not game breaking. It is also something that will get even better when they hit level 10 or higher depending on number of ranks.

it happens a lot maybe , my luck has fared better then most I guess. I made it through 4 whole 2nd edition games when I was a player and with my family 5th one died out as my uncle who house we played at got to busy with other social activities.

In high school ran a 2nd edition game for my friends made they made from level 1 to about level 16 they had about 8 more levels to gain before the end of the game, my uncle wrote this super high powered adventure i used for the last part of the camp. There where 14 players and they just start to fight to much with each other, over girls and other stupid personal crap in game.

The group shrunk and another guy decided to run a Mech Warrior game. we finished that. then everyone graduated and went off to college and what not. Only two of those guys stuck around. We found some 4 new players re-ran my high-school game and actual finished it. then we moved on too Vampire Masqueraded finished a campaign I GMed and like 3 others camps with another gm.

stopped playing for a year or so 3rd edition game out a new friend from college was playing it via wizard version of organize play. he gm ed a few adventures, I did a few, another guy did a star-wars adventures but no serious campaign. the started group changed slightly by adding more players one or two got to busy and stopped playing

So I started one, I ran that for over 7 years all player became epic level 24 was the average level. They where about half way through when I need a break must have been level 16 or 17 at the time. most of the original guys that finished that redo of my high school game dropped out. At this point, I think only 3 remained out of that group of 6. but 4 of the college friend where still going strong. One guys ran a d20 modern game we finished that, Then I did a DBZ game we finished. Went back to my campaign. They got to about level 24 when few of the players start to squabble with each other and everyone job scheduled had changed so it made it hard to play, so I decided to take a break.

Join another group that my uncle was playing with and got thru 3 campaigns was working on a 4th, around Campaign 2 with this other group by this time I was ready to convert over to 3.5, the college friend groups work scheduled seem to align again we started a new game. 5 month into the game Hurricane Katrina hit and scatters us every where.

a year later I end up back home and started new game, 2 guys from high school came back to play, 2 of the guys from college and another one would just pop his head in and play when he could, and one of my family members and a brother in law. We finished that game end level 18 3.5 game.

I was burned out on dming again, need to start teaching someone else how to do it. I got one of the other college guys to dm a short adventure so he could experiencing dming. I was getting sick of 3.5 at this point and we tried playing 4th and could not stand it. Also found VTT at this point, So ran a 2nd edition game with them they got to about level 5. I need a break then we did a new vampire game, finished that, another guy wanted to do one of those we did that one finished that, went back to 2nd edition to finished the game. went back to vampire with the crap hit the fan, group broke up, only like 3 people where still around 1 guy from college, brother in law and family member. we played board games and stuff for about 6 months when I found out about pathfinder, one my uncles moved back in town and picked up a friend from work to start playing and found another friend that wanted to play.

I ran 2nd darkness that I converted over to pathfinder rule set, put it in my VTT completed it, then someone else ran a game, we finished it. One of those guys drop out due to work. Then so my other uncle came to play with us.

I converted that old 2nd edition adventure my uncle wrote into a pathfinder game and putt and ran that until they got 3/4 through it and it turned it to TPK, using the 2nd darkness characters they had.

I was running Way of the Wicked finished book 2, Group changed a little bit here two, my two uncles stopped playing. I got behind on putting it into a VTT do to some personal stuff. Another guy decided to dm a game he had completed and was not running his game via VTT. so that where we are now, and I am getting back to putting Way of the wicked in to my VTT in the mean time. we should finish it and this game also.

So I am surprised I actual made it through so many full campaigns

yeah you could, but maybe the character has something else that is awesome about his natural attack, like a make poison on a bite. Or maybe the natual attack is a secondary attack and is a primary and gets 1.5 times str and will do more damage then the weapon. the extra attacks in the old system where often weak any way low damage. maybe the developer felt it best to phase it out just like the 4th attack, it miss most of the time any way so it was kind of useless and just takes up table time.

Also the new system is setup for you to make judgement calls as GM and revamp some stuff.

example barbarians bite rage power,you have to adjust it to fit the new action economy or get rid of it all together. you can adjust it in the following ways. you can make it grant free attack on your first action used to attack, much like two weapon fighting.

or you can change it from a secondary attack to primary as per what bites are in the monster rules and since it the characters only natural attack follow those rules. meaning it gets str and half.

there lots of other things that could make a player choose to do his natural attack over weapon attack, maybe he is grappled and has a two handed weapon. or he use a reach weapon and he use it to threats in the 5ft squares next to him.

there are still tons of uses for it.

my example about pounce for example is a good suggestion I see is to have it allow to be it own complex 3 action. That allows for half distance charge and all natural attacks. This brings the power of it down a bit to scale with new action system. keep the ability special for creatures that do have it.

it is required if you have an AC, so you can teach it tricks and command it in battle. you should be make rolls all the time for it in that case. if you don't have a AC you don't really need it. it option for when you travel by horse or as Manve if is a long term game you can use it to raise some strange creatures to use.

to use improved two weapon fighting you must use 2 actions and all 3 action to do greater.

Make all natural attacks takes up all 3 action so it can't be combined with two weapon fighting or single attack.

you must spend an action to make make a secondary natural remain the same.

full round attack do not exist any more in this system.

you could two weapon fight with your first action, then on 2nd action take natural primary or secondary attack at -5 penalty or attack roll.

you just follow the rules for secondary attacks if it is a secondary attack, half str damage ect.

The new systems balances out combat a lot better and caster tend to take a hit in this area. in the new system combat maneuvers especial one like over run work now. Also the new system makes Vital strike feats not a trap any longer. So you could do Vital strike with your natural attacks. the new systems looks like it was ment to kill the need for pounce builds. since pounce does not function with in that system with out some GM intervention.

I was thinking of making Frog from Chrono Trigger figure Boggard Paladin, but looks like Grippli would work a little better. but I did notice Grippli need a feat to do it. Thanks for the info.

Subject says it all. what do you think?

Pixie, the Leng Queen wrote:

You can grab a feat to add str to Intimidate... and we have shown you can REALLY ramp up str... lets see...

Half Orc mutagenic fighter
Get EH (orc)

EH orc will give you +12 to str by itself (+6 inherent, +6 size). Since the orc doesnt count as a polymorph effect, you can use use your mutagen for more str....

Skill focus for intimidate.

I forgot the feat to use str for intimidate

And all of this also ramps ypue damage...

This is what I do for my builds like this. you get the size increase also so you are not taking a pen on as many creature bigger then you. pick up reach also immunity to fear and some natural armor.

I don't waste my time with dazzling displayed or shatter defenses, just not worth it for non rogue. and ORC bloodline is giving you so much more any way. dex is often not very high or giving a lot of ac later on in the game anyway. Since creatures just keep getting bigger. the game is made STR and con goes up creatures get bigger and harder and dex goes down. some creatures have touch ac of 0 or lower because their dex is so bad.

to saldiven

Yeah that is your build but not what OP present who say it was easy. whom I was replying too. you are heavily invested in that skill set to give you more so then him. by picking race, class options, ect. as you posted.

he just said power attack and smash. that is not enough to make it easy. that was my point you have to build for it, to make it easy and it gets hard and hard the more levels you gain it does not get easier. it requires more investment, either magic items or more feats ect.

see any ancient Dragon DC is stupidly high. even at level 16 he going odds are he not going to be successful

Black Dragon DC 40 before even adding the wisdom bonus.
or cloud Giant 1 cr higher then you posted is dc 37 including the size adjustment. those are not easy numbers to make for some one that did not invest heavily into it.

your build I bet does not completely dumping CHA is also and obvious you are adding a ton more then power attack smash. I never said it could not be done to be easy, just that it require serious investment to be easy and pointed out ways to do it.

I also did not suggest it was a bad idea or build I said it is pretty good as long as you have smash but it does require investment to be effective and easy.

HWalsh wrote:

Also note:

To intimidate a target you only need to hit DC 10 + HD + Wisdom Modifier, meaning, for most targets it...

It not as easy as it seems. It still a good path to go and good perks since they are mostly free or using a swift action. but It just requires a got bit more investment then what you have listed to be truly effective or easy.

The odds are things you are going to be fighting are going to be at your hit dice or greater. this nullifies skill points point into to intimidate.

Most medium size creatures Usually have a decent wisdom +1 or 2 mods. Now creature that are not medium size are going to be bigger then you. you take a -4 to this check for every size category they are bigger then you. they continue to get bigger as you level. that is the way the game was made.

Most people that go this route dump CHA meaning you are already in hole big time due to size issues and it based on using a dump stat for most melee characters. This means less then 50% chance of success. that is not easy, now you can invest more to make it easier, skill focus is a must, as well as any background traits, and that feat that lets you add str into the skill with cha mod. this will put you on averaged about 65% chance of success. That is still not easy and take more investment to get the numbers better. you will need persuasive. then you should be good at calling it fairly easy roll. that is heavy investment to make it easy vs large creatures and things of your size. you need magic items to push it over the top so it can be easy vs bigger then large creatures.

If you want this build I always suggest making it a fighter only cause you will need all the feats,or another class that did not dump cha. good suggestion I also make on point by build is instead drop your str at the start by 1 or 2 points of your original target point. this should free up points to give you decent cha and, you are going to make it up by using eldritch heritage orc blood line at the later levels.

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I don't think Strong jaw stacks with Improved natural attack. I belive the min/maxers already figure out 16d6 was maximum

Doesn't the Scythe meld into your body when you change? I don't think you get to use it any way. I guess you could drop it to the ground, change and pick it up again. that waste lots of time in combat, guess out of combat not a bad idea.

For those that have either been or run this AP, for chapter 3 what map did you use for the events at the battle of saintsbridge. there are several battle that in that section that have to be done by pcs, but there was no map supplied with the AP for the pc battles. All it comes with is the large area map where each square is over 100 yards. that make it almost impossible to use because the scale is to big. it a great reference map but can't really be used for combat. I know a lot of the events you can use just any old open field map, but there are few that take place on very specific terrains. I can't seem to find a suitable map to use.

yes that is correct, it actual makes more sense this way also as moving target even ones running directly at you are harder to hit then those standing in one place. You spend 2 of your 3 action to run at someone and gain a bonus to hit with your 3rd action. you don't get to attack with the charge anymore. it say just has to end in a square next to target. You have to spend another action to attack. it also no longer seems to function with pounce any more.

this also fixes issues with bull rushing and over running with charge, so they actually can function now with in the rules. before over running was impossible due to having to end next to target you could not keep moving before. Now both of these are simple actions that you can preform after you charge and get a bonus to use because you charged.

still not sure if it fixed all the mount combat issues but I think it does help them out.

the vampire could have a second coffin and got away. That what I would do good chance for reoccurring villain especially since they think they destroyed the coffin.

thread nerco recorded? 4 years?

ran this with one Dhampire it was none issue. 2 might be little rough, but considering they are both Sorcerers should also be none issue as they should not be in the front fighting, if they free grumble jack he should be doing most of damage if any is required at all. the whole point of the 1st part is to escape unnoticed. so you should not be fighting at all.

BigNorseWolf wrote:

Bring back the 10 foot exception for medium pole arms.

"Attack them from the north west!

"Why's that captain?

"Pole arms don't work in any direction but due north due south due east or due west!

You either need to write in an exception to how a pole arm threatens, OR you need to write in an exception changing threatened squares to a threatened "Area" that doesn't show up well on the grid.

They added it back

4 year old nerco wow.

since you mention the tall Giant limited 5ft step, lol think of the dexterity that would be required do take such a small step when the creatures natural stride would be 15+ft. I always find it funny these massive creatures like giants and dragons end up in the smallest layers, according to most battle maps. I often wonder how they even got into those rooms. considering the rest of the hallways are like 10ft wide and the dragons are 25 to 30ft space hogs. how tall are the ceiling to all these rooms lol some of them are often described as being 10 to 15ft tall. how did that 20ft tall giant even get in that room does he crawl through the hall way every day. The rooms size for a dragon that is over 200ft long are often equivalent to one of us living in one of those small prebuilt tool shed you see outside home depot, and then filling it 3 quarters full with treasure living in that and we are also having to fight in it. most of the time the dragon can take only take 3 or 4 5ft steps and have covered the whole room. It just some of those things just have to expect and not try to think about to much.

I always refer to them as Background Traits, Racial to avoid confusion. Player then under stand it better.

see way of the wicked for lawful evil anti paladin rules. I honestly always felt they should be lawful evil over chaotic evil, due to code of contact and other things. it is the dark knight after all. More of a Ra's Al Ghul then Joker.

I see guy pull 13 cards from it and make it out with nothing but bonus stuff. The pathfinder version a lot of the cards go back in the deck after being pulled. He keep draw a lot of the avoidance cards in the deck. would use them when pulled a bad card or before.

I pulled 5 my self before from harrowing version of it. Only 2 bad things happen. I end up 2 levels higher, and intelligent magic item and 2 bad things where not all that bad immunity to and element with vulnerable to another and I was always considers flanked and crits where auto confirmed. both where easy enough to over compensate for. via fortification armor, cloak of minor displacement and that helmet that add +1 luck bonus to ac and negates one critical a day. Which I all planing on getting anyway.

it would have to be 3,000 there no other pricing that fits into shield with that material. Mithral actual has a listing of 1,000gp and remember it functions as silver for over coming DR. also reducing weight and check penalty. Admantium for a shield really does not do anything expect all you to ignore DR and hardness. the cost is really wasted. unless you plan on sundering stuff with your shield. Most cost effective would be Darkwood at 10gp per original weight and reduce penalty check and just make it + what ever defensively if you are getting shield master feat. DR is non issues as you are over coming it at half price.

Imperial Dragons would work as they fly with no wings. I think gold dragons use to be able to fly with out wings also, but I think that has been changed in pathfinder.

Dark Wood\ Mithril I think count as both without having to pay the extra 300 or 150. but you are paying extra for the it being a special material.

Shatter defense is even a worse feat especial at later levels you have to waste two rounds of attacks to even get it to work.

that whole chain is horrible feat chain. it sounds awesome but just does not work very well. It is good to have if you are a rogue and you have a fighter hitting everything and intimidating it for several rounds for you via Cornugon Smash.

Most creatures don't have a lot of dex to their ac so you looking at very small benefit. especial since the game is made that creatures get larger as you go up in levels meaning they lose more and more dex, hence why some dragons have touch ac of 0 and a flat footed = to their normal ac.

having to waste a full round action to maybe intimidate them and hope you beat the DC by 5 or 10 so that they are shaken for longer then 2 rds so you can get any effect out of shatter defense then you have to move to your target and hit them. in rd two or hope they come after your. if they come after you your in luck cause you can full attack them in rd two and get benefit of the feat after your 1st attack. if not you have to wait for rd 3s for when you can full attack, but by rd 3 combat should almost be over. It would more then already be over if you did not mess around with that feat chain.

Get rid of Dazzling Display it is a worthless feat. combat is normal over and 3 to 5 rounds your better off taking furious focus and Cornugon smash intimidating every target you hit and doing damage instead of wasting a whole turn to maybe do a minor debuff that may work. did you roll or doing point buy? if point buy drop your str by like 3 or points put it in the CHA and take Eldrich Heritage with Orc bloodline. you will re cope the Lost STR later and go way higher and save your self some and increase your intimidate in the process.

Orc Blood line is going to give you immunity to fear, bonus to nautal armor, increase str, a way to enlarge your self getting more str,con reach and even more natural armor. and minor buff you can do to a teammate, if gm allows this trait ambler

Orc Bloodline is really going to help add to your intimidate even further.

you can use the buff on your self.

Take Focused Study instead of normal bonus feat, this will give you survival at level one for prerequisite of orc bloodline out the way at level 8th you can take skill focus intimidate (you will need it) the dc to intimidate is a lot harder then to hit then you think it is especially as creatures get large because the dc increase by +4 every size category larger then your self. intimidating prowess and good str and cha is not good enough to make up the difference. and another skill focus later of your choose maybe perception would be good choice.

Since you are doing Way of the Wicked Consider doing lawful evil anti paladin as players guide suggest. instead of fighter, you get and aura that will help you intimidate and give creatures minus

but if you are going to do fighter don't waste your time with armor master just do normal fighter, it mesh better with the hell knight as you will end up with weapon training in at least one weapon group extra hit and damage armor will be the same, you won't have point of DR and single point of touch ac is not that big a loss. odds are you are not going to the rest of the fighter levels to where armor master archtype really worth it any due to you multi classing.

the hit and damage is much better. it also allows you to use sash of war champion increasing you effect fighter level for bravery and armor training, Glove of dueling will give you another +2 to hit and damage with your weapon group and you won't drop your weapon.

you can also you can drop int a little more to if you want, as way of the wicked called for pc to get 2 extra skill points per level any way.

I just ran that camp my self as DM. The Antipaladin in the group I ran really made the wizards day buy always reducing the save of targets as well as save the save the day a lot of times. That why I would recommend it, that camp is made for that class to be in it.

I played similar hell knight before and I am making a new one where I am dipping one level of lunar oracle to get CHA to AC and reflex saves thus allowing me to dump dex along with int.

Pass on the seeker trait, it is wasted on you as perception become a class skill for you any way when you take your hell knight level.

Actually you may have problems playing a hell knight in that game due to the extreme lawful nature of of a hell knight. That Camp require a lot of rule and law breaking. Which is fine for a normal lawful character as your are trying to impose as new order. But hell knight tend to be on the extreme side of lawful ideals.

Kaouse wrote:
If the dude already rolled his save for Hold Person, that means the spell hit and he was affected. I'm not sure I would allow the casting of Wall of Force after the fact.

I think Kaouse make another valid point the the situation After the save is result is confirmed it is to late. Cast force field is being cast, not after the result. The PC know a spell is being cast on him as ready action as it is happening. The PC should have made a spell craft check before hand to id the spell to determine if he felt it was a serious enough threat to cast his immediate action spell. once the save is failed it happen. There is no taking it back. if this was done the situation does not matter.

I think Dm_Blake is also correct about the situation. It is the way I would run it, I would do a little more like roll the sense motive and perception checks for everyone in the surprise round, to see if they notice the ready action (maybe the npc smile slightly when he figure out he going to make a ready action) behind the dm screen. The PC tried to bluff the other players know he is bluffing the npc, they have to suspect something could happen. So they get these checks. The players don't need to know why it is happening or what I am rolling dice for, I would also roll there initiatives for them in this case. For those that succeed you give them a hint that you get the feeling NPC is ready to attack at any moment, then let them decided what to do, for those that fail they are unaware and do not get to act.

if you don't want to roll the dice for them, just ask the player to roll several d20's don't tell them what they are for. you add their bonus in behind the screen then you can reveal what they where for after that fact. This is a more favorable way to do it as pc still rolling there own rolls. I would ask them to roll dice often and to give you numbers for no reason at all, that way they never know when they are really rolling for something. it stops them from meta gaming as in the initiative examples previous post.

edit* did not want to double post

I think the new unchained action economy help correct a lot of these strange issues that pop up from time to time.

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only when heated.

I think if you can break out of prison using Salsa I think, I think an admiantiunm dagger can be used to cut it's way through a stone wall. That what the HP of the wall is for based on thickness. That tell you the amount of work that is going to be required. happened.html

He could still use the tool just not with spell craft check, the tools limit what you can craft with them. So a weaponsmithing set could be used for making magic weapons only and he would have to use his craft weapon skill to make them instead of spell craft. you don't need master craftsman feat to use that skill to magic items.

using spellcraft is to magic items can be used to replace all the other skills. So these tool help casters and non casters with master craftsman. they just don't work will spellcraft when used it to make magic items.

all master craftman does is give you an effective caster level so you can take feats to actual craft magic items.

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read the delay and ready action rules. 1st off you can only ready a standard action if your trigger does not happen with in the that rd or your next turn it is a forgo and wasted said action. Time uses bonus rds for you they function as full rds for you. Thus if you ready a action for something that does not happen in that round you lose it and go on to the next one. Considering you are the only one that can act in those rounds ready actions do nothing for you. if you delay you waste even more time to adjust when you go in the round.

What Mike said, there is no way to really know.

I think it is fair as DM to rule that pounce allows creature to move it normal distance and attack with all natural as 3 act action.

oh yeah you will do way more damage do the math, no need to even take the feat, with their reach you are not going to have to worry about Aoo, or non lethal will work just as well for putting down a foe. you can always eat them while unconscious. a -5 is nothing when you have over +30 to hit not to mention spell buff you can do to increase those numbers. most dragons have multi attack at some put so it reduce even further.

and the dragon, bite, gore and tail slap keep it 1.5 str damage because specific trump general. (tail slap is perfect example of this as it is already stated as secondary attack and still does 1.5) claws get reduce to .5 str, but that is ok.

you just got 6 more attacks at that do 2d6 maybe 3d6+ str mod and maybe even power attack. most damage in the games come from static numbers. the dice really don't matter, this is why the OP looking to get those 4 extra attacks.

Imbicatus wrote:
KainPen wrote:
you can't kick with unarmed strikes with out being a monk as far as I know. a Monk armed strike called out that it can be made with any part of the body, while all other unarmed strike uses your hands, thus no claw combo.

This is false. Anyone can make an unarmed strike with Kicks or Headbutts.

From the Core Rulebook Combat Chapter on Pg. 182

Unarmed Attacks wrote:
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Good I am going to totally use that cheese. This would give a dragons 6 more attacks in a round, + Claws, bite, wings, tail, and gore depending on dragon type.

you can't kick with unarmed strikes with out being a monk as far as I know. a Monk armed strike called out that it can be made with any part of the body, while all other unarmed strike uses your hands, thus no claw combo.

what do you mean all of your claws?

Also note that Claws are not secondary weapons, a creature can have more then one primary attack. So there is no minus to those attacks, but attacks that do receive minus do apply to sunder attempts even two weapon fighting. Also note most people forget this you can lose you dex and dodge bonus to CMD if you are flatfooted

Hell Knights class ablity: Fearsomeness (Ex; any order): A Hell knight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened. only thing i can think of that allows the increase of any kind.

All I got to say that movie was Awesome!

Claxon wrote:
Imbicatus wrote:
The main reason is that it's effectively an impact weapon (a +2 equivalent) for a flat 2500 gp.

With the further problem of being able to stack lead blades/impact and enlarge person enabling you to get a weapon 3 size categories larger. The damage progression die start to get wonky around that point. With a bastard sword it becomes 4.

Assuming EWP(bastard sword)

Large bastard sword - 2d8
Impact - 3d8
Enlarge - 4d8
Effortless Lace - allows you to move up to a huge bastard sword - 6d8

Bonus cheese points if you're a tiefling who happens to get the oversized weapons ability. You move up to 8d8.

Now, be a Sacred Fist warpriest and take crusader's flurry as a worshipper of a god who's favored weapon is a bastard sword (Ragethiel) and you've now recreated the Conqueror Ooze (monk/druid) with a sword instead.

Curious on this how are you getting to 6d8 with the effortless lace? I though it only make the weapon count a light if it is sized for you. it does not change handedness just reduce the penalty for weapon that are to large for you?

I my self am playing Oracle of Metal now, and considering large bastard sword as option, since I plan on doing hit and run tactics with vital strike still not sure I want to do that though. I so I have access to lead blades and lots of spell that will enlarge me, also doing orc bloodline EH feat chain so that will add to it also.

Sunblade is a good idea as someone mention for getting it to huge since it counts as short sword would not have to waste feat on it either. As my feats are going to look pretty filled up.

Their level is their hitdice,and Class is Animal/Vermin ect, but the once they are familiar they don't advance normally, but instead take your stats or their base what ever is better.

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but it does not mean they can't use them either, that what use magic device is for and it actual that make it very easy to use them. Easier then getting this feat.

Late access to stuff is a method of trying balance stuff in the game system it self. Also the game was never made to be balanced at all or abilities and power would be the same. It was meant to be group experience and use of team work the various strengths and weakness. Players verse environment.

An all balanced system was tried in 4th edition D&D it failed. People decided to play an unbalanced system called pathfinder instead and it became a success.

is the feat/Power really good yes no one will argue that. Was it need to be completely crippled as a option no. Could it have been tone down.

+2 to all saves would have been perfect option and you know what that was the exact number and option That was used in D&D for paladins pre 3rd edition. Still would have been a good feat considering requirements, would have been something for everyone to run out and want to take no.

maybe not but they could if they could take it easily if they did. Some may have invest in it if they wanted to use Eldritch Heritage feats and orc bloodline. easy way to make up for not putting as many points in STR from the start. I do it with my fighters, the Extra CHA give them the ability to do more then just be normal fighter. Same could apply for war priest. Then it becomes a no brainier for them that have a decent CHA.

now the way the feat is, No one would won't even consider taking it.

maybe allow 3.5 feats into the game there where a few that did fiery fist that lead to throwing mini fireball in the game. Also for anyone that going to play Goku Race has to be Vanaras, He is the monkey King After all. Racial Archetype was made to be Goku, Wood Affinity spend ki point to "Power Pole Extend!"

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Was I reading the original printing of Divine protection wrong? everyone make it seem like it was easy to get. I did not think it was over powered. Was it really good yes over powered/broken I don't think so.

Yes it was a no brainier feat for oracles, cleric and war priest, but for other class to it, it require huge level dips to get it or a long wait for the with small dip for the other divine caster classes.

4 levels of war priest, 3 levels of cleric, 4 levels of oracle. to get the 2nd level divine spell portion of the requirement along with one of the other requirements of blessing/mystery or domains. That a huge dip for any other cha base character to get a bonus to your saves.

I glad they made this change before I got to 5th level with my Oracle of Metal, because I am not going to take it any more because it is worthless.

Maybe they should have weaken the feat a little bit to static +2 or +1 Sacred bonus to all Saves, or leave it as is and make the Requirements little higher like you need to be able to cast 3rd level divine spells. It strength is supposed to be equal to 1/2 2nd level power, but odds are most classes are not going to get it until 7th or higher anyway because of the level dips.

I think the real reason this took a hit and other feats in this books is that they encouraged multi classing and level dipping, and pathfinder really does not like you doing that.

as others have stated Scalpel would would have fixed the issues there was no need for hammer.

I am running it now just finished chapter 2 and taking a break, because I use VTTs and there are important maps missing from chapter 3. So i need to create my own.

But I see what peter is talking about it, if it where not for my players it would not really seem all that evil. If anything my players actual kill less in this game then in my good ones.

I had to make up some on the fly rules because my players did just what they did in Peter's, they wanted to torture survivors and lore them to the dark side. Through various ways. They where able to get different cohorts this way instead of suggested ones.

I think it is still a fun game and would have loved to play in it but I got stuck as DM.

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