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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 4,399 posts (5,107 including aliases). No reviews. 1 list. No wishlists. 3 aliases.


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Male Human Dungeon Master 10/ Munchkin 10

Well, as long as the PCs can do their job effectively, I don't really care about their WBL. But I do occasionally remind them to buy important gear (if someone forgets to upgrade their Cloak of Resistance, for example. They usually only remember that once they fail a critical save. -.-').

The reason I try to keep them close to the suggested guidelines is mostly to make sure they won't fail because I didn't give them the change to acquire necessary gear.


Male Human Dungeon Master 10/ Munchkin 10

I usually don't restrict myself to it either. I try to keep players somewhat close to it, but don't mind if they are a little above or below, as long as they have what they need to function properly.

(And my live games use really high point-buy, so a little less gold doesn't make that much of a difference). I like giving them unique stuff, though, just because it's cool and they seem to enjoy it more... Like a Paladin of Iomedae who got a gauntlet that buffs any longsword the character holds, or the Cleric who got a shield that boosts Channel Energy and the Wrench of Torag (that works as a +1 mace, well... +2 nowadays) with the ability to cast Mending and gives the character a +4 bonus on Kn(Engineering), Disable device and Profession(Blacksmith). lol.


Male Human Dungeon Master 10/ Munchkin 10
Jo. wrote:
Lemmy wrote:
Still think you should keep it as fail-safe against being captured or spied. Since you don't really have all that much use for it, since WBL only includes functional gear AFAIK, it should probably just count as a masterwork tool (Bluff) or something like that.
Well, it depends on what is your vision on WBL, well, what is the DM vision of WBL.

That's how I always used, at least... Never saw the point of say, discounting the value of a PC's mansion on his WBL. It's not like that mansion is helping him fight dragons or resist spells...

WBL is, IMHO, a tool to evaluate if the character has the gear she needs to face CR-appropriate challenges. If something doesn't help her on her adventures (e.g.: a house, some ancient weapon/armor that is kept in said house for display, a valuable painting, etc), it doesn't make sense to hold it against her WBL.

Well, that's my take on it, anyway... You can sell it if you want, it's just that keeping a fake spellbook was useful more than once for more than one Sorcerer of mine, but I admit I kept those books mostly out of paranoia.


Male Human Dungeon Master 10/ Munchkin 10

Still think you should keep it as fail-safe against being captured or spied. Since you don't really have all that much use for it, since WBL only includes functional gear AFAIK, it should probably just count as a masterwork tool (Bluff) or something like that.


Male Human Dungeon Master 10/ Munchkin 10

Ah... That makes sense...

Yeah, I think it is...


Male Human Dungeon Master 10/ Munchkin 10

the what?


Male Human Dungeon Master 10/ Munchkin 10

I believe he's asking our character's total WBL.

Korak is at 14478gp, according to HeroLab.


Male Human Dungeon Master 10/ Munchkin 10

Dunno... Not many posters I've played with or who seemed interested in PbP.


Male Human Dungeon Master 10/ Munchkin 10

Yeah... I don't think having both of them in the same game would be a good idea.

Doesn't really matter, though, both of them seem to have disappeared. (Ash still posts every now and then. IIRC, he said he doesn't like PbP because it's too slow, so he plays through Skype and Roll20).

I never played with ciretose, so I can't say anything about him as a player, though I'm pretty sure I'd hate to have him as a GM. Our views on the game are too different.


Male Human Dungeon Master 10/ Munchkin 10

I actually planned on talking to Chen as well, since we had such similar combat styles.


Male Human Dungeon Master 10/ Munchkin 10

Ah, right... Forgot about that. :(

Can't we convince you to stay?


Male Human Dungeon Master 10/ Munchkin 10

Possible. Vaguely remember something like that... Jo doesn't seem to have a lot of stuff, anyway. According to HL, Korak has 6478gp in gear. (Well, 14478, now that he has the Headband).

I usually go for giving whatever is more useful to whoever needs it the most, so I don't particularly care. You can have whatever armor is left, then, and sell it as you see fit, in the addition to the spellbook and scrolls.


Male Human Dungeon Master 10/ Munchkin 10

Have I? When?

Honest question, BTW. I can't recall. No sarcasm here.

Oh, on an unrelated note, you should think about getting Place Magic from Menhir Savant Druid. You get to increase your CL of for 1 round a number of times per day equal 3 + you Cha modifier. :)


Male Human Dungeon Master 10/ Munchkin 10

Let's see...

Salvador

-+1 Conductive Scythe 8300gp
-+1 Full Plate 2650
-Headband of Havoc 8000

Charles:

-Spellguard Bracers 5000
-Lesser Silent Spell Metamagic Rod 3000
-Spellbook (I have no idea)
-1 scroll of Greater False Life (depends on caster level, at least 700gp)
-1 Scroll of Command Undead (depends on caster level, at least 150gp)
-+1 Bone Breastplate 1250gp

So, if Korak keeps the Headband, Jo gets the metamagic rod and Jorriko keeps the scythe, we all got about 8000gp...

Which leaves us with 4750/2 = 2375gp, which means each of us get about 791.6gp.

...Plus whatever Vivian decides to pay us for killing the mole. Oh, and whatever we find in Charles' HQ too!

BTW, Rynjin, what was your decision about Slow Fall? Is it part of the Monk package? Is it a tertiary ability?


Male Human Dungeon Master 10/ Munchkin 10

You had to open that can of worms, didn't ya?


Male Human Dungeon Master 10/ Munchkin 10

Man... Korak's character sheet is a pain to update. -.-'


Male Human Dungeon Master 10/ Munchkin 10

I dunno, but at least for now, you're probably better off with Mage Armor.


Male Human Dungeon Master 10/ Munchkin 10

What I mean is that you can still spend 6 pts without delaying your spell casting.

Huh... I'm thinking about getting Aura of Courage, Inquisitor's skill bonuses (Wis to knowledge checks + Stern gaze), Spirit Sense (from Menhir Savant Druids)and Rage Power: Beast Totem.

Wild Shape would be pretty cool too...


Male Human Dungeon Master 10/ Munchkin 10

Wait... You start with 25 points... You need to save 3 to keep your spell casting up to date... So let's see...

Spellcasting: 9 (4 buy in, 2 1st level spells, 3 to keep it up to date)
Bloodline: 5
Bonus Feat = 2
Divine Health: 3

Total: 19

You still have 6 points left.


Male Human Dungeon Master 10/ Munchkin 10

I see... Well, how many points do you have left?


Male Human Dungeon Master 10/ Munchkin 10
Jo. wrote:
I have the points, but I can not spend them if I want to reach 8th level spellcasting (yeah, I am an optimist). With the poitns I have already spent Jo will have 9th level spellcasting at level 19, wich is pretty boring, I can not afford to lose the 8th level.

Wait... What did you take other than spell casting and Divine Health?


Male Human Dungeon Master 10/ Munchkin 10
Jorriko Krail wrote:
Lemmy wrote:
(I still think a feat that worked like Toughness, but gave you an extra skill points instead of an extra HP would be cool, balanced and completely harmless, but that's me).
You mean skill focus?

?

Skill Focus doesn't give you +1 skill point per level. It gives you a +3/+6 bonus to a skill.


Male Human Dungeon Master 10/ Munchkin 10

Isn't evasion a 1-point ability, and (Evasionn + Improved Evasion) a 3-points one, like Uncanny Dodge and (Uncanny Dodge + Improved Uncanny Dodge)?


Male Human Dungeon Master 10/ Munchkin 10

You're playing a Cha-based caster, Nicos. Just get Versatile Performance and retrain your skills. There! Skill points galore!

(I still think a feat that worked like Toughness, but gave you an extra skill points instead of an extra HP would be cool, balanced and completely harmless, but that's me).


SKR's definition is good enough for me.


Male Human Dungeon Master 10/ Munchkin 10

Huh... I thought Salvador was at least level 6, since he used Lunge.

BTW, WTF is a Headband of Havoc?


Male Human Dungeon Master 10/ Munchkin 10

I'll decide when it's time... I'm leaning towards Monkey or Boar (I don't remember what Janni style does, though. Gotta check it out).


Male Human Dungeon Master 10/ Munchkin 10

Yeah, the problem with Panther is that the way to make it effective is move around provoking AoO, which not only is a problem by itself, it also means I'm not making full attacks. :(

Hmm... Gotta think about it some more...


Male Human Dungeon Master 10/ Munchkin 10

Hey, Rynjin, what do you suggest for Korak's 3rd combat style (I know it'll be a while before I can fuse 3 styles, but I gotta plan ahead)

Tiger is flavorful and being able to deal any kind of damage with unarmed strikes is pretty sweet, but I think it's made obsolete by Dragon Style and pounce. Mantis is okay, but I'm not that focused on Stunning Fist. Monkey Style is really goods, but the 2nd and 3rd feats are kinda meh. Boar style seems okay.

So, what do you think?


Except we all know what a dead person is and what it does (i.e.: nothing) because "dead" is very specific condition IRL. Now, "fighting defensively" is just a vague description of how someone is doing something. It could be anything from completely hiding behind a shield to simply not making any forward motion...

Besides, the rules specifically say "fighting defensively" lasts only 'til the start of your next turn, so it does end at some point.

Really the "There aren't rules for dead people being unable to move" argument is dumb and completely pointless 99% of the times it's used.


Male Human Dungeon Master 10/ Munchkin 10

JJ... Of course...

EDIT: Ah, I see now that the target is only paralyzed once one of its attributes reaches 1.

The spell is... Slightly less broken than I first thought.


Male Human Dungeon Master 10/ Munchkin 10

Remind me of adding Limp Lash (aka: Free-no-save-Coup-d'-Grace-preceded by-a-huge-penalty-to-all-3-physical-attributes) to my list of banned spells...

Holy s%!#! Who created this spell???


Male Human Dungeon Master 10/ Munchkin 10

BTW, what did Michaelis' Smoke Bomb do? What area does it affect?


Male Human Dungeon Master 10/ Munchkin 10

Yeah, it's the awful Aid Another rule... Where a guy with Str 28 is just as useful as a guy with Str 7 when it comes to helping others to push stuff around. -.-'


Male Human Dungeon Master 10/ Munchkin 10

I have no idea... I'd probably allow a 3rd character to try and make a grapple check to force the grappling creature to release its hold.


Male Human Dungeon Master 10/ Munchkin 10

I'm starting to really hate PFS... ¬¬'


Male Human Dungeon Master 10/ Munchkin 10

Actually, I did... I simply edited the post with the attack.


Male Human Dungeon Master 10/ Munchkin 10

It was not an AoO, though, it was a readied attack.

Man, it's really freaking boring that there's absolutely nothing a martial character can do... You'd think it's possible to at least try something, I'm pretty sure it's possible to release a friend who is being grappled.

¬¬'


I guess if you want to take my comment to absurd lengths I'm wrong, after all, if the whole party has infinity AC, the campaign is indeed "broken". (Well... Unless the GM simply uses his literally infinity resources to create other ways to challenge the party).

Let me rephrase it, then... "A few characters having high AC never breaks any game". It really doesn't matter if all your front-liners are almost impossible to be hit, they can't force enemies to attack them, and their AC doesn't help their allies to stay alive.

But again, my point is... Crane Style is not a problem. It has never been a problem. It could give the character a +8 to AC and it still wouldn't be a problem. It has steep prerequisites and imposes quite a few restrictions on the character's combat style.

Other than the "Deflect 1 melee attack" thing, you can reach very similar results with a simple buckler.

A party composed exclusively of Monks and/or Fighters/Rangers who dip MoMS for CW is not a party I'd consider particularly powerful.


Male Human Dungeon Master 10/ Munchkin 10
Jo. wrote:
I know this just go against the well-being of my character but, how is korak damage negating the grapple?

It causes a penalty to the creature's Grapple check. Thanks to said penalty, his grapple check was low enough that it couldn't overcome your CMD, thus making the grapple fail.


Gauss wrote:
High ACs do not break the game past level 3? Interesting point of view. Guess all of the APs have badly designed encounters and any GM which doesn't revamp the AP must be a bad GM?

I haven't played many APs. I just started RotRL, so I can't comment on them. But if a single character with high AC is enough to completely bypass an encounter, then I'm fairly sure that encounter was never a real threat.


So what? Let the guy have his AC. AC never breaks any game past level 3, unless the GM is really, really bad at designing encounters.

Does it really matter if you have the ability to deflect a single hit when that hit only happens once in a blue moon?

Really, if you have AC 30+ at 8th level, it doesn't matter if you take 1 attack out of 8 or 1 attack out of 10. The difference is too small. CW is just gravy. And it also stops you from using 2-handed weapons (including longbows) and making AoO with it.

CW is balanced by the investment necessary and the restrictions imposed to your character's combat style.

I GMed for 3 different players with CW. Never had any problem dealing with any of them.


Oh, right because that +1 to AC is so broken... ¬¬'

A Ranger with Shield Bash and Barkskin could easily reach AC 30+ and still be much more of a threat to the T-Rex (or any other enemy) than a Monk with CW.


Gauss wrote:
Scavion, there is no mechanic for knowing that a creature is or is not fighting defensively so we are firmly in GM fiat territory at that point.

Or maybe it simply realizes it can't hit the Monk after 3 rounds and goes for an easier target... If a party could kill it in 2 rounds, despite the Monk doing nothing but a single AoO every round (probably not even that, since the T-Rex has reach), the creature was never a threat. CW or not.


Tels wrote:
Party of rogues.

Even then would do okay. Their awful saves mean nothing against a T-Rex and the creature is simply not smart enough to avoid being flanked, nor does it have anything other than melee strikes to use against the PCs.

A party composed of 4 8th level Rogues could easily stab a T-Rex to death. The monster's tactics are barely different from those of a brain-damaged 1st level Warrior with a ordinary sword...

Gauss wrote:

To me the disproportionate effect is that you raise your AC by +4 with only a small -1 or -2 penalty to attack and if an enemy actually manages to hit you in melee then you can automatically negate that hit.

If you were not also raising your AC by 4 then maybe I could see this being ok. But, because it is stacking a defense onto another defense it becomes a disproportionate effect.

Raising AC is really, really easy... In fact, it's cheaper than raising damage output. I don't see anyone claiming characters with Combat Expertise and a shield are OP.

If a player invested that much in defense (and CW takes quite a investment) let the player have good defenses! That's the whole point of his build!

Besides, Crane Style's not raising your AC, it's lowering an attack penalty!


Azten wrote:
It would depend entirely on the party, I think. Some might gave trouble taking on a t-rex, while for some it's a cake walk. Yeah, it's no BBEG, but sometimes you don't need one.

I honestly can't think of a single reasonably balanced 8th~9th level party who would have trouble killing a T-Rex... It's a joke of an encounter, it's basically a trap of the most boring kind: Waste some time. Spend a few charges of your wand of CLW. move on.

You don't need any strategy other than "hit it repeatedly" to kill it. Hell, you don't even have to worry about it going after your casters first. The only reason a T-Rex is not a CR 2 monster is because its damage and hp are too high.


It only had a disproportionate effect on encounters that consisted of a single creature with a single melee attack and no ability to adapt. i.e.: Really easy encounters.


Azten wrote:
The t-Rex is the main example because it's really big and only has one attack. It's the poster child of the " crane wing is broken" people.

It should also be the poster child of the "I don't know how to design CR-appropriate encounters" people. Then again, those two groups seem to be pretty damn similar to one another...


Which is kinda dumb, because even if that were true, it means absolutely nothing. There will always be enemies who can be easily defeated by a particular tactic or ability.


Most of my martial characters have at least 1 named weapon.

My favorites were a Cleric of Shizuru who had a katana named "Kogo No Ha" (IIRC), which means Blade/Sword of the Empress and a Paladin who had a greatsword named "Honorbound". There was also a Fighter who consistently used Trip, Disarm, Cornugon Smash and other crowd-controlling tactics who named her bardiche "Black Cat", saying that the weapon brought bad luck to whoever it hit.

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