Taku Ooka Nin wrote:
No it would be a -3, but thanks for the personal attack. I understood your point buy numbers. Your arrogance is amusing though. No will saves early huh, yep sleep and color spray sure are bad spells that never get used at early levels sounds about right.
Taku Ooka Nin wrote:
Having a -4 to your will save isn't optimized it's idiotic, even if you're using the superstition rage power. In addition anything that inflicts mental attribute damage to your character has effectively become save or die =/.
Probably about 28-32(I just whipped up a couple builds to test this and it holds true though the range is a bit more like 25-33) depending on the wealth of your campaign is good for a dps fighter. Two handed fighters will probably be at the lower end of the range with archers and two weapon fighters a little higher due to better dex. Depends on the magic level, but that seems fair to me.
Example Twohanded Fighter:
Human (Taldan) Fighter 10
N Medium humanoid (human)
Init +6; Senses Perception +11
AC 29, touch 16, flat-footed 26 (+12 armor, +2 Dex, +1 natural, +1 deflection, +1 dodge, +1 insight, +1 luck)
hp 104 (10d10+40)
Fort +13, Ref +7, Will +8 (+3 vs. fear)
Defensive Abilities bravery +3
Speed 30 ft.
Melee +2 adamantine greatsword +22/+17 (2d6+15/17-20/×2)
Ranged +1 adaptive composite longbow +14/+9 (1d8+8/×3)
Special Attacks weapon training abilities (heavy blades +2, bows +1)
Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 7
Base Atk +10; CMB +16 (+20 overrun); CMD 32 (34 vs. overrun)
Feats Critical Focus, Dodge, Greater Overrun, Greater Weapon Focus (greatsword), Improved Critical
(greatsword), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Step Up, Weapon Focus
(greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +2, Climb +7, Intimidate +11, Knowledge (dungeoneering) +7, Knowledge (engineering)
+4, Perception +11, Survival +14, Swim +7
Combat Gear Jingasa of the fortunate soldier (1/day); Other Gear +3 Full plate, +1 Adaptive Composite
longbow (Str +0), +2 Adamantine Greatsword, Amulet of natural armor +1, Belt of physical perfection +2,
Cloak of resistance +2, Ioun stone (dusty rose prism), Ring of protection +1, 2900 GP
You could probably just make Paladin and kill him in one attack round since he's playing an evil undead, but a better solution is to leave the group now and don't be nice about it either. If you're afraid of confrontation just send an email to to just the gm, or hell just stop showing up. Duck em honestly doesn't sound like they've earned anything from you.
Archery is categorically better than melee fighting in Pathfinder, some builds can compete, but most don't do it well unless you can pounce.
Replace Manyshot with Improved Rapidshot(<-I made this up not from a sourcebook): No to-hit penalty when using Rapidshot.
Change the benefit of Improved Precise Shot(I hate this feat lol!) from ignoring all cover other than full cover and all concealment other than full concealment - to - ignoring the cover other than full cover created by friendly creatures and the concealment created by low light conditions.
Remove Improved and Greater Snap Shot.
Pathfinder is certainly playable as is, but the only melee that are going to consistently compete if you're npcs use logical tactics are pounce barbarians(with some way to fly) and eidolons.
Another idea is to give everybody deflect arrows it's a surprisingly easy feat to qualify for and can really level the playing field with dpr. It'll be pretty obvious that you're specifically picking on the one character though, so it's probably better to just talk with them about it.
Of course you can start using a lot of archery npcs, but if you start going archery on archery Pathfinder starts to feel like an artillery combat simulator hah.
It's compatible with most other non race specific witch archtypes, and it happens to be a very regional and race specific prestige class. Just house rule it if you don't like it, but it's designed to be taken within the context of Golarion as a campaign setting. Jadwiga probably wouldn't teach witches who follow a particularly orcish tradition of how to be winter witches. It makes sense to me they're supposed to be racially intolerant.
I fail to see how wizards are so broken, when by core every other class can have a legal level 17 wizard companion.
Now of course the easy counter to my theory is, "Well what if your dm doesn't allow leadership"? First off I would like to note that such a counterpoint is highly ironic when it is presented by a demographic that consistently downplays and dismisses the contribution of GM fiat to the balance process.
However regardless of that amusing anecdote I would posit that said response is without value in the context of this discussion. For the purposes of the situation presented there are only two meaningful distinctions of GM that exists. The kind that would allow the game breaking, illegal(Con bonuses to hitpoints scale with hitdice) creation presented in the OP's example(Type A) and the type that would not allow it(Type B).
Type A is fine with unbalanced nonsense; which in and of itself is perfectly reasonable. They might have their own funky ideas to contribute and likely the rest of the group has similar tastes. Pretty much the furthest thing from my personal cup of tea, but the world wasn't built to be my oasis. I find it unlikely to the point of impossibility that a Type A GM would disallow leadership, while allowing the "Standard Level 20 Wizard".
A Type B GM(Please excuse me for my presumption, but I consider this represent the vast majority.) for balance purposes, setting consistency, consideration for other party members, simplicity of adjudication, or really just any reason doesn't allow, or at the very least presents some sort of rational obstacle to the unbridled accumulation of power that is a, "Standard Level 20 Wizard". A Type B GM may or may not allow Leadership, but such a consideration is inconsequential to my overall point.
It's either A no meaningful outside influence exists, so everyone gets to be crazy and it all works itself out. Nobody needs balance when the league isn't regulated. Or B there is some amount of external pressure outside the player's control that will reign in their ability to completely break the system.
There might be a meaningful argument towards class imbalance, but so severely over-exaggerating your position only weakens it.
Just my 2 coppers.
Suggested encounters for a day is 3-4. Pathfinder society follows this model, I've never seen an scenario where any party I've been with has been meaningfully pushed to the limits of ability usage.
Regardless I apologize for being off topic I just wanted to make a Sean Bean reference.
Always looked like a typo with the 0 to me, the kit shouldn't be heavier than a whole lab setup 50lbs vs 40lbs.
Not official obviously, but just use your best judgement till the next round of reprints. I feel like having the item cite the APG entry as a source and implying that the only change was the name is enough evidence to support your assumption as being the most logical one.
If you really miss more options try looking into some third party products. I get that they have a stigma, but dream-scarred press and some others have put out some real winners. I personally think Ultimate Psionics is a better thought out book than a good deal of what Paizo puts out and I don't like Psionics at all.
Also adding multiples of a monster to an encounter doesn't scale the CR on a 1 to 1 scale for example 4 Ogres is equal cr to the base creature +4 or CR7 which would constitute a "deadly" encounter for your players.
All this information can be found in the Gamemastery section of the Core Rule under *Designing Encounters* pages 397 to 400.
The appendix of Bestiary 1 also has some CR guidelines for making your own creatures.
Equal CR is supposed to represent a challenge to a party that will consume roughly 20-25% of the parties resources for the day though YMMV . In general CR is a good guideline but you're going to have to vet most monsters/npcs against what your party can do. I find that for the most part an encounter with a CR 1-2 above a parties APL which in this case would be a CR4 or a CR5 is relatively appropriate to challenge a well built group, but not create high odds of player death.
You can be as condescending and patronizing as you like you're not winning me over at all. If you're so masterful at game design give me an example of your work.
Wizards work in the vacuum of a competent dm and a group a friendly players, which constitutes the vast majority of Pazio's customer base.
Pathfinder isn't a strategy game it's a "role-playing" game your character isn't supposed to be immediately aware of your metagame, "FOOS" if you want to be competitive with your dm play him in a game of chess, starcraft or badminton.
Reading every page of the Pathfinder SRD doesn't make you incredibly good at playing Pathfinder. Creating a fun interesting character that doesn't immediately have access to all of your metagame system knowledge and is enjoyable for your dm/party members to play with is. That's not a gentleman's agreement that's playing the game as intended.
Why I should let any player abuse blood money when it's from the appendix of a book that the majority of the time players aren't going to have a legal copy of? Whos content relates to a sequence of events that have no bearing on the vast majority of people's campaigns. That's called proper dming not being a house-ruling Nazi.
If as a dm I'm supposed to allow every single option without consequence, then every class has easy access to 9th level wizard spells through leadership. I don't understand how theory crafting in this discussion even matters.
Wizards aren't a problem because most people have some semblance of social grace when in a room with one another. Since the entire game is reliant on that concept being reality I'd say that the class is working as intended.
Just wanted to state that it's not, "House Ruling" to limit the amount of non core supplements you allow into your campaign. Pathfinder is built with the assumption that the GM can limit the use of certain materials if they become problematic.
Wayang spellhunter/magical lineage hijinks is pretty easy to prevent considering Traits are an optional rule set. Hell it's harder to prevent just flat core paladins winning initiative and 1 shotting your CR appropriate big bad.
Healing hitpoints is pretty trivial, it's the cleric's ability to remove/prevent debilitating status effects that truly make it and encounter destroying badass. Craft Wand/Scroll are two pretty solid feats. Though make sure your party is actually contributing to the scrolls of restoration/deathward/w/e that you are casting on them as well.
Also because most of your support spells aren't really dc based you can still afford to be whatever kind of cleric you want usually, though channeling generally suffers a bit if you want to be a combat cleric.
If your party is already good on damage it's surprisingly fun and gratifying to play a well built support cleric. My personal favorite is restoration/heroism, but there are so many amazing combos like luck/travel etc...
I wouldn't feel obligated by any means there's usually just the alternative of buying consumables at market price/finding them as loot. Which works out perfectly fine unless it's a low magic setting. Though healing being rather hard to come by fits the theme of said settings quite nice.
Ascular Vruul is described in the faction missions as a traitor to the pathfinders and moreover being responsible for the deaths of numerous pathfinder agents(see silver crusade/shadow lodge). Presumably if an Andoran agent who's feeling unmotivated asks around they'll be able to learn a bit about Vruul's actions which would likely make their assignment more palatable.
If your lucky one of the members of a less scrupulous factions will just kill him for you so you don't have to get your freedom fingers dirty.
Anyways it's just another mission that highlights what us Grand Lodgerers already knew, which is don't involve your personal beliefs and agendas with the business of the pathfinder society(I'm mostly kidding do whatever is fun =P).
I'm pretty excited to run this for our groups 8-9s next Saturday, that said...
I fail to understand how anyone could think that Shadow Orchid could effectively death-attack the pcs. Her tactics section uses some of the clearest language I have ever seen in a PFS module. Intent is more important than a slight loophole that doesn't even work, because it's not part of her tactics.
unless she's a worshipper of asmodeous and owns AP 29 :-p
It get the feeling you're just joking around, but to be clear to anyone who misunderstands, it states in the module very plainly that she is a worshiper of Abadar(She has a key to the city heavy shield in her picture lol). This is why you should ignore the alternative summons list on pfsrd when designing encounters heh.
It's super clear RAW Jiggy, if the developers wanted these to work with Alignment channel then they could've put an addendum within the feat that said something like, "All abilities that apply to channel energy for the purpose of harming living or undead creatures also apply to Alignment Channel for the purpose of harming outsiders".
Homebrew it if you want, but damn this game has so many things that are unclear in their intent, don't go imagining new ones for us.
Seems like you've got a misunderstanding of the creature advancement rules.
You don't get to rebuild you apply the following modifiers to stats and that's it(+4,+4,+2,+2,+0,-2).
A first level Blink Dog Fighter with +1 Mithril breastplate barding (5400gp) would have the following statistics.
Sir Blinky the Hairy
Str 16 (12+4)
AC = 23/14/19 (10 base + 7 armor + 2 natural + 4 dex)
Feats = (Combat Reflexes <- built in, Iron Will <- built in, Dodge)
He has one fighter feat to toss around so spend that on dodge and you've got ac 24.
His attack is a +7 bite that does 1d6+4 and he has 31 hp.
A plain jane 15 point buy great-sword fighter with just boring normal feats and +1 Fullplate +1 Greatsword (5000gp) would look something like this.
Sir Mooky the Porter
Str 20 (17+1+2)
Feats= Weapon Focus/Weapon Specialization/Blind Fight/Toughness/Power Attack/Improved Initiative/Dodge
AC = 22/12/20 (10 base + 10 armor + 1 dex + 1 dodge)
His attacks are +13 2d6+11 or PA +11 2d6+17 and he has 54 hp.
Unless I want my cohort to be really good at surviving and not much else I don't really see how a Blink dog is all that useful.
Certainly not enough for you to put a brag post in here about how it'll mess up everyone's humanoid cohorts.
They then proceeded to pull both encounters and lost party members to a celestial tyrannosaurus, again.
Naroth is Evil he would summon a fiendish tyrannosaurus not a celestial one.
Also Summon Monster VII is in his spell book, but not on his prepared spell list for the day. I might be mistaken, but I'm pretty sure that you're supposed to play the module as written so the spells he has prepared are what he would bring into combat.
Someone feel free to correct me on that actually being a society requirement though.
Maybe they return to find her only moments away from completing a ritual releasing Malfeshnekor (At his point her chance for revenge against the marauding adventurers). More likely would be that she'd flee to Magnimar,and meet up with the Skin Saw cultists but I think the former explanation is acceptable enough if a bit cliched. More importantly it preserves the climax of the first module.
That said though, the idea that after decimating her defenders the ultimate goal of their raid might flee; is a thought that probably should have occurred to the pcs. You might want to suggest as subtly or as bluntly as you like that this might be a possibility. You could even use Orik to suggest it in character.
Perhaps, though I challenge you to confront your real life friends with such a statement. It'll come off a touch more awkward than you think.
Asides I'm referring to character optimization ie, we need this bonus from day one to properly counter the shape-shifter menace. I guess what I'm really saying is that if you care about party safety... Well then you just might have to do the nasty with your porter.
If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.
Bonus for Close Friends: is +8
Bonus for Intimacy is: +10
You'd be stupid not to, "do it..."
Since the magic item creation rules don't state that it must be a specific object for a specific slot just have the same item for a different slot.
Custom Magic items aren't allowed in PFS same for the item creation feats. Asthyril you should probably ask this question in the PFS specific forums, as for your actual question nothing comes to mind other than the protection domain power.
Well regardless of the quality of the content of the book, this is in my eyes far and away the coolest looking cover page of any Paizo product thus far. I know no poster prints have been sold of any past cover, but one can dream that an exception might be made! I'd love to put a framed copy of this up on my wall.
Being Drunk isn't a disease, divine health has no affect on the sickened or nauseated conditions.
Thank said I'm not sure you could become an true alcoholic per-say, but that's more a discussion one the nature of disease.
Anyways, I've thought about this concept with a paladin of Abadar before, Mercy Sickened and Lesser Restoration are great hangover cures. It's also poignant when you might not be able to help an ally later on because you already used some of your resources dealing with your problem.
My view was that HiPS would still work in the Favored Terrains but the Ranger would still require Cover/Concealment.
Yes this is how it works.
However the Infiltrator explanation above made me unsure of that view.
How so, it has nothing to do with it? All that FAQ states is that when a Infiltrator uses adaptation to treat its current terrain as favorite terrain. That temporary favorite terrain functions as normal favorite terrain for the purposes of Camouflage and Hide in Plain Sight. Which imo was an unnecessary FAQ, but I suppose more clarification never hurts...
Edit "Clarification" Err sorry I was thinking of the Battle Scout's infiltration ability not the Infiltrator Archtype. For the purposes of the Infiltrator you gain the ability to benefit from your Camouflage and HiPS class abilities while using your alotment of 10 minute increments of Adaptation per day. So, while benifiting from the adaptation ability provided you may also use the other two abilities in whatever terrain you are in effectively treating it like favored terrain for these two class features and nothing else. You do not gain the actual numeric benifits of the Favored Terrain Class feature as it has been replaced.
If you were to play a combination of Archtypes where in which one of these abilities were replaced.
EG: Infiltrator/Beast Master. While using adaptation you would gain the benifits of HiPS, but not of Camouflage, because it has already been replaced by Strong Bond.
Thanks for the source. I'm down with hating on female Torm, but because she is boring not cause she is a lay-day!
If the racial choice isn't core to the concept I'd go human instead. Divine Casters are feat starved and you really need to get your core feats only asap to be truly effective as an archer. If you go Cleric you can always get the longbow proficiency for free, by picking Erastil as your Deity, which is very thematic for divine archer anyways. Community and travel are both pretty good domains.
Bristor Gwin wrote:
Great thanks. And just to clarify, since Brand is a cantrip, and a Magus starts with all cantrips in his book, then I get it to start?
Where does it say Brand is a Curse? It's not in the spell name or the descriptive text for the spell. Curses are typically necromancy where as brand is transmutation. If you just want a less cheesy arcane mark use the Light Spell. It is also range touch and can actually do useful things like making the winged monster easy to see as it flys around in the dark.
I know I'm excited!
Already bought and read!
The funniest thing about this Adventure path is that even just reading through it I can't help but route against the PCs every step of the way, despite the fact that they are the protagonists.
I don't plan on running an evil campaign any time soon, but if you want a wealth of ideas for the potential motivations of the villains of your campaign, well look not further. Truly no greater a work of reprehensible villianation, or vile badstuffitude has ever been put to page!
Malachi Silverclaw wrote:
Dervish Dancing has never been an actual combat style, it's a form of prayer dance. Dervish orders sometimes fought people sure, but they never actually spun around in circles at close quarters with a bladed weapon.Think about the actual mechanics of doing that in a life or death scenario pretty stupid huh.
But isn't that bad for business? His monopoly on breaking has been usurped by all these self destructing swords. Sounds like your breaker might have an epic quest to solve!
Roberta Yang wrote:
Who cares that's a better topic anyways! I think it would mix well with my other stupid campaign idea. The 14 Array, where all players start with a nonadjustable 14 in every stat plus and minus racial bonuses.
Roberta Yang wrote:
Yep carrying more than one weapon is impossible, and obviously the GM uses this "trick" only to keep the martial class peasantry firmly under the iron-shod heel of the wizard Illuminati obviously.
Gee, this sword I have has a long, rich history, I better use it to hit stuff all the time, otherwise it will implode.
Ok that's a better example of how it is stupid =]!
Roberta Yang wrote:
There's a fine line between asking that players put a bit more effort into their description than just saying "I attack" and asking players to do incredibly stupid things for reasons that make no sense in or out of universe due to a completely meta concept of "If you don't attack with table legs instead of swords enough, assassins will be hired to murder your sword".
For the record I think a GM giving everyone, "Improved Unarmed Strike, Catch Off-Guard, Throw Anything, and Improved Trip as free bonus feats", would make for a hilarious campaign. I think I'll steal that.