So, what does lawful mean again?
Does it mean you're law-abiding and organized and in control of your emotions and respectful of authority and honorable and a strict observer of tradition and follow a rules-based moral code and dislike freedom?
Because I've seen all of those things given as examples of what it means to be lawful. What if only half of those apply to me? What if most of them apply to me, but not all the time?
In order to be chaotic do I have to break laws casually and be disorganized and be led by my emotions and an enemy of all authority and dishonorable and contemptuous of tradition and follow a moral code based around whatever seems best in the current situation and love freedom?
Note that at no point did I criticize the idea of making a character with amusingly low initiative. I actually think battles are more interesting if the bad guys get the first go. In my last campaign, an Inquisitor power gave all the PCs big initiative bonuses, and that meant they (almost) always seemed to have control of the situation - not very exciting.
That would be an... amusing spell to add to Pathfinder. Those optimized level 10 melee characters are doing three hundred damage a round, and the bad guy just isn't dying. Meanwhile the bad guy is thinking, "I'm going to have to cast Heal on myself eight times before this spell expires or I'll die."
I recently played with this cavalier guy. He was a one trick pony who could dish out something like 40-60 points of damage when charging with his lance while riding his horseback. Can this RAGELANCEPOUNCE do as much damage?
Slightly more than 40-60. It used barbarian pounce ability to combine a full attack with the multiplied damage of a lance charge, giving something like +47/47/42/37/32 and 3d8+168 per hit.I believe FAQs now disallow this technique.
If you don't beat the enemy's initiative, you get one less action during the combat, or the enemy gets one more action. Even if your action is only 'total defense', you're still better off for having had the option of going first.
If the barbarian gets 10 initiative, and the dragon gets 5, and I get 1, the battle might go:
If, instead, I had got 20 initiative, it might go:
This seems a lot better to me.
I don't think there's anything wrong with making a low initiative character. They're just not as good in combat as high initiative characters.
Plenty of characters benefit from going last rather than first.
They really don't. You're always better off going first in the round and saying "I do nothing" than you are going last, because you're not flat footed during your enemy's first action. And better off still by doing something productive with your first action.
We went up against 2 shadows at level 3, and while no one died, we got lucky because one of us had a +1 weapon and the shadows rolled low consistently. Had we gone up against 2 wights, I think we would have had a much easier time because the bard would have been far more useful.
Sure, but that's an unusually low-magic group. And I was talking about at level 1. Shadows are oddities, because the number of hits it takes to kill you doesn't increase significantly as you level up. Unless you boost your touch AC, shadows stay dangerous longer than other low CR monsters.
You don't need any special knowledge of iron golems to come up with this tactic. You only need to know what your summoned creature can do. Lantern archon beams are effective against pretty much anything. They are ranged touch attacks, not subject to DR or spell resistance.
Of course, there isn't actually a rule saying that you know what your summoned creatures can do. By RAW that might take a pretty high Knowledge: Planes roll. By RAW you probably shouldn't be allowed to look at the bestiary pages for your summoned creatures - you should just drop them on the map and let the GM control them.
Codes of honor are lawful thinking. (Lawful-aligned people often mistake chaotic behavior for evil.)
OK...these 2 orcs total to CR 2, about. With raging Str 23 on average, that's +7 to hit...worse than the wight. Damage is 1d12+9...they charge. With little luck needed they can drop the primary tank and healer with that charge.
Also a pretty deadly encounter. But an orc barbarian is roughly equal to a PC. So even if both orcs beat all the PCs on initiative and both hit and both get good damage, it's now two PCs against two orcs, and the PCs have the next actions. So they're still probably going to win, and the downed PCs can probably be revived.
Taku Ooka Nin wrote:
Also, I just want to point something out: there are plenty of level 1 spells that can prevent the wight from even standing a chance. Chill Touch lasts until all of the charges are discharged, so a necromancer, knowing that in this place of undead, would likely have it cast just walking around with it.
If you're prepared and you win initiative and you hit it with a touch attack and it fails a will save, yes.
'Might kill one or two people' is a pretty deadly encounter.
1 Technically you probably were cheating. Clerics of chaotic gods aren't supposed to be able to summon lawful subtype monsters.
1st level characters usually have between 6 and 12 hp. A single good hit from anything will kill them.
Assuming a Con of 14 and 10HP, it would take 24 hit points to kill a the PC in one hit. Knocking them down is pretty easy, but as long as the group wins, they can probably be revived.
I'd say a level 2 party should be able to beat a wight without fatalities unless they're very careless or unlucky. Though if they don't have any way of buying Restoration spells, a negative level is a very nasty thing.
You can't easily 'fix' the rogue by, say, giving them full BAB and d10 hit dice. Even if it did improve balance it would mean that, for example, all stat blocks for rogue (and multi-class rogue) NPCs in published adventures were suddenly wrong.
However, you could, if you wanted to make rogues better, add a bunch of new rogue talents that were way more powerful than the existing talents. (Possibly with the addition that these talents can only be taken by regular rogues, not alterative-class rogues like the ninja.)
There is a precedent there for elementals with humanoid form being able to do things that other elementals can't.
Ignoring the 'sleep' effect... Stagger is a powerful ability IF you're facing a martial-focused opponent who attacks multiple times a turn and they're significantly more powerful than you. In most other cases it's a waste of your turn.If they're roughly equal or inferior to you, you're better off just killing them by some other means, rather than sacrificing your entire turn to reduce the power of theirs. It's good against a solo boss, but weak against a mob of regular opponents.
I'd like to see a domain power that can rival Gentle Repose in offensive power.
This one's probably more abusable:
"Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."
Yes, but consider: in a 'normal' game the enemies are the underdogs in every battle. If there was even a 5% chance of them winning, the average game would end in a TPK after 20 encounters or so. For the PCs to get through the campaign, they have to survive battle after battle.
As someone who suffered 'forgotten npc syndrome' in my campaign, I'm curious as to how all these NPC sub-plots occur. Are they player led or GM led? Do you finish fighting a giant polar pudding and then say, "After the battle, Ameiko approaches you and says, 'I don't know how much more of this I can take?' and you improvise from there?
I would like to suggest you haven't spent 4 hours debating a ridiculous question, although I wouldn't bet on it.
Suggestion: during a game, if you disagree with the GM's ruling, say what you think. If the GM disagrees, do it the GM's way. After the game, check the forums.Sometimes you will use the wrong rule, but that's better than wasting four hours of game time arguing about something.