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DM Under The Bridge wrote:
So smooth! Especially if you kept the charts for your character on hand. Ability checks were so good, with no ridiculous dcs to worry about (hello 3.5-pf str checks). Urgh at the modifiers & excessive addition of recent years, way to make rolling tiresome.
Indeed. 2nd edition AD&D had a really good character sheet for that. Just list it all right there where you need it. DM gives you a bonus/penalty based on the situation and there you go.
All character sheets should come in green and white in my opinion too. :)
I didn't mind the declining AC myself either Snorb. Or just the era when AC's usually stayed in a kind of set range usually determined by just armor alone.
Ahh, the wonderful days of charts and ability checks. Honestly I wish I could visit there a lot more often. I enjoy the limitations that were set up. It wasn't 100% bullet proof or anything just like any other game of course but still a lot of fun.
Really we could stand to go for more charts and things. Useful ones though. Wouldn't mind drawing back in ability score prerequisites too..
What do you expect people to do, roll dice to randomly select everything?
It's a game. You're always are supposed to come up with some kind of plan or strategy for the future if you want to do well at a game. That's true for every game from the playground to professional leagues. Even games that seem to be entirely random have large amounts of strategy to them.
Even more specifically Role-playing games in general are games where the reward for playing it (beyond obvious social rewards) is that your character gets more powerful in some manner. The plan for the character starts at first level just by picking a class in Pathfinder.
So there are going to be very few players in this game who aren't going to know what to do after they take their first level of wizard or fighter. They've already made up their minds by making that first choice about a lot of things that need to be thought about for the future.
If you want people to keep gear it needs to be useful to them, not just cool or interesting.
I've got an elven caster cleric (Divine Strategist) of Shelyn. Like 8 Strength, 16 Dex, 18 Wisdom, 8 Charisma and so forth. The idea is to then slide into Pathfinder Savant because I like the prestige class and want to play it.
Issue is I've been wracking my head trying to come up with good Esoteric Magic choices for Cleric. I found a few other threads but they were all wizard focused and also a bit dated.
I know summoner haste is a key one to nab. I want Ill Omen and Good Hope too just because...well awesome. What else though? I can actually get a total of 6 here and am curious if anyone has ideas.
You can take a hit or two and move your flank so you should be fine. I was roaming about with an AC of 13 as a sorcerer for a long time. You get to a point where it just doesn't matter what your AC is if you don't max it out as hard as you can so it isn't worth the time to bother with.
You should of course have other defenses set up as the others have been suggesting. My protection of choice was mirror image.
Flight of Dragons was a beautiful movie, with James Gregory, Harry Morgan,John Ritter, and James Earl Jones. Seeing that movie sparked my creativity for many years to come after that and it got me into roleplaying. I wish I had it again, but I don't believe it was ever rereleased in DVD format.
Actually it's been on DVD since 2009. I agree it was a fun film. Interesting premise and enjoyale to watch. I had it recorded off of TV on VHS growing up.
Amazon has the DVD on sale for like $12.
Traditionally a lot of the issues with large animals comes form getting them in and out of places to actually be used. Dungeons with 5' doorways and corridors, stairs/ladders and so forth. It's mostly a logistical problem. A medium sized mount or one that can fly tends to solve some of those issues.
Now an Eidolon doesn't deal with a lot of those problems. It's intelligent and you can summon it into places easily enough if not in combat or pressed for time. That allows it to be less stressed by those logistics.
A themed unicorn mount Eidolon should work just fine. Remember however not to focus on it completely, your summoner is a large part of the build. You can easily turn a lot of problems into solutions. A small summoner on a medium mount with a few mounted combat feats is just as scary as most other things on a mount. They can wear armor, they have d8 hit dice. It's entirely possible to build the summoner to be the combat monster and let the eidolon be the support like that especially with the right traits and feats.
You don't even need to do small if you can just be patient.
Alignment is a useful tool in helping to understand how another character wants to act. Not how they always do but how they'd like to or how they see themselves. Useful to add that little bit of nudge outside of your own head if you like to get a bit more into role-playing or so forth.
We've never had a Pathfinder or AD&D game without it that I can remember. It has lead to interesting situations of ethical conflict between certain groups.
Just wanted to make sure everyone had a heads up on this as I often miss out on cool stuff myself.
Tomorrow is Turkey Day! Starting at 11am US Central Time on November 27th the Mystery Science Theater 3000 Turkey Day marathon will be starting on Youtube found here: https://www.youtube.com/watch?v=5p56igk63es
It should be good for hours of football alternative entertainment this year! If you haven't watched MST3k before you are missing out. It even includes some new stuff so it should be quite a lot of fun.
As an added bonus they're streaming Manos: The Hands of Fat on a loop until the new marathon starts up! Torgo-ahoy!
Judge things when appropriate and just allow a knockout blow here and there if it seems reasonable.
If you're looking to capture people alive there are alternative methods to dealing damage as well. Various spells, combat maneuvers, demanding surrender, binding lethal wounds, etc.
I'm curious how this is coming up as an issue for you and your group at all really.
You can use the Arcane Bond once per day to cast any known bard spell known following all the usual restrictions of casting that spell. You still need to provide material components, spend the right amount of casting time and so forth.
As a completely different part of their ability, Arcane Duelists may use the hand holding his bonded weapon for somatic components. In fact they'll want it that way because they'd need to succeed at a concentration check to cast spells without it.
Movement and size are pretty easy to resolve. Right in the combat chapter which is usually a better resource then debate threads.
Moving Through a Square wrote:
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
Normally something needs to be three size categories larger/smaller but the smallest groups have a special exception I've italicized. So yes a tiny creature can enter and occupy the same space as a medium creature, so long as the medium creature isn't some kind of 5' cube creature taking up all the room in that square.
Flanking requires another enemy/opponent so No, you can't flank with yourself unless you're using some kind of feat/spell/special ability that allows it.
Flanking is normally considered to be center of square to center of square, if the line segment between those two points is through opposite borders of the opponent's square. Where the tiny creature is specifically is pushing things into undefined territory. To me it makes the most sense to center things so no, flanking wouldn't happen as the condition wouldn't be met. Your GM may decide differently.
Not really no. What I want is to have an enjoyable time with my friends and have interesting adventures. That tends not to happen when everyone is just as powerful or weak as everyone else. I don't expect people brandishing two feet of steel to be as powerful as people who've trained all their lives to injure the laws of physics a few times a day though to be fair.
A lot of these "how do we fix X" threads around here always seem like they'd be "how do we make X less fun."
What I do care about is people using stupid incorporeal alpha strikes in adventure paths. It's lazy!
Yeah, opening doors while in combat is a bit wonky. Just part of how it's a game mechanically is all.
You could ready an action to 5' step to the door and open it if a space comes open. Of course I'm not sure if you're aware if the door is stuck/locked/etc but that's usually the best way to go about it given what you've got going on there.
How are Advanced Players Guide classes already to him? Did they play every day?
I don't really know what Kurzog has for resources so I'll just toss out random stuff.
Anti-magic field + Masterfully crafted pit trap + advanced gelatinous cube? Really anti-magic + anything from the sound of the party. That plus a couple of brutes would probably trash them.
Spell Immunity should come into play as he should know their usual spell list. Really any major defensive buffs. Don't count out potions/alchemical items either. Tanglefoot bags and so on.
Spell Turning probably a good idea. Tough minors equipped with Ring(s) of Counterspells? Golems?
You can get pretty narrow focused since he literally knows what they do after all.
Actually, overall, the attitude of the Society's PTB, otherwise known as the Decimvirate, is that, usually, anything powerful gets locked up pending study.
It's actually listed as one of the ways the society gets people around in the back of one of the pathfinder society chronicles books is what I'm talking about.
I think you'd have to go look and see what they were programmed to do to see if that was appropriate or not. That's really all they've got to go on and without that it's hard to say as an outsider if it were justified. Like if they don't pursue people out of the area, etc.
Was this a "have to give up to succeed" style event? Because that's the stupidest and laziest thing that seems to happen in role-playing games... I'm just curious.