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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 8,052 posts (11,262 including aliases). 4 reviews. 1 list. No wishlists. 14 aliases.


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I started watching Dimension W. It's really cool. And it's very refreshing to have a protagonist who isn't in high school for a change.

Kono Subarashii Sekai ni Shukufuku wo! continues to be hilarious! I really love this silly anime! When I thought the fun was over, Dallahan shows up and make me laugh even harder! XD

1 person marked this as a favorite.
Krensky wrote:
He can't contribute to something that doesn't exist.

That's debatable...

So far, I think they are managing to juggle the 9 protagonists quite well... Though some of them are not as interesting as others (cough... Heat Wave... cough).

No... Seriously... Why is Heat Wave here? He isn't particularly skilled or clever. He's just a guy with a flame thrower! He brings nothing to the show that Captain Cold couldn't do better.

I'm glad Carter died. I hope he stays dead. He wasn't very likable or interesting. And was made redundant by Kendra's presence.

I wish they made battles more interesting, though... I'm already tired of seeing Firestorm flying and shooting generic flames at generic minions. :/. Same goes for Cap Cold, Heat Wave and, to a lesser extent, Atom.

Drahliana Moonrunner wrote:
Insain Dragoon wrote:
I dont get why a wizard, with his zillion skill points, wouldn't have ranks in stealth. Most of them have decent dex too.

Because many of them throw their points into more "wizardy" things such knowledges, spellcraft, and craft skills, trusting Invisibility's modifiers to eliminate the need.

My wizard would rather cast the spell on his rogue cohort, than do such scouting himself.

Why would anyone ever put ranks in craft skills? Spellcraft is all you need to make magic items...

Also, they can simply add "Stealth" as the granted skill ranks in their Headband of Vast Intelligence.

Wizards have more than enough skill points to get Spellcraft, a variety of Knowledge skills, Fly and Stealth.

1 person marked this as a favorite.

SoL effects... They are just not fun.

Nothing worse than having your character's fate come down to a single die roll. Specially when you always have at least a 5% chance of failure no matter how high your bonus or how good your tactics.

I use these effects very, very sparingly. They might become more common at high levels when the party has access to stuff like Breath of Life. But still... they remain not-fun, so - even then they aren't a common tactic.

So... The captain knows Savage's origins in Egypt (?)... Why not go there earlier and kill him while he's a teenager or something?


This series will be filled to the brim with time-travel plot holes, won't it?

I hate time travel...

1 person marked this as a favorite.
The Sword wrote:
The rules for diplomacy specify that the DC is based on the reasonableness of the request and the reasonableness will depend on what the player says not on his Diplomacy skill.

But no matter the DC, the Fighter will have a more difficult time reaching it.

The Sword wrote:
Incidentally the fighter has as much chance of making diplomacy a class skill as the wizard does and almost all wizard skills are Int based. Not all Martials dump intelligence or charisma.

Yup... But while the wizard can safely assign skill points to 6+ skills due to being Int-based and having spells to compensate for whatever other skills he doesn't have (who needs Climb when you have Fly, Spider Climb or Levitate), a Fighter has to sacrifice his combat efficiency if he wants to have more than 2~4 skill points per level... Every point added to Int is a point didn't go into Str, Dex, Con or Wis, which are all far more important for the class.

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The Sword wrote:
The whole claim that agency is based on character abilities is a straw man.

So... Would you say that a commoner has as much agency as, say, a Ranger? The only difference between those classes is their abilities.

The Sword wrote:
What way does the mage have to persuade the guard that the fighter doesn't have? The fighter has a tongue and a brain .

Spells. And far more skills due to being Int based. Those are not infallible, of course... But they are still very useful and, more importantly, an option that Fighters simply don't have. If a Fighter can do X do persuade the guard, then the Wizard can do X + much, much more. Therefore, the Wizard has more real agency than the Fighter.

The Sword wrote:
The world doesn't exist outside of what the DM says exists. The DMs responsibility is to set challenges appropriate for the party so everyone has a good time. Appropriate challenges mean challenges that have a chance of being overcome - in a game world the DM does give players agency. Agency is the power to affect the world around you in a meaningful way.

Sure... But unless the GM is cheating (i.e.: giving your characters abilities they don't have), then the variety and quantity of what constitutes an appropriate challenge is greatly diminished.

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The Sword wrote:

Narrative agency in pathfinder is 90% decided by player choices, not player abilities.

What is being quibbled over here is the 10% of times where a specific spell is required to overcome an obstacle or challenge.

If the PCs decide to go and see the King, that choice represents 90% of the narrative agency. Now if they persuade the guard to let them in, or show him the severed head of the bandit Lord plaguing the kingdom, or bribe the guard or enchant the guard... The main part of the decision has already been made.

If the DM writes encounters that require them to have a particular spell - then the DM is removing agency from the game. This is just as effective against casters as it is against fighters.

Player: "Wait I'm a cleric/Druid so don't have charm person"
Player: "wait I don't know how to charm people I'm an Abjurer"
Player: "wait isn't charming the guards the same as an assault upon the Kings person, I'm not sure that is a good idea!"

By artificially setting the definition of agency to require the use of class abilities is artificially creating a problem where none exists.
Fighter: "So I'm going to persuade the guard to let me in because I defeated the river bandits".
DM: "Yes but the wizard can say the same thing and be better at it"
Fighter: "but I came up with the idea, and I killed the damn bandits, why can't I say it?"
DM: "er because I set the DC at 30 to see the King"
Fighter: "what even though I helped his kingdom"
DM: "Erm, ahh, erh"

Incidentally most of he major campaign falling outs our group has had, is where one player decides they are going to affect the plot in the way they want irrespective of the rest of the party. What is important is party agency not player agency.

That's a complete strawman.

Casters can affect the plot much more frequently and meaningfully than martials not because "a specific spell is required", but because most situations can be affected by spells in a variety of ways.

And character abilities certainly count for far more than "10% of what agency is"... In fact, it probably counts as 90%, since you'll fail to do anything if you don't have the ability to do it...

Using your example, you can decide to do persuade the guard... But if you don't have the means to do so, you can't do it. That's no real agency, that's just hitting your head against a wall.

The world doesn't lower the difficulty of all its challenges just because a character is incompetent... If it does, then it's the GM who is giving you agency, not your class. Which means your class did indeed fail to give you the means to meaningfully interact with the plot.

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Matthew Downie wrote:
Insain Dragoon wrote:
Agency: The ability to effect the plot using rules unique to your class.

I prefer my definition:

Agency: The ability to effect the plot.


In the context of RPGs, I'd define "Agency" as "ability to make meaningful choices".

When discussing classes, this agency should be provided by the class itself, not by factors that are wholly independent from class choice (e.g.: roleplay and GM fiat), otherwise the discussion is pointless.

Some classes give you a greater variety of effective actions, which increases your agency. This is important because not all GMs are equally competent, generous, rules-savvy or forgiving.

There ary many good anime shows with fantasy themes and setting. They might not be "official" D&D, but they share its spirit.

It's one of th most disappointing a d frustrating series I've ever seen... And that's saying something!

Rosc wrote:
Lemmy wrote:

"The GM can change the rules, so this ability is useless."

I really should make a bingo card about the most commonly used non-arguments in C/MD threads...

Funny, that exact concept just cropped up in a Pathfinder thread on a different website and someone already took a crack at it. Link here. It even has pictures! The "Team Game" seems especially relevant in this thread.

Heh... This is pretty much what I had in mind.

Charon's Little Helper wrote:

Yeah - I actually was editing my post right as you quoted it about the 1.5x for Deadly Agility - oops.

While I'm not going to go deep into it here - while you are ONE feat behind (Deadly Agility includes DEX Double Slice) - you aren't actually behind in DPR since you can dump STR while a STR build can't dump DEX - making you more SAD. (Plus getting much higher reflex save/initiative/skills/AC/mobility etc.)

Yeah... Dex-builds have a certain advantage with TWF... Which I don't really mind, since much like dueling, it's a style usually associated with agility-based character archetypes...

On a different note, oddly enough, with Cornugon Smash + Hurtful, I think Str-based builds are actually more mobile than Dex builds, since they can still move and make 2 attacks at full bonus.

I do think there should be more Str-based feats, though... Like one that allows you to add Str to AC when wielding shields, sunder the ground to make enemies lose balance, throw shock waves at nearby targets, etc...

Not by coincidence, all of those options are available to my Revised Fighter, either as feats or as Combat Prowesses.

Charon's Little Helper wrote:

That's because they specifically went out of their way to make TWF, THF, flurry, and nat weapons not work with them. Only Fencing Grace allows the other hand to be used for a shield - and that would probably be changed if it wasn't from a player companion. The only Paizo way to get it for THF/TWF is a 3 level dip in Urogue - and that's generally too big of a price-tag.

For Magus - the vast majority of them are dex-to-damage builds because they can only fight with a single hand anyway - so for them pretty much the only cost IS a feat. (And even for them it's not as good as Deadly Agility - since they don't get 1.5x stat damage even if they two-hand with Spell Combat.)

Considering Str builds still have very distinct advantages (most notably considerably higher DPR and 2 extra feats), I don't think that's true. However, every dex-to-damage option should note that the damage is not increased for wielding an weapon two-handed.

Str is only at disadvantage when dueling... Which makes sense IMO, and even then, it's not that wide of a gap.

TarkXT wrote:
Lemmy wrote:
BTW, Large animals don't have to worry about spears, since they have just as much reach.
Certain large animals like horses and tigers don't have reach.

Indeed... I stand corrected.

BTW, Large animals don't have to worry about spears, since they have just as much reach.

Alex Trebek's Stunt Double wrote:
Insain Dragoon wrote:
You do realize hitting with an AoO doesnt stop someones movement right?

Not regular movement, but a Pounce is a Charge.

GM's are quite happy to rule that a spear in the face rather counts as something that "hinders" movement.

"The GM can change the rules, so this ability is useless."

I really should make a bingo card about the most commonly used non-arguments in C/MD threads...

You don't need Wild Speech to cast spells while Wild Shaped (Natural Spell covers verbal components as well). It's just useful so you can communicate more easily.

And even a mute Wild Shaped Druid still has more overall utility than your average Fighter, who has no spells, no skill points and no good reason to invest in Int or Cha.

Uh... Natural Spell is just a regular feat. There's nothing Mythic about it.

I will let others reply to your other points because... Well... It's too much text and I don't feel like doing it.

4 people marked this as a favorite.
TarkXT wrote:

ThEn you do something else? Like maybe cast a few of those spells you get as a druid that are really good at screwing up clustered formations of low save warriors?? With the natural spell feat you took automatically at 5th like every other druid??

It sounds less like the fighter is good thAn you are bad at druid.

Fixed it for you.

What? I never have the chance to type "Fixed it for you" and actually fix something instead of just using it to say "your argument is terrible".


Where are those blaster Wizard builds that did a bazillion points of damage? I'm pretty sure there were some that could out-damage even dedicated Fighters.

Cool episode... But were they trying to see how many twists they could pile in a single episode?

What a Twist!:

Roy shows up!
Katana shows up!
Katana teams up with... The assassin girl. I forgot her name.
Villain of the week knows Felicity!
Villain of the week is Felicity's dad!
Oliver... Sincerely thanks and gives a friendly hand shake to Malcolm!

Really fun episode=. :)

They specifically made it so Monks couldn't benefit from that enhancement... Because... Reasons, I guess?

And just to add insult to the injury, in the very same book they released the "Bodywraps of Suck", which not only are awful, but also take the same slot as Monk's Robe.

These are my recommendations. Other than the last 3 I mentioned, they are all worth checking out, IMO.

People say Gate is pretty cool... I haven't gotten around to watching it yet, though.

1 person marked this as a favorite.


Between RWBY and Grimgar, I really need a new episode of Kono Subarashii Sekai ni Shukufuku wo! (aka: "Give Blessings to This Wonderful World!" or something like that).

Sundakan wrote:
Lemmy wrote:
Krensky wrote:
They didn't.
Did I miss something? Did they not allow him to go back in time and stop Savage?
The bounty hunter sent back by the other Time Lords Masters to murder their faces suggests no.

Ah... I missed the part where he tells who sent him... I had to multitask during the episode... Gotta rewatch it later.

That said, I really don't like time travel stories... Hopefully this show will be one of the few exceptions... They did make like Barry Allen, after all.

Krensky wrote:
They didn't.

Did I miss something? Did they not allow him to go back in time and stop Savage?

Male Human Dungeon Master 10/ Munchkin 10

Hey... Texas is the America of America!

So... Why did the time masters allow Hunter to stop Vandal Savage but won't do the same to other genocidal world leaders, such as Hitler, Stalin or Genghis Khan?

lucky7 wrote:
I don't know, Lemmy. I see an Elven Barbarian in there.

A kamikaze elven Barbarian? Because that might be the route I'd go with those stats. :P

Str: 3d6 ⇒ (6, 2, 4) = 12
Dex: 3d6 ⇒ (2, 2, 5) = 9
Con: 3d6 ⇒ (6, 3, 6) = 15
Int: 3d6 ⇒ (4, 4, 3) = 11
Wis: 3d6 ⇒ (3, 1, 2) = 6
Cha: 3d6 ⇒ (6, 1, 1) = 8

And that's the 2nd biggest reason why I hate rolled states... :P

Ryan Freire wrote:
Angry Wizard wrote:
Does anyone think I should give them a 30 point buy for this campaign? Would that help them or hinder the campaign?
I think it wouldn't help the places the classes would need help and enhance an area (combat) that they're already pretty decent with.

I disagree. They can only raise their Str/Dex/Con so far... They could use the extra points on Int, Wis and Cha, giving the Fighter some extra versatility and the Rogue some... less awful saves. :P

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Burn is still a resource pool... Only it's one that kills you. And makes no sense. And is an unnecessary balancing factor with poorly implemented mechanics.

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Arachnofiend wrote:
Sorry Lemmy, but the Kineticist exists for people who don't like the resource pool system. There are plenty of other classes to play if you can't handle burn management.

Burn is still a resource... Only it's a terribly designed mechanic.

Either way, they'll at very least have to carry MANY wands of CLW and Lesser Restoration... Luckily, those are 1st level wands, so there is that...

I'd go with homebrew... Plenty of cool options there.

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Just give them a resource pool instead of using those awful Burn mechanics... Base it on Wis if you think they're too SAD.

Burn ruins the class and Overwhelming Soul is such a horrible trap, it might as well be a giant middle finger to everyone who wants a non-Burn Kineticist.

Shifty wrote:
HWalsh wrote:

However to be more politically correct, I can say it like this:

"People want the mechanical benefits of the Paladin without the mechanical penalties of the Paladin."

Pretty much sums it up.

All the perks, none of the costs.

Because Paladins are oh-so-powerful compared to the classes with looser alignment restrictions or no restrictions at all, such as...

Clerics, Druids, Summoners, Wizards...

If someone wants to power-game, Paladin is not even in the top 10 best choices!

Based off of Velociraptors?

You have actual velociraptors in this game! Just raise their Int score so they are playable and have a blast! XD

I think the effect of stamina system is barely noticeable... Most feat boosts are so minor they might as well not be there.

It should allow special actions of some kind, like improving movement speed, ignoring difficult terrain, making an extra attack, getting a reroll/bonus to physical skill checks, getting an extra movement, standing up as a swift action, etc.

It'd be much more useful and take far less page space.

Alignment/Paladin threads... They are evil incarnate! XD

1 person marked this as a favorite.
Freehold DM wrote:
Lemmy wrote:

So... I just realized something...

6 months ago I wasn't watching any anime series... I was finally over my addiction. Then I decided to try a suggestion someone made here... And now I'm watching 6~8 series... And waiting for more.

G~%%@~mit, you guys! I hope you are proud of causing a recovering addict to have a relapse. :P


You monster! XD

Greylurker wrote:


what shows are you watching?

Huh... Let's see...

(I don't know their english titles, though).

Kono Subarashii Sekai ni Shukufuku wo! - This is my current favorite. It's rare for me to enjoy Japanese humor, but this is one of the few animes that actually make me LOL. Literally.

Dagashi Kashi - My 2nd favorite of the ones I'm watching. It's very simple, but funny. The main heroine's devotion to candy and sweets is hilarious. :)

Koyomimonogatari - I'm a big fan of the Monogatari series, though its quality can vary from story to story (as happens to every series that runs goes for this long). Hopefully we'll see more Kaiki on the next saga. ^^

Hai to Gensou no Grimgar - I'm not sure how to classify this anime... I thought it'd be adventure/comedy, but it seems to be going for a "slice of life/(possibly drama) in a fantasy world" vibe. Still entertaining...

Shimoneta to Iu Gainen ga Sonzai Shinai Taikutsu na Sekai - My current guilty pleasure... It's so. freaking. dumb... But I can't help but laugh at the absurdity of the situation.

Musaigen no Phantom World - This anime has colorful art and great animation. I like the visual design of the characters and world, but it's not as fun as I expected... Good, but overrated, IMO.

Saijaku Muhai no Bahamut - Watched 2 episodes... Seem pretty uninspired so far... I'll watch another 1 or 2 and then decide if it's worth following... Probably dropping it, though.

Utawarerumono - Itsuwari no Kamen - Tsc... I'm watching this just out of inertia and nostalgia. I loved the original Utawarerumono series, but this is one is... Well... Boring. They wasted 12 episodes doing basically nothing but introducing tertiary characters, and are apparently setting up the same "twist" of the original series. I'm really disappointed... Watching it feels like a chore at this point. :/

Triage X - I thought the premise was interesting... A secret organization whose Punisher-like members see criminals as diseases to be expunged... Turns out it's a ecchi-fest with barely any plot or character development and mediocre action scenes... Now, I don't mind fan service... It doesn't make or break anything for me, but if that's all the series has to offer, it's a pretty weak series. Dropped.

I think there are a couple more... Though I can't remember them right now.

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Neo2151 wrote:
Just out of curiosity, what Will saves *aren't* covered by your version of Bravery? (ie: why not just give full Will bonus and scrap Bravery?)

Tsc... I really should make that more clear. I'll get around to it... Soon... I just have to figure out a way to describe it without ruining the page formatting. :P

The Bravery bonus applies against fear and the same stuff Protection From Evil would protect you from: spells that allow the caster to have direct control over you... So it applies against stuff like Charm Person and Dominate Person, but not stuff like Confusion, Feeblemind or Glitterdust.

Use 3pp or homebrew... I humbly suggest this.

...And this, for extra fun (falchions are boring after 300 characters using them). ;)

The Weapon Master Handbook is pretty nice too.

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Pathfinder's Infallible Rule of Thumb*: Is it a Summoner or full caster?

Yes: Probably overpowered. Specially if it uses vancian casting.
No: Then it it's not overpowered. Period. Unless you're comparing them to Fighters, core Rogues and core Monks.

*This rule doesn't take 3pp material into account.

- - -

Anyway... Kineticists have a few tricks that are really good... But overall, they are rarely above mediocrity.

Norman Osborne wrote:
If Iris ever manages to integrate herself into the A-plot again (don't hold your breath), how do you think she will react to finding out that Team Flash basically convinced her fiance to commit suicide, given that it didn't even actually get rid of Thawne?

Hopefully she will be outraged and leave the series forever... Gods... What an unlikable character... Shes either dull, pointless, annoying or all of the above. -.-'

phantom1592 wrote:

I actually LOVE Time travel plots with much love.

This one however... wasn't a good one. I utterly hated the gobbely-g++@ that Harry was spouting about Thawnes' timeline starting in the future. Eddie shooting himself ERASED Thawne. Not the Thawne of NOW... but erased that he had ever been born in the first place, along with a hundred ancestors inbetween.

I knew they would be bringing RF back somehow, but this was a really terrible way to do it. I am curious if Legends of DCU will be this strict with their Time shenanigans.

It never really made sense... If Thawne was erased from the timeline, then he wouldn't have murdered Barry's mother... And Barry would have never become The Flash.

Time-travel is a horrible plot device because it creates too many plot holes and inconsistencies. I can count on one hand the number of times it worked... And most of those actually worked despite the time travel shenanigans, not because of them.

You know... At this point, this thread should be renamed "The Flash TV Series" or something.

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At least it's Skywalkers have an easy time dealing with grief...

"Those people who raised me all my life are dead? Well... Guess I'll go on an space adventure with that old man I barely know..."

"My whole home planet was destroyed? Nooo!!! Eh... I'm all better now. Time to kiss the handsome scoundrel... And my brother!"


Of course... That's still better than how Anakin dealt with grief... So... Progress?

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