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Mistwalker's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Agent, Canada—Ontario—Ottawa. 2,161 posts. No reviews. No lists. No wishlists. 16 Pathfinder Society characters.


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***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Bob Jonquet wrote:
All official VO shirts must be approved by Paizo along with the logo. While this is good theorycrafting, I caution anyone from actually buying any shirts until Tonya has a chance to weigh in on the topic

Well, I had planned on making a couple for myself - not as an official shirt, but one for fun.

I will also gladly pickup some official VA shirts when they come out.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

MisterSlanky wrote:
Jean-Marc Comeau wrote:
I might get one of each and bring them to GenCon.
If you're planning on wearing them for the entirety of Gen Con, might I suggest bringing four?

Well, I will have other shirts with me, after all, I need those shirt re-rolls. :)

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

I am a dinosaur in tech stuff, so if someone is willing to host the image, I am more than happy to send them the image.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

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I too am interested in this.

I was thinking of having a polo made, with the open rune logo on the chest, upper left side (basically the old Grand Lodge logo, as it is easier for the embroidery machines than the new one).

I wanted something that I could wear that would be recognisable by gamers, but discreet enough that non-gamers wouldn't notice.

Now the question is of course the color.
The colors that are available are maroon, dark blue (navy?) and dark green. All different from the colors currently in use.

I might get one of each and bring them to GenCon.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Catching up on emails.

My daughter did indeed use a voice amplifier at Gencon a couple of years ago.

She took a simple and direct approach to the volume - she let her players set it, so that they could hear her soft spoken voice, but not blast the neighbours.

Her biggest problem was forgetting about the speaker, and leaning over to move minis, and getting feedback when the mike went in front of the speaker.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Congratulations

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

I do not see a metamagic rod as a named item.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Rei wrote:
That's exactly why I'd like to make a grippli cleric. I just can't think of an interesting domain combo (that would also be available on a legal and interesting deity - Blood and Defense would have been interesting, but isn't possible).

For my grippli, I took a level of ranger trapper, and 5 levels of cleric (still at 6th level), with a giant gecko animal companion (boon companion feat taken).

I mostly use the tongue to deliver touch spells, including Cure spells and Bestow Curse. Often from the ceiling or walls.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

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BigNorseWolf wrote:
Jean-Marc Comeau wrote:

Polymorph.

PRD wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form

So, wouldn't the above reduce the songbird to a single attack a round for a regular or an unchained monk, that of the bite, with no increase in damage dice?

No. A class ability by definition does not depend on your original form. If it did, it would be a species ability. Class skills are a restult or practice and training, not your shape.

Do you have a reference for that? I am not seeing that from the bolded part of the entry.

Even if I take your statement at face value, isn't the practice of unarmed combat all done in your normal form, not the 70 minutes a day in another form?

Also, by that interpretation, a half-orc of any class would lose their darkvision due to the polymorph (I agree).
But a character with 2 levels in Shadowdancer, who get's darkvision (EX) as a class ability, would not lose it (I disagree).

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

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Michael Eshleman wrote:
Jean-Marc Comeau wrote:

Fly skill.

No one has mentioned this at all in this thread. I have the impression that no one has been requiring the "songbird of doom" to make fly checks.

To hover, you need to hit a DC of 15.
Fly is not a class skill of the monk or rogue, so no +3 class skill bonus.

The Fly skill says:

Fly skill wrote:
Creatures with a fly speed treat the Fly skill as a class skill.
So if you have ranks in Fly (which you should be able to take since the ring of seven lovely colors gives you a "reliable means of flying every day") then while you have a fly speed you treat the Fly skill as a class skill and gain the +3 class skill bonus.

I always took that to mean that creatures with a permanent fly skill, not a fly speed granted by a spell or other such temporary effect. Otherwise you have strange effect that it is a class skill only when you are polymorphed - as once you are back to your normal form, you no longer have a fly speed, so no longer qualify for having the skill as a class skill.

I do acknowledge that someone with this ring could put points into the fly skill - but the examples that I have seen have not done so.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

James Risner wrote:
@Jean-Marc Comeau, while I agree with your Fly skill comment, we differ on the form comment.

To tell you the truth, I am not 100% sold on the form comment myself.

I did want to offer it up as a "table variation" for those that are asking for a ban of the ring. As an option.

I like the flavour of the item and don't think that it is over powered.

But I am not sure how you are seeing the from comment as a nerf to all classes. Are you seeing a lot of polymorphing? Besides Wildshape (where the druid uses the animal attacks)?

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Rei wrote:
Carla the Profane wrote:
I've been wanting to make a grippli spiritualist, because making Baron Samedi in grippli form is too good to be true. Touch attack spell list + tongue-in-cheek = profit!
I went magus with my grippli because I couldn't figure out a fun way to play cleric and use touch domain powers. Could still rebuild it, but I don't have any particular inspiration...

Have you looked at the Agile Tongue feat (gives you a melee touch attack range of 10')?

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

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Polymorph.

PRD wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

Bolding to emphasize a point that I think has been missed in a lot of the arguments.

To me, that means that there are several abilities of the monk that are not available to the "songbird of doom".

Core:
Flurry of Blows (Ex)
Stunning Fist (Ex)
Fast Movement (Ex)
Unarmed Strike: ....A monk's attacks can be with fists, elbows, knees, and feet....
Purity of Body (Ex)
Wholeness of Body (Su)

Unchained:
Flurry of Blows (Ex)
Stunning Fist (Ex)
Fast Movement (Ex)
Unarmed Strike (Ex): ....A monk's attacks can be with fists, elbows, knees, and feet....

So, wouldn't the above reduce the songbird to a single attack a round for a regular or an unchained monk, that of the bite, with no increase in damage dice?

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

2 people marked this as a favorite.

Fly skill.

No one has mentioned this at all in this thread. I have the impression that no one has been requiring the "songbird of doom" to make fly checks.

To hover, you need to hit a DC of 15.
Fly is not a class skill of the monk or rogue, so no +3 class skill bonus.
If you fail the fly check by 5 or more, you fall to the ground.
The maneuverability for the raven is average (+0).

So, for any fight where the songbird wants to keep attacking the same target, they have to make that fly check - if they fail, they have to move at least half movement, provoking when leaving and when coming back on their next turn.

In the example on page 1, the Halfling in bird form had a dex of 26, to +8 to dex skills, they would need to roll a 7 or better on a d20. Failing 30% of the time.
If they roll a 1 or 2, they fall to the ground and are prone. Failing 10% of the time.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Alright!

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

My daughter is very soft spoken and can have trouble making herself heard in a loud room.

She has a voice amplifier and puts the speaker on the table, letting the players adjust the volume so that they can hear her when she GMs. This has worked well for her and her players, and without blaring loudly enough to bother neighbouring tables.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

I too would like to see the ban reconsidered.

I don't believe that the wealth by level is affected much in the long run, that is over the course of a PFS characters playable levels.

As to the question about does Blood Money work with spells that take longer than a standard action to cast, I am going to rely on James Jacob's response. I am aware that he is not part of the design team, however he is the only Paizo employee to speak about the spell, and I believe that he was the original creator of the spell (so he would have a solid grasp of how the spell was/is supposed to work).

I may be wrong, but most of the issues being raised against blood money seem to be theory crafting and not related to actual play issues.

As to table variance, it is a subject that covers a lot of ground for all kinds of things, not just this spell. Spring-loaded wrist sheaths spring to mind and the variance on whether a dowel with a scroll wrapped around it would work or not. Table variance should not be a reason to ban an item or spell.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Out of curiosity, how have people been handling having the horse pull the keelboat while going through the Ghostlight Marsh?

There shouldn't be a riverbank for the horses to be able to walk on while pulling the keelboat.

I am considering saying that the druids used stone shape spells to create a path along the southern shore. It has several underwater holes in it to allow swamp creatures passage. And now has a few areas where the horse have to swim a bit (while the keelboat anchors and waits, or if in a hurry, rows) before they can resume pulling the keelboat - always a dangerous time due to crocs and such.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

When I ran this last weekend, Cetenna went down without doing any damage to the PCs.

However, the badger and 2 weasels created a "we will never speak of this" moment. The little furry creatures took down 3 of the 6 PCs, and did some con damage to one of those that didn't go down.

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Congratulations Tonya!

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

How about this:

Play with your durable bolts and shuriken.

If a GM states that they are not legal, use them as regular bolts/shuriken (or have a few regular ones in case) and have the bard/cleric/druid/sorcerer/wizard cast "mending" on them (as they weight less than a pound each, they can be repaired by the 0 level spell).

Please note that the Core, page 141, ammunition section states that "generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses....". To me this means that the arrow/bolt is broken (can no longer be fired), the shuriken has warps in the points rendering it unstable in flight (hence, can no longer be thrown accurately). Thus the spell "mending" should be able to repair them (as you will have all of the pieces).

Would the suggestion above be acceptable to both current sides of the discussion?

***** Venture-Agent, Canada—Ontario—Ottawa aka Mistwalker

Congratulations Tonya!


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Animal Archive, front inside cover has lists of item slots available for various body types.

For Quadruped (hooves) one of the slots listed is feet (horseshoes).

To me it seems clear that the various magical horseshoes would work on centaurs and Pegasus.

Goblin Squad Member

If you like the West or North West of the map, then you may want to talk to the folks of the High Road Covenant (Tavernhold, Stoneroot Glade and Talonguard).

We will gladly show you were to find the resources that you are looking for, and help you set yourself up.

You can find us by a call out in General, or by going to the main Golarion Mumble and dropping down to the HRC chat rooms - there is usually someone on. Golarion.Mumble.Com, port 3093.

Goblin Squad Member

Gol Tink wrote:

It is not Golgothas job to make PvP reluctant players enjoy PvP. It is the settlement and company leaders of those players job to engage them in such a way that they accept the realities of the game.

My job is to make sure my players are having fun.

Sigh

I wasn't trying to say that it was only Golgotha's job to convert the reluctant PvPers. I was simply suggesting that as a community, we need to find a way to do so.

Gol Tink wrote:
P.S, if any of your members continue to think that because they took Tabomo and I when outnumbered and not really being serious, I would be more than happy to meet them on the field and kick their butts one on one. I just won't put the enjoyment of my players at risk if we are out on a roam.

I think that some of may just take you up on that.

:)

Goblin Squad Member

Rynnik wrote:
I get it. Your messaging is very clear, but if you want to launch a Golgotha smear campaign you should be meticulously clear on your details. Why would anyone place credibility in what you stated after when your first few phrases contradict themselves?

Then I haven't been clear, as it has never been my intention of doing a smear campaign. I was addressing the issue that Savage Grace raised in the first post in this thread.

Mistwalker wrote:
yet rarely do I see Golgothans fight with even odds

This was in my first post in the thread. I will admit that when I responded to the comments from Phyllain, Tink and Savage Grace, that I should have stated that I have only seen it once.

Rynnik wrote:
At the end of the day Stoneroot's impression of Golgotha is irrelevant. You have MADE it irrelevant.

I do not speak for Stoneroot. I am not an officer in Stoneroot, nor am I one of the leaders. My statements are my own.

It is unfortunate that my comments have raised your ire, as it was not my intention. I have found your comments to new players in "General" to be helpful and have a fair bit of respect for you for that.

Goblin Squad Member

Rynnik wrote:
Mistwalker wrote:
Gol Phyllain wrote:
Yeah Golgotha never fights people in groups that out number them. Nope, never happens.

I have no doubt that you have done just that, but I haven't seen it.

To my knowledge, I have fought Golgothans 5 times.

1st fight, Tink and Tubomo attacked 3 from Stoneroot
while they were out doing some PvE (and apparently is the only time that Tink has been killed in PvP).

ITT 2 > 3

lol

Perhaps I should have quoted the other posts.

Or expanded on the fact that it left the impression that as Stoneroot had come out with the upper hand in that encounter, that Golgotha was no longer willing to meet Stoneroot on even terms. That Golgotha is unable to compete unless they have the advantage in numbers. I know that that isn't the case, but the impression is still there.

Goblin Squad Member

Gol Tink wrote:
3rd time. We didn't send a spy, one of our guys logged off early, came back on, saw you guys and said so on TS. We moved up to find you, literally ran right into you, and attacked. There wasn't an ambush. We weren't in stealth. You had literally as much time to react as we did, we just reacted a whole bunch faster. You seriously overestimate my organisational skill if you think attacking you while wolves were on you was purposeful.

Nice to know what happened, but as I mentioned above, the perception was there that it was well planned out. I will note that the "spy" was running into Stoneroot and didn't appear to be logging back in, so still appears to be a spy - however I am willing to accept that you didn't deliberately set it up

(Hey, wait a moment - wouldn't a devious lawful evil person want me to underestimate them? :))

Gol Tink wrote:

Golgotha will not bring equal forces to a fight if we can help it. If we can bring twice as many people as you can, then we will. We worked hard to get those recruits, and I'm going to use the,. If we can only bring half as many people as you can, chances are we will. The South can attest to that fact. We might have gotten our asses handed to us, but we knew before every fight that we would be facing overwhelming odds, and we still fought.

I will always, always take the smarter fight if I can. Having half my men stand on the sidelines because you want a fair fight is not the smart decision. I am not here to give your group PvP experience. I am not here to raise you up to more than you would otherwise be. If you want to learn how to PvP properly, then join one of the settlements that are actually regularly PvPing (we aren't the only ones). Golgotha is always looking for recruits.

Otherwise start matching the hard work that Golgotha has done in fostering a PvP positive community for the last 2 years. My people earnt the right to smash through those who didn't

If this was Open Enrolment, you would be 100% correct. This is where Ryan appears to want the game to go.

But this isn't yet Open Enrolment, it is still Early Enrolment, with all of the bugs, hiccups and opportunities to influence where the game is going.

Savage Grace wrote:
I tried for 2 months because it seemed like INFORMED crowdforging was going to be vital to having a good game in 2016.

This is part of what I am trying to address in this thread.

The Devs have stated that they were surprised by the fact that we weren't killing each other more than we are. That there was more resistance to PvP than they expected. That apparently most players are not in companies.

If you want to have more PvP in the game, you (or someone else) will have to find a way to get the players that are reluctant (or opposed) to join in PvP. My tournament suggestion above was an attempt at getting those folks doing PvP in a manner that wouldn't turn them against the idea, as most seem to experience PvP when they are gang ganked - leaving a very negative impression of PvP.

Example: Reluctant PvPer participates in 4 tournaments, dies in the first round each time, but learns something.
vs Reluctant PvPer whose is gang ganked 4 times, and starts to hate PvP.

In both cases, the Reluctant PvPer died 4 times, lost 4 durability. But the take home impression was vastly different.

My last MMO was Ultima Online years ago. There was non-consensual PvP - but when they came out with the PvP free facet of the shard, the original non-consensual PvP facets of the shards became ghost facets. This speaks loudly to Devs about what that community wanted.

I would prefer that this community build an attitude that accepted PvP. If the veterans in the system all accept PvP, and forward that acceptance to the new folks in Open Enrolment, I suspect that there will be a lot of fun PvP for everyone. However, if there is strong resistance to PvP, I suspect that the Devs will have to put limits onto PvP, limits that will frustrate you and those that want PvP.

So, once again, do you have any suggestions on how to shift the attitude of those Reluctant PvPer?

Goblin Squad Member

A quick question, you said that they were DT accounts, but in the detailed break down, Destiny Twin is listed a 0. So I am unsure if they are DT accounts or not.

Goblin Squad Member

Gol Phyllain wrote:
Yeah Golgotha never fights people in groups that out number them. Nope, never happens.

I have no doubt that you have done just that, but I haven't seen it.

To my knowledge, I have fought Golgothans 5 times.

1st fight, Tink and Tubomo attacked 3 from Stoneroot while they were out doing some PvE (and apparently is the only time that Tink has been killed in PvP).

2nd time, while doing PvE, 8 Golgothans attacked 3 from Stoneroot Glade.

3rd time (perhaps part 2 to the second time), Stoneroot went and got 3 others, bringing a total of 6, and challenged via Whisper those 8 Golgothans. The Golgothans sent a spy to determine our number, route and timing - and then 10 Golgothans ambused us before the agreed upon combat hex (great tactics - hit from Stealth while we were passing near a large group of wolves, so not only had to fight at 10 to 6 odds, but also had to fight the wolves).

4th time, was when I was trying to take a Callabean tower, the first Golgothan on the seen waited until re-inforcements had arrived before attacking - 3 Golgothans vs me (using my daughter's archer). After the second death, the archer had lost several pieces of key gear and was withdrawing, when Tink (apparently on the way to the tower - to bring the odds to 4 to 1) attacked (managed to break combat before dying).

5th time, while out with my gatherer, Tink killed him (and as mentioned above was very civil and answered questions about his technique and possible counters).

Others in the NW corner of the map have had similar encounters with Golgothans.

Offers to fight on even terms have so far been turned down.

This is why the impression is building up in the NW that Golgothans are more interested in gang ganking than in real PvP combat.

I do not mind PvP. You Golgothans state that you enjoy PvP and bemoan the lack of PvP in the game, that people don't want to engage in PvP with you. Yet attempts to get you to engage in PvP in a manner that will also be fun (and a learning experience) for those more reluctant to PvP are ignored or dismissed.

Since you appear to have no interest in my attempts to get those reluctant to try PvP, do you have any suggestions?

Goblin Squad Member

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Savage Grace wrote:

Last night on PFU comms I had noted that the community (as a whole) wasn't interested in PvP.

People started giving me advice on how we might attract the community to PvP.

I was one of those people.

I have PvPed in PFO and enjoyed a lot of those fights.

But some were less enjoyable, and would likely have turned off a reluctant PvPer.

One of Golgotha's claims is that they are the best PvPers in the game right now - yet rarely do I see Golgothans fight with even odds - most fights they outnumber their opponents - so is it numbers or ability that is coming into play?

In one fight, when I suggested even odds, the response I received was that even odds were for suckers/losers.

When it was suggested that tournaments be held, the response that I remember is that Golgotha wasn't interested in that kind of fight.

The perception is that Golgothan's aren't interested in skilled PvP, but in gang ganking smaller groups.

That perception also colours the perception of PvP in general.

So how do you get people to engage in PvP? To get them wanting to engage in PvP?

I am willing to put up a T2+3 Captain's Chainmail as the prize for a tournament next weekend (have to make the armour first :)), say 8 Golgothans vs 8 non-golgothans (likely Coal Road folks) with eliminations so that the winner of the last fight get's the prize (with everyone else taking a single hit to durability). Would that be sufficiently attractive to get you to participate?

Disclaimer: I was killed by Tink the other day when out gathering (I have no issue with that, it is a danger of gathering alone). After the fight I had a conversation with him about how he had managed to catch me, then kill me - he explained what he had done and when asked, provided some possible counters. That type of interaction raises my interest (and skills) in PvP.

Goblin Squad Member

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I also think that these node dungeons should expire at server down, regardless of whether they have been fully explored or emptied.

This will help avoid camping of the exits or other choice spots.

One issue that would need to be resolved would be what happens to players who log out (or don't manage to get out of the node dungeon) before server down? Where do they respawn? Do they take a durability hit, but keep all loot?

Goblin Squad Member

TEO Lone_Wolf wrote:

Bludd,

My thought is that this should also increase the potential for rep free PvP. I didn't note it above, but after seeing your comment and thinking on it, perhaps those who dungeon delve get a criminal flag of some sort (they are "stealing", after all) that makes them rep free PvP targets. Its a meaningful decision for delvers then - you want that juicy loot from that dungeon? Well, then you're going to be a PvP target. Then it gives PC bandits something to do, too :-).

How that flag would work or how long it is tagged to the delver probably needs thought, but perhaps so long as you carry any dungeon loot you're flagged. Perhaps the flag does not prevent you from entering your own settlement, but does prevent you from entering other settlements.

Needs some thought, but my hope is dungeons would add content for both PvE'ers as well as PvP'ers.

Interesting idea.

But what you are suggesting there would need some kind of new mechanic to flag the delvers.

I think it would be easier to have the dungeons be PVP free areas (the mechanic for that already exists)

Goblin Squad Member

@ G&S,

It is a bug, as you can't access personal vaults in other PC settlements. That was supposed to apply only to company vaults.

Also, you can't access training facilities is other PC settlements.

Goblin Squad Member

Savage Grace wrote:
only skimmed the replies, but in response to the O.P. One key part of settlements is the bank, especially if/when people can be locked out of foreign banks.

I think that people not being able to use banks in some settlements will cause all kinds of trouble with game mechanics and likely be counter to part of the game design philosophy.

Merchants who list items in the Auction Houses (AH) have those items returned to their local bank vault if no one buys them - what happens if they are locked out? This will discourage travelling merchants.

What happens to the items in a bank vault if a settlement suddenly removes your banking permission?

What happens with caravans and large quantities? Or even someone travelling, buying and selling in settlements as they explore the river kingdoms? Or even coming down to help with an escalation (like what happened last weekend with Riverbank and the Ogg escalation) - if you can't keep more than what you can carry you won't get a lot of offers for help.

Abadar, the God of civilization, is also the God of Banks - in game, I cannot see that god putting up with that kind of thing

Goblin Squad Member

Have the resources been changed again in EE5?

Goblin Squad Member

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Repeat of what I said/reported in the GW forums:

One other thing that a group of us in the Ustalav Home Hex noticed is that when you clear an area, and are still there a few minutes later, you often get a spawn drop on you, seemingly appearing around you.

This is deadly when you are already in a tough fight, getting one, or sometimes two other spawn appear and aggro on you is usually deadly.

Another thing that was noticed was that if a PC hadn't been in the area, it was still fairly clear, but once a PC went through the area, the high spawn rate started and covered the area.

Goblin Squad Member

Pyronous Rath wrote:
Mistwalker wrote:

Out of curiosity, what is your arcane attack at?

29

I wonder if that may part of the problem.

I know that when Energetic Field is used before combat, my spells do more damage, due to the higher attack rating.

When I use a bow on different characters, I know that the one with ranged attack 45 does more damage than the one with ranged 25.

Goblin Squad Member

Out of curiosity, what is your arcane attack at?

Goblin Squad Member

So maybe not as big a problem as some have made it out to be.

The melee ones pack a punch, as appropriate to their color, and the casters debuff you - most likely making it easier for the melee ones to hurt you.

Hmm, is it similar to the way that the Broken Men Escalation elder priests (red) seem to most debuff after the first spell or two? Same AI issue?

Goblin Squad Member

I take it that the rest of the Ustalav escalation are doing normal damage?
That is, the melee fighters are doing damage?

Goblin Squad Member

What about Shadow Blast?

Goblin Squad Member

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Zaister wrote:

Thank you guys, for answering my questions. That makes it abundantly clear that, unfortunately, PFO is not a game for me then. Forced non-solo play is just not for me, and neither is PVP you can't opt out. Forced PVP is something I, personally, would never want to see in a game I play.

I saw that coming, but I wanted to see if it might be different, as it is Pathfinder, but, OK, so it goes.

You can do a lot solo in PFO. I gather, hunt, clear escalations often by myself. It is faster and can be fun to do that in a group.

Where you need the group is for refining and crafting. You do not have the time to learn all of the refining and crafting skills yourself - you need to trade with refiners and/or crafters to get the gear that makes your life easier. Same as in the Table Top game - your character can't learn all of the making skills or all of the magic item making feats - you trade with team mates or buy them.

The other group related activity in PFO is that settlements limit how high your skills can go - you have to be part of a settlement to gain access to higher level trainers. However, there are some companies that have stated that they are or will be mostly for solo players, so that they can benefit from the higher level skills.

Goblin Squad Member

I do back-up to try and throw off their rhythm. :)

I have also noticed this even when using a longbow and using half-draw to attack - it get's interrupted.

I started the thread because I had noticed an increase in the number of interrupts and was wondering if it was a deliberate change, accidental or if is simply the random numbers messing with me.

Goblin Squad Member

I have noticed something since EE 3 came out and was wondering if anyone else is having the same problem (or have I simply his a bad patch of random numbers).

When fighting NPCs that have archers, I have noticed two things.
1) They start interrupt attacks much earlier in the fight than in the past.
2) They seem to be interrupting much more often than before. I am under the impression that they have a 50% of interrupting with each shot, so pretty much every other spell or attack on your part will be interrupted. This is not what I have been seeing recently - 90% or more is what I am seeing.

A single archer interrupted my character more than 10 times in a row, then I managed to get a spell off, but it took 10 or so tries again before I could get a second spell of. This happened repeatedly since EE 3 went into effect.

So, is there a change to the way interrupt works?
Has anyone else noticed this?
Or have I hit a bad patch of random numbers?

Goblin Squad Member

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I have had some success adventuring with a staff.

I am adjusting my tactics since the changes in EE 3 (cooldown for cantrips).

But with a T1 +2 Charged Staff, I am able to take down Ogre Louts and Runts and even large groups of broken men/bandits with multiple yellows. Admittedly, I have had to run on occasion.

I also have a battle focus as my alternate weapon to be able to use both variant of minor cure, to speed up the recovery process.

Goblin Squad Member

It happened to me yesterday evening.
I was hoping that the server downtime would fix the problem with the sweep, but no luck.

Has anyone had the blue screen of death, and gotten back into the game in the 24 hours or so?

Goblin Squad Member

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Perhaps put it on the patcher for a bit - this way everyone should see it when they log into the game.

Goblin Squad Member

I seem to be missing something in my understanding (or forgotten it).

When you cast spells, you use up power (the yellow bar on the health bar). It does not refresh on it's own like stamina and hit points. I was under the impression that it could only be recovered in town or inns/camps (not yet in the game).

Yet when spells were cast, and a return to town happened, the yellow bar didn't seem to be refreshing (this was before the server downtime so it is possible that it was/is a slow process).

Is there a specific place or way to recover power?

Is there a specific place to find out what you stamina and/or power totals are? Hit points are on the character sheet, but I am unsure where to find the others.

Goblin Squad Member

I suspect that you will not have any luck with your suggestion. It would make significant changes in the way the game is set up and designed.

Settlement training is based on the number of towers that the settlement controls - the more towers, the higher level of feat that you can train.

From what I understand, this is done for several reasons, including but not limited to:
1) Method of getting players involved in the game
2) As the game is a sandbox environment, this creates player generated adventures and interactions
3) Promotes social groups and activities
4) Helps limit the negative impact of murderers
5) Helps to prevent real world money being able to "buy to win" the game

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