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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 5,281 posts (6,126 including aliases). No reviews. 1 list. No wishlists. 6 aliases.


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Male Human Dungeon Master 10/ Munchkin 10

He said we could keep the circlet and cloak, actually.

Male Human Dungeon Master 10/ Munchkin 10

I think I'll take something else instead of Improved Initiative... Party Initiative makes it pretty much useless unless everyone has it.

Male Human Dungeon Master 10/ Munchkin 10
Erd wrote:
Reporting in (sheet finished in a day or so, will likely change stuff).

Uh... I highly recommend that you boost your will save. At this level, a failed Will save is a death sentence.

I'd start with getting a Wayfinder + Clear Spindle Ioun Stone, so that evil creatures can't dominate/possess you.

Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Scavion wrote:

BMC is basically the Revised Rogue's versatility. It lets it adapt to situations much more readily.

Ok, I will allow it just because the group do not have Arcane spellcaster. But what about you can only recharge it in a city, a Market or soemthing, what do you say?

That might be a problem if we travel a lot. The idea is that the Rogue is either always prepared, "knows a guy who operates around here..." or is really good at finding hidden loot in dungeons and stuff.

With this, the character can even pull the "I steal treasure from the party!" trope without actually stealing treasure from the party, making it more fun for everyone.

It's a very useful ability, but it's hardly unbalanced. Especially considering Rogues have no spell casting whatsoever.

Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:

Now, I have problem with two talents.

Acrobatic master: Everything Ok but with everything the talent already give I think this last part is too much "Additionally, you can replace your Escape Artist bonus with your Acrobatics bonus."

This is for saving skill points. Escape Artist is pretty much a skill tax, as it has very few interesting effects. It's about making Dex-based Rogues more agile with less investment. Basically a Versatile Performance.

Nicos wrote:
Black Market Connections: NOt sure what it is but this one I do not like (EDIT: It works like limited wish for scrolls, uhm),on the fence.

Kinda... He still pays full price for those scrolls and potions, and he must save the money for doing so beforehand (only up to 100gp per level, in fact, so 1300gp at 13th level). Rogues are basically giving up having an item now for the benefit of pulling an emergency potion or scroll in a critical time. And once they do it, they have to save more money in order to use the ability again.

Male Human Dungeon Master 10/ Munchkin 10

Doubt about HD, do I alternate between 4 and 5 or do I consider always 4 or always 5?

Male Human Dungeon Master 10/ Munchkin 10

Okay, then.

Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Lemmy wrote:
BTW, how much WBL we get again?
Eeeh, I think you already have everything for Auron. I'm ok with 4+int as minimus for everyone except int spellcasters.

I did... But you said you don't want Cloaks of Displacement and Circlet of Mindsight (which is a pity, because my AC is only 25 and the circlet is really freaking cool!)

Male Human Dungeon Master 10/ Munchkin 10

BTW, how much WBL we get again?

Male Human Dungeon Master 10/ Munchkin 10

You sure you don't want to increase minimum skill points?

Being a Cleric of the God of Knowledge with only 2 skill per level is proving pretty difficult. :P

Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:

lets see

+1 to two attributes every 4 levels. ANd an additional +2 for free at character creation.

Ah, here is where I make my argument...

Getting an additional +1 to 3 attributes every level is conservative.

Let's check...

Assume I'm playing a Fighter and want to boost, say... Str, Dex and Con.

Using RAW, by 20th level, I'd have a +11 bonus to Str (+5 from level up and +6 from gear), and a +6 to both Dex and Con. (Would probably have more from a Manual of Gainful Exercise or Wish, and would probably have a Headband of Wisdom +6 as well), for a total boost of Str +11/ Dex +6/ Con +6/ Wis +6.

Using the alternate attribute bonus scaling means characters are getting a +1 to three attributes (in addition to the normal +1 from level up) means I'd have a +10 to Str and a +5 to Dex and Con... and no bonus to Wisdom, for a total of Str +10/ Dex +5/ Con +5/ Wis +0, which as you can see, is actually less than what characters get by RAW.

Nicos wrote:
I would prefer to be conservative, after all, you destroyeda couple of CR +2 encounter without problems.

By going nova and teleporting away. ;)

Male Human Dungeon Master 10/ Munchkin 10

Scaling attribute bonuses similar to the ones used in this campaign and One Step Beyond?

darkwarriorkarg wrote:
I think this is being blown out of proportion. Apart from theorycrafting, has anyone actually tried to use it?

You get two metamagic feats for the price of one and you can use both of them without increasing spell level...

It really doesn't require a lot of insight and playtesting to see how broken it is. The fact that it potentially causes a major slow down in gameplay doesn't help either.

Male Human Dungeon Master 10/ Munchkin 10

Ah, that's right! That's why Auron doesn't have higher Cha or Con. :\

Still, I think that'll come around to bite us in the us, considering characters are expected to have those bonuses.

A completely overpowered feat that greatly slows down gameplay... I haven't seen something this badly designed in... well... a long, long time.

Who created this abomination? And who approved it?

Male Human Dungeon Master 10/ Munchkin 10

I just finished reading "Sacred Geometry"...

WTF is Paizo thinking? I haven't seen a feat this badly designed in years!

Male Human Dungeon Master 10/ Munchkin 10

Wait... Don't we get a attribute progression similar to the one in this game?

Male Human Dungeon Master 10/ Munchkin 10

I was going to read the Sacred Geometry feat, but it has too many words and my laziness got the best of me. Can anyone give me the quick version?

BTW, here is my quick ruling for surprise rounds.

During a surprise round, every character can take a move action and a standard action or a swift action and a move action, but not a full round action.

Additionally, weapon attacks automatically roll the maximum value of the weapon base damage dice. This does not apply to spells or any other damage dice from effects such as Sneak Attack, Vital Strike, Channel Energy, etc. It affects your weapons base damage die, and nothing else.

[ooc]Also, I don't think it's written on my house rules document, but you can always trade a standard action (but not a move action) for a swift one.[ooc]

This way everyone gets to do something useful during the surprise round without creating the risk of PCs getting one-shot when they are the ones being surprised.


Male Human Dungeon Master 10/ Munchkin 10

Remind me to add full BAB, spell casting and three good saves to the googledoc when Nicos is not looking*. ;)

Hahaha... Seriously, though. The moment I knew my homebrew had succeeded in being a fun creation was when I first thought "I can't wait for my next Rogue Talent!" and gave up on the idea of recreating it as a Bard.


My feats were Weapon Finesse, Combat Reflexes... And 4 "Extra Rogue Talent". LOL! It's just too much fun! Haha.

Be warned, though... I still haven't tested how effective the homebrew is at higher levels (and its "Unchained" version is still incomplete). I only reached 11th level with my Rogue.

*Don't worry, Nicos. I have an "update history" section in each and every version of the homebrew. Also, I'm too egotistical to not announce the changes I make. Heh...

Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
What's the general party layout so far? I'm thinking either Paladin, Lemmy's Revised Rogue, or some kind of arcane caster.

Why pick one? Be all of them!

LG Archaeologist Bard who uses my improved Rogue Talents! XD

Male Human Dungeon Master 10/ Munchkin 10

If the bonuses to AC and saves don't scale, we might have a problem...

My suggestions for house rules are the following:

- 4 skill points per levels as the bare minimum, except for Wizards and Witches.
- Spontaenous casters get 2 spells of any level they know every level and progress at the same rate as prepare casters.
- Rogues/Ninjas use THE BEST HOMEBREW EVER!

Male Human Dungeon Master 10/ Munchkin 10

I'm okay with either... I'd enjoy playing Auron again, but I have no problem with a new campaign, FFCS or not.

Male Human Dungeon Master 10/ Munchkin 10

Yeah... I still think we didn't have to close the campaign just because that guy dropped out.

Anyway, my apologies for not posting. I spent the day celebrating my birthday (since it fell on a monday this year, had to delay the party til Saturday).

blackbloodtroll wrote:

The featured races are really not any more powerful than the core race.

For most builds, the Human has them all beat.

I used to think that... Nowadays, I think Half-Orcs and Half-Elves are better than humans for most classes. And Dwarfs are at least as good as human, just not as versatile.

Humans are still damn good for classes that are both feat and skill starved, such as Cleric, Paladin, Summoner* and (to a lesser extent) Druid.

* Although that half-elf FCB is really good.

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Deadmanwalking wrote:

Heh. In Pathfinder circles it's usually used for Multiple Ability Dependent. Y'know, classes that need high ratings in multiple stats to be effective, like a Monk, for example.

SAD is the reverse, Single Ability a Wizard, for example.

(Vanilla) Monks make everything confusing, though. They are as MAD as possible, but they're a sad, sad class...

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Artanthos wrote:
Lemmy wrote:
Fighters are deeply flawed because they are supposed to be good at fighting. They aren't.

Fighter are good enough to impose the DEAD condition on anything they full attack.

How much better at fighting do they need to be past that point?

Every martial class has good DPR on a full attack.

However, Fighters have terrible mobility, terrible saves and terrible tools to deal with anything other than AC.

That's not being good at fighting, that's being good at standing still and full attacking, and at best, being mediocre at fighting.

andreww wrote:
Rynjin wrote:
It was also fun when I was Dominated (sorta...still not sure what the hell that effect was, and I rolled a 1 on it) and the order was "Kill or incapacitate your teammates by any means necessary". Turns out, I'm basically immune to the party spellcasters via Eater of Magic and Strength Surge getting me out of the Sorcerer's favored Icy Prison spell.
Were this to happen I would deeply regret enervating you to death while flying out of reach. I would still do it you understand but I would feel bad afterwards...:)

Sadly, with Ghost Rager, Barbarians have a pretty good touch AC. Fortunately, getting an order that is against your nature would usually give the character a 2nd will save with a +4 bonus... Or the Barbarian could use Clear Mind and/or Eater of Magic, getting up to 4 different saving throws!

Hah! I ninja'd Slayer'ed andreww! ^^

Athaleon wrote:
For that, there's always Rage Cycling, and Moment of Clarity if your DM doesn't allow Rage Cycling. Fortunately, the saving throw bonus of Superstition lasts all the time, not just when raging.


PFSRD wrote:

Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. (...)

Marroar Gellantara wrote:
That depends entirely on the definitions of "deeply flawed" and "extremely limited". If metrics are attached to that and then those metrics are compared to other class's metrics then the statement is an objective one.

Let's be specific then...

Fighters are deeply flawed because they are supposed to be good at fighting. They aren't.

Fighters are good at standing still and full attacking. If this game were about hitting a sandbag 'til it's obliterated, Fighters would be awesome. Sadly (for Fighters), combat involves a lot more than that, and they aren't good at it. They lack mobility (like most other martials), they lack means to deal with magic (an extremely common threat) and they lack defenses against anything that doesn't target normal/flat-footed AC or Fort saves.

They are extremely limited because they are the least useful of classes out of combat (only Warrior and Commoners are slightly worse... And Commoners at least get Perception as a class skill).

If "beating stuff with a pointy stick" is not a viable solution, Fighters are about as useful as a Commoner.

Deadmanwalking wrote:
I didn't say anywhere that the core Fighter was good design...just that, technically, the idea of the Lore Warden also being bad dsign was correct. Which it is.

I get what you're saying, I really do. If the class was effective or balanced, you'd have a point.

But Fighter is a deeply flawed and extremely limited class. And since Paizo is not willing to errata it into something useful, using archetypes to try and make the class better is acceptable.

Better have an archetype that outperforms the base class than have a class that is completely pointless. At least Lore Warden adds something to Fighter.

IMO, options should be balanced around what's is balanced, not around other badly design options.

Neal Litherland wrote:


If you take the Bodyguard Feat you can do it several times by sacrificing your AOO, and then you still get your turn. If you're looking for biggest number of bangs, I'd say that's probably a way to do it.

This particular build focused only on making it as big as possible.

That's... okay, I guess. However, even ignoring the fact that characters are not usually adjacent to each other, it's still a pretty underwhelming feat.

You need a good bonus on AA for Bodyguard to be truly useful, but as I said, it takes too much effort and too many resources that could have been put to better use. I still would never spend money on AA-boosting gear, especially if it takes an item slot or makes my weapon exponentially more expensive.

I'm sure AA can be useful in combat from time to time... But unless you're going for some gimmicky build, investing in Aid Another seems like a really bad idea for me. Almost as bad as investing on crossbows.

Out of combat, Aid Another is okay, since it's basically a free bonus to skill checks, but I'd still not put money and feats into it.

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Deadmanwalking wrote:
Nicos wrote:
The lore warden is my favorite fighter archetype, its make me sad that it was(is?) considered bad designed. I wonder how many great ideas for fighter were rejected just to not have more lorewarden-like archetypes.
In fairness, it is poorly designed. It's unambiguously better than core Fighter...and that's poor Archetype design. Now, given how awful core Fighters are, that's also what makes it worth using...but it's not an inaccurate statement to say that Lore Warden is bad design.

Gotta disagree here. Bad design is making options intentionally ineffective.

i.e.: Monte Cook's idea of good card/bad card game design is awful and should die in fire!

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Well... That's nice and all, but the amount of effort and resources invested to get a okay bonus for 1 attack makes sure AA is still pretty much useless 99% of the time.

Benevolent is an enhancement I'd never use on add to any weapon, and I sure as hell wouldn't spend a ring slot with a Ring of Tactical precision.

IMHO, if your character has nothing better to do, then someone made some grievous mistake in their character build and/or combat tactics.

Aid Another is one of those mechanics that are good in theory, but got neutered by their implementation.

Spirit Totem does have the cool ability of giving a miss chance to all attackers who are not adjacent to the Barbarian.

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Tell him he's just being a spoiled baby. There is nothing wrong with your character. There's nothing particularly optimized with it.

That guy just sucks at building/playing characters and want others to join the suck-club.

Most 2/3 casters are actually pretty well balanced. Even Summoner is not too bad, save for a couple archetypes.

In fact, Inquisitor and Bard are probably the best balanced classes in the game.

Male Human Dungeon Master 10/ Munchkin 10

Stabbing people?

Mark Seifter wrote:
I just trying unsummoning myself and it didn't work, so I checked my Bestiary 3. I think Blackvial is right on that one.

Couldn't you take levels in Summoner and summon/unsummon yourself?

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Marroar Gellantara wrote:
Considering how I refuse to play those classes now that would make me a munchkin too :P

According to some posters here, yeah.

Apparently, if you see any problem with any class, even it has glaring flaws, you're a munchkin who only cares about DPR (they cleverly ignore the fact that Fighters have nothing but DPR and AC going for them)

Gonna sound like a munchkin here, but whatever...

The only classes I dislike are Fighter, Rogue, (vanilla) Monk and Cavalier.

Why? Because they are way too ineffective and their options are too limited. Fighters are even worse because the player can basically be replaced by a recorder playing "I full attack" over and over.

Rogues can be fun out of combat, but their awful defenses means they won't be fun for long, and their awful offense means they ain't fun in combat.

I like unarmed combat, but vanilla Monk takes too much effort and too many resources to work.

Cavalier/Samurai are rather dull, IMO. I don't like having to depend on a mount and teamwork feats are mostly bad. Additionally, their seem be about as as ineffective as Fighters.

Artanthos wrote:
Heavens forbid the fighter use a couple of bonus feats for Improved iron will. A fighter can, with a little effort, have higher will saves than your average wizard. Yes, not as high as the superstitious barbarian, but what does the barbarian do on surprise rounds?

Can he? Because a Half-Elf Fighter with Dual Minded, Iron Will and Auspicious Tattoo still only has a +11 will save.

I suppose he can buy headbands of Wis, but considering Wizards can craft magic gear and don't need to spend nay gold with armor and weapons, they can probably afford a headband of Int/Wis.

Blackvial wrote:
If you guys ever make a musket or rifle using Slayer archetype I can finally make Thane Krios

Musket Master Gunslinger 5/Slayer 15. Or Trench Fighter 4/Slayer 16.


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Hexcrafter Magus comes pretty close to Hexblade. And it evens combos with Bladebound Magus.

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Also... If you have 8 combats every day, chances are some of them will be easy enough that you don't even need Rage.

Congratulations! Fighters are better at fighting mooks that could easily be wiped out by a well-built Warrior.

Barbarians win when the encounter is an actual threat.

Male Human Dungeon Master 10/ Munchkin 10

Sorry to hear that. My condolences.

Marc Radle wrote:
Lemmy wrote:
Hey, VM Merc, here's the perfect spell-less Ranger that you wanted. :)
Weeellll .... ;)

Well, yeah... Not counting 3pp, that is.

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Secane wrote:

So are the Core Classes (Figher, Rogue, Ranger) still relevant at all?

Or are they being demoted to NPC classes?

Ranger is still very useful, and overall, actually more powerful than Slayers.

Fighter has always been underwhelming and Rogue were made obsolete before you even reached their chapter in the CRB.

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Fighters get DR 5/- as well. And they make better switch-hitters... That's about it. (Although an Urban Barbarian with an adaptable longbow comes pretty close).

When it comes AC, remember Ghost Rager adds you Superstition bonus to touch AC, which is generally far more valuable than flat-footed AC by mid/high levels.

Buy, hey, Fighters can do it all daylong! Barbarians only have those bonuses for... Uh... At least 42 rounds... So probably twice as much as they will ever need...

Well... The Fighter's bonuses are still in place even out-of-combat! Oh, right...

Male Human Dungeon Master 10/ Munchkin 10

Skill bonuses, not attribute bonuses.

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