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Satyr

Kirth Gersen's page

25,440 posts (26,328 including aliases). 8 reviews. No lists. 1 wishlist. 13 aliases.


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M Goblin Beer Snob 1/Freethinker 3

Baby Gersen was up a lot at first as well. When she finally got big enough to sleep in her own room, things got a LOT better -- she immediately took to it and slept like, well, a baby.


M Goblin Beer Snob 1/Freethinker 3

Before Uro can act, the bedraggled man swings again, coming up from the floor at Gwl with a lot of force behind the blow.

1d20 + 4 - 1 - 1 ⇒ (11) + 4 - 1 - 1 = 131d6 + 5 + 3 - 1 + 1d4 ⇒ (3) + 5 + 3 - 1 + (3) = 13

Thankfully, he misses, and Uro steps in and smartly lays him out cold.


M Goblin Beer Snob 1/Freethinker 3
Uro Taraka wrote:
I just realized I'm the one holding things up! Sorry about that! We just had a baby and my brain is all over the place right now. I'll try to catch up asap.

Been following with great joy on social media! Congratulations -- this thing can always wait.


M Goblin Beer Snob 1/Freethinker 3

Yes, but blinded =/= unable to act


M Goblin Beer Snob 1/Freethinker 3

I believe so


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Some more ideas; feel free to grab any/all. My goals were to help the fighter (a) deal with common conditions and keep on coming, (b) control the battlefield, and (c) eventually awe the people around him with his sheer heroic presence. Helping him with gear (d) was a tertiary objective.

UNCHAINED FIGHTER
HD d10; BAB full; skill points: 4+Int mod/level
Good saves: Fort, Ref, Will (Making bravery apply to Will saves has always seemed like an inefficient means of addressing his poor will save.)

1: Combat Expertise, feat aptitude, war master's edge +1
2: Bonus feat, bravery I
3: Mettle, personal weapon +1
4: Bonus feat, stamina I, strong stomach I
5: Battlefield control (10 ft.), war master's edge +2
6: Bonus feat, bravery II, onslaught of blows
7: Combat mobility, personal weapon +2
8: Bonus feat, stamina II
9: Battlefield control (15 ft.), war master's edge +3,
10: Bonus feat, bravery III, tactical commander
11: Personal weapon +3, warlord
12: Bonus feat, strong stomach II
13: Superior battlefield control (20 ft.), war master's edge +4
14: Bonus feat, bravery IV, cheat the fog of war
15: Indomitable will, personal weapon +4
16: Bonus feat, supreme vital strike
17: Battlefield control (25 ft.), war master's edge +5
18: Bonus feat, supreme warlord
19: Personal weapon +5
20: Bonus feat, desperate resolve

Spoiler:
Feat Aptitude (Ex): When selecting a combat feat, the fighter can ignore one of the feat's prerequisites.

War Master's Edge (Ex): Combat is the fighter's stock in trade, and he's better at it than anyone. At 1st level, his training provides a +1 insight bonus to attacks, CMB, damage, initiative checks, and AC/CMD. In addition, his armor check penalty is reduced by 1 and the max Dex AC from armor increases by 1. (i.e., weapon training + armor training + initiative bonus.) The bonus provided by this ability increases as shown in the table.

Bravery (Ex): At 2nd level, the fighter is immune to effects that cause the shaken condition. For more severe fear, the effect is lessened by 1 step (cowering -> panicked -> frightened -> shaken). The severity is reduced by 2 steps at 6th level, by 3 steps at 10th level, and a fighter of 14th level or higher is immune to [fear] effects.

Mettle (Ex): As evasion, but applies to Fort/Will effects.

Personal Weapon (Su): At 3rd level, the fighter selects a single weapon (not type of weapon) at the start of each day. That weapon gains a +1 enhancement bonus when wielded by the fighter. If already +1, the fighter can increase its enhancement bonus by +1 or cause it to gain a +1 equivalent weapon property. The additional enhancement bonus to this weapon improved as shown in the table.

Stamina (Ex): At 4th level, the fighter's endurance training renders him immune to effects that cause the fatigued condition. If he would normally be exhausted, he becomes fatigued instead. At 8th level he is immune to exhaustion.

Strong Stomach (Ex): A fighter is inured to the sight of blood and the stench of corpses on the battlefield. At 4th level he is immune to effects that cause the sickened condition; if nauseated, he is sickened instead. At 12th level he is immune to nausea.

Battlefield Control (Ex): At 5h level, the fighter gains Combat Reflexes as a bonus feat. In addition, he can choose to reduce his movement speed by 5 ft. for one round in order to extend his threatened area by 5 ft. For every 4 levels above 5th, he can trade an additional 5 ft. (up to his maximum movement speed). Enemies who have not seen the fighter use this ability are not necessarily aware of it.

Onslaught of Blows (Ex): A fighter takes no penalty on iterative attacks (thus, a 16th level fighter attacks at +16/+16/+16/+16).

Combat Mobility (Ex): At 7th level, a fighter can take a full move and still full attack. Movement and attacks can be interspaced as the fighter sees fit, but all movement must be taken in 5-ft. increments. This ability also allows the fighter to make a full attack at the end of a charge.

Tactical Commander (Ex): Starting at 10th level, the fighter can spend a move action in order to grant allies who can see and hear him the benefits of his War Master’s Edge, but at only half his normal bonus.

Warlord (Ex): At 11th level, the fighter’s prowess and renown are is such that he can assemble an army eager to serve under him. This requires 1 week and provides personnel as if the fighter had the Leadership feat (if he or she already has the Leadership feat, the effects stack). The newly-assembled army remains until the purpose of assembling is fulfilled, or after 1 month of inactivity in any event.

Superior Battlefield Control (Ex): Starting at 13th level, as a free action the fighter can designate any portion of his threatened area as difficult terrain.

Cheat the Fog of War (Ex): At 14th level, the fighter’s instinctive awareness of tactics and battlefield positioning is unmatched. He can deduce which effects are illusory and which threats are real, even from magically-concealed enemies; this counts as true seeing, but is an extraordinary ability that cannot be dispelled. When faced with a projected image, the fighter can deduce the actual location of the caster.

Indomitable Will (Ex): A fighter of 15th level or higher under an ongoing [mind-affecting] effect may attempt an additional Will save each round to end the effect. If the effect does not normally allow a save, the fighter gains a Will save (DC 25) to end the effect.

Supreme Vital Strike (Ex): Starting at 16th level, as full round action the fighter can make a single melee or ranged weapon attack that deals base damage equal to the normal weapon base damage x his fighter level. Effects like lead blades, etc. follow the normal rules for adding multipliers (e.g., a 16th level fighter with a lead bladed longsword deals a base 17d8 damage with this attack).

Supreme Warlord (Ex): Starting at 18th level, opponents with a CR equal to half the fighter’s level or less must save vs. Will each round (DC 10 + the fighter’s level) spent in combat against him. Failure indicates that they are so awed by his prowess that they throw down their arms and surrender to him; if he or his companions continue to attack them, they flee if possible (a dishonorable fighter can use his battlefield control ability to impede their retreat, allowing them to be slaughtered). If their surrender is accepted, the fighter can spend a move action to recruit them to his side; this change of allegiance lasts for as long as they remain within his presence.

Desperate Resolve (Ex): Starting at 20th level, the fighter no longer automatically fails saves on a natural 1.


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Kobold Cleaver wrote:
Does anybody have any examples from their games of a cleric getting "out of hand"?

(Chokes and coughs.) I still hate myself for accidentally ruining Mundane's 7th-8th level "Underwater All-Stars" campaign. She told us it would be very challenging, so I dutifully rolled up a cleric, ignored Str and Dex, and jacked up my Wis and Cha as high as I could. We all had to play underwater races, which I took as a hint, and grabbed the Water domain. Our group also had an ubercharger cavalier and some kind of dashing skirmisher guy.

The adventure was mostly investigation and social stuff, which I inadvertently dominated, because after the skirmisher bought Dex, Str, Con, he didn't have much left for Int and Cha. I was making all the Sense Motive checks, and discerning lies and so on, and even untrained, Bluff wasn't that hard against mooks. I could also summon spies and minions, and cast divination, etc., etc. All this was effective enough that we got too close to the BBEG too quickly, and she attacked us with everything she had.

Which I'd expected. We allowed ourselves to be caught in an underwater place, and a lot of souped-up underwater monsters attacked. I told the cavalier who to charge and he 1-shotted the disguised BBEG. Then I cast lower water and a couple other choice spells, and the rest was anticlimactic. The skirmisher said, "Why am I even here? He just finished the entire adventure solo."

I tried to talk up the cavalier's killing of the BBEG as the real key to the adventure, but I don't think he believed me.

In retrospect, I wish I'd played a fire oracle or something. Even if we'd all died, I'd feel better about myself.


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Belle Sorciere wrote:
Wizard 10/Fighter 10 is suboptimal in any iteration of 3e of which I am aware.

See clarification you might have added above. There are a number of 3.x variants that have functional multiclassing rules, and don't require archetypes/PrCs/hybrid classes to do the job. Hell, my house rules even do all that. Functional multiclassing really isn't a lot to ask.


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My Skull & Shackles home game finally has given us a view of the barbarian as a PC, and convinced me to make some revisions. The need for (basically) two character sheets was getting to be a drag, so I decided to maybe go the Unchained route and just use a straight bonus:

Revised Barbarian wrote:

Rage (Ex): As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a rage, you gain the following:

  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; the use of spell-like abilities is generally permitted, however.
  • You cannot use Intelligence-based skills, and your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2).

    When your rage ends, you take 1 point of damage per round spent raging (not reduced by damage reduction) and are fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If you are already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.


  • 1 person marked this as a favorite.

    Fighter 10/wizard 10 = wizard 10 who's facing 20th-level challenges. Ouch.
    3.5 tried to bridge that gap with PrCs. Paizo tells you to play a magus. But there are other 3X variants that have functional multiclassing rules.


    4 people marked this as a favorite.
    Ssalarn wrote:
    Martial/Caster disparity exists, and it only grows as an issue as the hobby gains new players who are very familiar with using internet guides and markedly less familiar with the archaic structures often referred to as gentlemen's agreements the "old-timers" like myself have traditionally used to rein in the outer edges of the game.

    To follow up on this, I've often pointed out the benefits to the hobby as a whole if all those "gentleman's agreements" were hard-written into the rules, rather than being left as an arcane, invisible "cheat code" that's needed to actually play without eventually falling into a booby-trap that ruins the game. With enough experience or luck, people will figure them out -- or ones enough like them to do the job -- but it's an incredible barrier to entry, finding out that the rules posted on the PRD are incomplete or even unworkable without a second set of unwritten rules as well.

    Tabletop games seem to be a dwindling hobby. I'd like to make them easier to pick up, by making the rules and game play as smooth and as transparent as possible. Sitting around and congratulating ourselves that we know the "right" way to play -- or, worse, condescendingly telling people that insights we learned through years of effort are "just common sense" (I've seen that a LOT!) -- turns off new players and will eventually ensure that a dwindling hobby dies.


    2 people marked this as a favorite.
    The Sword wrote:
    That was the DMs justification for trying to stop his character doing it. Which surely we can all agree stinks?

    Sure. What I've done at my table -- which as far as I know is unique -- is draft up a house rule to cover it after the session, disseminate the proposed rule, and have a discussion and vote at the beginning of the next session, with me abstaining except in the case of a tie.


    2 people marked this as a favorite.
    The Sword wrote:
    If however the cmd can only be identified by the most mechanically skilled players (not necessarily the best players as you have said) can it truly be considered a significant problem in the game?

    If it's not identified, but still ruins the game -- which is exactly what happened in a Savage Tide game I was in, BTW -- then, yes, it can still be a significant problem.


    4 people marked this as a favorite.

    I should point out that my 1.5-year-old daughter finds nursery rhymes to be incredibly interesting. I obviously don't agree. Then again, I find reading Icelandic Sagas to her to be incredibly interesting, but she has come to violently disagree with my assessment.

    The thing is, I don't get to tell her she's "wrong."

    "Fun" isn't monolithic. What's "creative" and "fun" for you might leave the rest of the table irritable and annoyed.


    6 people marked this as a favorite.
    MrTsFloatinghead wrote:
    Really? 80% of players play closer to the floor than the ceiling? What does that even mean? Why is "Makes a mechanically optimized character" a "higher" level of play than "Makes an interesting character"?

    It HAS to mean mechanical, because there is no floor or ceiling for "interesting." Number of pages of backstory doesn't cut it. Compare:

  • Player 1 shows up with Gledalff the Ghrey, a wizard, and describes his beard and robes in loving detail, and all the carvings on his staff and so on, and has pages describing how Gledalff Elf-Friend is the Chosen One and survived an attack by Molgart when he was a baby and was raised by Muggles.
  • Player 2 shows up with a mongrelfolk barbarian named "Dog" with no written backstory.

    Is Player 1's character more interesting? On paper I say no, because he's a ripoff of a bunch of tired old cliches that are far better off in the dustbin than on the gaming table. "Dog" at least gives us a lot of room for surprises. Is Player 1 a "better" role-player? Maybe he always talks in the first person using an Ian McKellen imitation and has Gledalff issue impressive-sounding pronouncements. Great! But maybe all his dialogue turns out to be ripped off from LotR movies -- and maybe Gledalff ends up with no personality of his own. Maybe Dog's player talks in the third person, but ends up showing that Dog is an interesting and unique individual with real nuances of character. None of these things are quantifiable, and really can't even be ranked in terms of a "floor" or "ceiling."


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    darth_borehd wrote:
    Trust me, it's all in your head. Now relax...

    It's amazing -- every time I hear this in real life, it means the person talking is about to create a huge godawful mess and I'm going to have to be the one who cleans up after them.


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    Ssalarn wrote:

    If you go back far enough on the Paizo forums, you can even find me arguing that this is a team game and the Fighter is fine!

    As I got stronger with the rules, and as my group dynamics shifted to more public and organized play settings, C/MD issues became more and more apparent to me, because they were harder to spot fix while being fair to everyone.

    Exact same experience here. Go back far enough (and I've been on the boards for-ev-ar!) and you'll see me making the same "there is no disparity" arguments that people are still repeating ad nauseum. You'll gradually also see me sharing game experiences in which C/MD cropped up and just couldn't be easily fixed on the spot at the table, and which eventually caused us to abandon an AP entirely, because the (3.5e) barbarian was basically sitting out most adventures without getting to do anything. The Alpha PF playtests hit, I still hadn't quite "gotten" it, and I got patiently and very exhaustively schooled by more experienced people.

    Now I'm one of the most vehement people around, when it comes to pointing out why there is, indeed, a disparity and why it's bad for the hobby as a whole even if it doesn't affect a particular table.


    M Goblin Beer Snob 1/Freethinker 3

    Miss chance: 1d100 ⇒ 39
    The clown is still just inside the fog, making targeting him slightly more difficult. However, it's not difficult enough to prevent Jaegr from launching a solid blow that would certainly have cleaved through any armor in the way. But the jester is fast. It almost seems to anticipate the exact path of the blow, then jerks out of the way, grinning fixedly the whole time.


    John Woodford wrote:
    Never having tried to play one, how does a Wiz/Loremaster stack up to a full wizard? I can't see Witch/Loremaster, because you give up too many class features, but wizards (depending on school) don't have as much in the way of goodies that way.

    Depends on the DM. If he's lax and lets you pick up new spells for your book at will at list price, those are pretty good. If he's a hard-nose, won't let you buy spells, and considers those two free spells/level in your spellbook to be a class feature rather than a "given," then staying straight wizard starts to look a LOT more attractive. Also note that the free school spell at each level for specialists can be ruled as a class feature rather than a freebie.


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    Letric wrote:

    Most complicated thing I've done? Wizard 5.

    I rarely see the need to combine so many thing, and I strongly believe most of the time that is only done to achieve a mechanical advantage and rarely is done for roleplaying reasons.

    On the contrary, the strongest character you can possibly build is a single-classed wizard or cleric (or something comparable like witch). Multiclassing with any full caster cuts them off at the knees -- full-casting cheese PrCs like Initiate of the Seven Veil are gone now. Nothing screams "powergamer!" in PF more than the build you quoted above.

    In fact, Pathfinder in general punishes you so severely for multiclassing (rather than using their prepackaged "hybrid classes") that it's nearly impossible to build a multiclassed character with any advantage at all over a single-classed one.

    So why would anyone want to multiclass? Dare I to say that it might involve, I don't know... roleplaying reasons?


    M Goblin Beer Snob 1/Freethinker 3

    1d20 + 9 ⇒ (7) + 9 = 163d6 ⇒ (2, 1, 2) = 5
    A loud buzzing, like a swarm of bees, reaches Jaegr's ears, and he feels a stinging, but it's weak (he takes only 5 damage, reduced to 2 by his DR). After the stinging sensation, the buzzing noise stops.


    M Goblin Beer Snob 1/Freethinker 3

    This spares me making a separate table for every single monster.


    M Goblin Beer Snob 1/Freethinker 3
    Chapter 4, Knowledge Skill wrote:

    KNOWLEDGE (INT)

    In many cases, you can use this skill to identify monsters and possibly their special powers or vulnerabilities. Not all creature types have a dedicated Knowledge skill; some can be subsumed into other skills. Recommendations are as follows, although some overlap is assumed.

    Creature Type / Knowledge Skill
    Animals, plants, and vermin = Survival
    Constructs = Spellcraft
    Dragons = Knowledge (lore)
    Fey = Survival or Knowledge (lore)
    Humanoids (civilized) = Streetwise
    Humanoids (uncivilized) = Knowledge (warfare)
    Humanoids (monstrous), giants = Knowledge (lore)
    Oozes = Profession (mining)
    Outsiders, elementals, and undead = Knowledge (the planes)
    Sea monsters = Profession (sailing)
    Subterranean (any) = Profession (mining)

    The knowledge gained depends on the check results, as shown below; information gained is cumulative.

    Check Results / Information Gained
    10 Type (fey, outsider, undead, etc.) and features common to that creature type
    15 Creature name and environment
    20 Organization and (Ex) abilities
    25 (Su) and (Sp) abilities
    30 Information unique to individual

    The various check DCs listed are in no way dependent on the CR of the creature; however, the rarity of the creature can modify the check DCs needed to gain specific information. Monster frequency can be determined on a campaign-specific basis by the referee, or can simply be taken from the appropriate entry in the 1st edition Monster Manual, Fiend Folio, etc.

    Creature Frequency / DC Modifier
    Common -5
    Uncommon 0
    Rare +5
    Very Rare +10

    For example, learning the name, type, and environment of a Rare creature would require check results of 20 or higher.
    Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.


    M Goblin Beer Snob 1/Freethinker 3

    Try Knowledge (lore) or Spellcraft.


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    Player: "I buy a horse!"
    DM: "You're a dwarf. You can't ride a horse."
    Player: "OK, I buy a pony!"
    DM: "Fine. They sell you one for 30 gp. Food will be 16 gp a month."
    Player: "For some oats and hay?!"
    Me (helpfully): "They're steel-cut oats, certified organic and non-GMO."


    M Goblin Beer Snob 1/Freethinker 3

    Wyvurn, in a sudden kinetic burst, dashes across a patch of muck and slime as if it were dry pavement, and explodes into a Carl Lewis-style, Olympics-worthy long jump. He's at the top of his arc when he hits the front edge of the fog, sails over Jaegr's shoulder, hits the ground and is immediately on his feet -- and smells the undead reek of the clown just up ahead, near the far edge of the fog about 10 or 15 feet from where Jaegr is now standing.


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    Drahliana Moonrunner wrote:
    Affectionate cat... but colossally stupid.

    It never ceases to amaze me, the sheer spread of intelligence among housecats -- it's like the standard deviation is as large as the mean. I've had cats dumber than dirt, and cats smarter than I am (some would argue the latter is no great feat).


    M Goblin Beer Snob 1/Freethinker 3
    Wyvurn wrote:
    Also, would Serenity apply to spell-like abilities gained from worghest?

    Yes, it would.


    M Goblin Beer Snob 1/Freethinker 3

    Jaegr moves down the tunnel like a paramecium, zagging from wall to wall.
    1d20 + 10 ⇒ (17) + 10 = 27
    Straining his ears, he fails to catch any whiff of sound from his quarry. After moving to where he judges the enemy was, he still hasn't bumped into him.


    M Goblin Beer Snob 1/Freethinker 3

    The man is caught by Gwl's first slashing claw, which leaves him gasping and bleeding. He is able to twist aside from the other claw, and the bite is nowhere close. He looks at Gwlybwr with something like gratitude, and grins.


    M Goblin Beer Snob 1/Freethinker 3

    The jester sneered at the attempts to magical compel him, but seeing Jaegr shrug off the blindness and keep coming, he is forced to stop capering -- especially because the dwarf will be in his face in a few more seconds. Quickly, before Jaegr can get within reach, he invokes another spell, and the hallway around him fills with fog. Jaegr can still move forward, but he can barely see 5 feet into the mist, and everything past that is totally obscured.


    M Goblin Beer Snob 1/Freethinker 3
    Jym Withawye wrote:
    He got Gwl and/or Uro, too?! This guy is good!

    With initiative, either or both of them can step in between you and the "captive."


    Krensky wrote:
    Growing up in remember watching for soused deer while pulling into my driveway in the late fall due to Apple trees.

    The deer were so thick my last year in western PA that the neighbor bagged two of them in the driveway -- with his truck. Spread out a tarp and was good to go.


    M Goblin Beer Snob 1/Freethinker 3
    Jym Withawye wrote:
    Jym says from behind someone more capable of finding or triggering a trap

    That person is now lying unconscious on the floor, bleeding from a head wound...


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    When the grapefruit tree in my front yard was past ripeness and the fruit kept falling, the yard squirrel would gorge on the fallen fruit. It got so fat it could barely hop around or climb, just waddle from grapefruit to grapefruit to hiding place. The cats watched intently from indoors and wanted desperately to go out and eat him, but I vetoed that and kept them in, because rotting fruit in the yard attracts flies, but empty rinds are fairly harmless. I almost got to thinking of the squirrel as a pet.

    I do view the lizards living in the bougainvillea to be very welcome residents and semi-pets, but when it rains too much (and this spring has been nothing but), they tend to find ways into the house -- and the kitties are always anxious to hunt them there, which makes me sad.


    Thanks for your interest! I haven't released a "latest batch" of rules in a really long time -- been focusing more on raising my baby daughter now.


    M Goblin Beer Snob 1/Freethinker 3

    That is indeed a thing. 8 damage to the guy.
    Hit by a stone, the man turns quickly to face the rest of you, balanced nicely. He sneers at Jym, and it's apparent he intends to drop the little halfling next, given the chance.


    M Goblin Beer Snob 1/Freethinker 3

    Freed, the man rises up weakly and asks, "Any of you have some water? And maybe something stronger?" He takes an uncertain step, then moves over to lean on the wall near the brazier for a moment.

    1d20 + 5 ⇒ (19) + 5 = 24

    All this seems totally natural, so it's rather a surprise when he grabs a red-hot iron from the brazier and savagely clocks Elebrin in the head with it!

    1d20 + 4 ⇒ (19) + 4 = 231d6 + 1d4 + 1d6 + 6 ⇒ (5) + (1) + (3) + 6 = 15
    15 damage; Elebrin is unconscious and needs a DC 15 Endurance or Constitution check to stabilize.

    Initiative: 1d20 + 2 ⇒ (3) + 2 = 5


    Firewarrior44 wrote:
    Ah i thought it was 0.5 per NPC Class level - 1. So 11 / 2 - 1 Or 4.5

    Yep, 0.5 per class level. But working on animals and vermin has pretty well convinced me that you can best build the -1 CR (for NPC gear/stat array) in by counting the first three NPC levels as if they were two, and then just proceed normally. So for 11th, you'd have 3 levels (CR 1) + 8 more levels (/2 = +4) = CR 5, rather than 11/5 = 5.5 - 1 = 4.5.

    Then again, I'm pretty sure the error bars on a CR calculation are wider than 0.5, so in the end it probably doesn't matter very much.


    Just to quibble, though, an 11th level expert is CR 5.
    (1 for the 1st 3 levels to cover the whole NPC gear thing, then +1 per 2 thereafter)


    4d6 ⇒ (3, 1, 5, 6) = 154d6 ⇒ (1, 3, 2, 4) = 104d6 ⇒ (1, 1, 3, 1) = 64d6 ⇒ (2, 2, 5, 5) = 144d6 ⇒ (6, 1, 5, 1) = 134d6 ⇒ (6, 2, 6, 6) = 20
    Reroll 1s: 1d6 ⇒ 11d6 ⇒ 61d6 ⇒ 11d6 ⇒ 41d6 ⇒ 51d6 ⇒ 21d6 ⇒ 61d6 ⇒ 11d6 ⇒ 61d6 ⇒ 51d6 ⇒ 4


    Firewarrior44 wrote:
    How do you rule effectively permanent effects like dominate person? Which with a day/level duration can easily be kept up indefinitely. My gut tells me to charge Numen for them if the spell is being maintained in such a manner.

    Yes, exactly so. If the effect is constantly active, I'd treat it like a continuous magic item. That will get spelled out if I ever get to properly revising the rules.

    Firewarrior44 wrote:
    I find crafting fairly easy at mid levels too, as highly skilled followers can be acquired with a low CR (All NPC class levels), For Example at level 9 you could have a dedicated blacksmith who is a level 10 or 11 expert as a follower (CR 4.5/4), who forges all your magical weapons and armor.

    That's certainly doable. I don't even have a huge problem with it. It's interesting that Frank Trollman (of the Tomes fame/infamy), at one point, in 3.5e, was actually just giving everyone in the world greater magic weapon at will, and reported that the game worked better that way.


    A caster can easily exceed par by having too many active spell effects (fire trap, secret page, etc.) in place, but that's essentially a minor form of crafting.

    Crafting, BTW, works pretty much the same way as finding excess loot, except instead of relying on DM fiat in the form of stocking said loot in the adventures, it relies on DM fiat in the form of allowing enough crafting time and amenable locations in the adventures. Both of those are fairly easy to abuse at higher levels, but at least "max" numen provides a hard cap in the rules despite any particular DM's relative largesse.


    4d6 ⇒ (1, 2, 5, 5) = 134d6 ⇒ (2, 5, 5, 1) = 134d6 ⇒ (4, 1, 2, 5) = 124d6 ⇒ (1, 5, 5, 2) = 134d6 ⇒ (4, 6, 6, 2) = 184d6 ⇒ (4, 2, 1, 6) = 13
    Reroll 1s: 1d6 ⇒ 41d6 ⇒ 61d6 ⇒ 21d6 ⇒ 31d6 ⇒ 4


    That's pretty much how I do it at home. I LOVE having monetary wealth not translatable to bling. Had an 8th level adventure that involved, incidentally, a wrecked ship with a million sp in the hold; I didn't bat an eye when they started recovery operations.


    M Goblin Beer Snob 1/Freethinker 3

    Save vs. despair: 1d20 + 8 ⇒ (13) + 8 = 21


    Currently reading:
    James Ellroy, Perfidia.


    Goblin books recommendations that Comrade Anklebiter might like:
    Clifford Simak, The Goblin Reservation.


    M Goblin Beer Snob 1/Freethinker 3

    Normally, a spell like Caspian's would have no effect on an undead clown, but Caspian's lore enables him to weave effects that not even the dead can ignore. Unfortunately, this one's willpower enables him to resist the compulsion that lies behind Caspian's words (DC 15).

    Caspian, if you stop inspiring courage, you can spend inspiration this round to give Wyvurn's spell a chance to work, too. Otherwise, it fails outright.


    M Goblin Beer Snob 1/Freethinker 3

    Will save vs. suggestion: 1d20 + 8 ⇒ (11) + 8 = 19

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