Goriath the Balor

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You better watch out
You better not cry
You better not pout
I'm telling you why
I'm Santa Claus, and I'm coming to town.

I watch you while you're sleeping,
I watch while you're awake.
I watch the ones who love you.
I watch with eyes of slate.

I'm making a list,
I'm checking it twice,
I'll be there soon,
with my thin, sharp knife.
I'm Santa Claus, and I don't make a sound.

You better not sob,
You better not cry,
You better not beg,
I'm telling you why.
I'm Santa Claus, and I'm always around.

You see my great big belly,
You think I'm always full,
but what no one is telling,
Is the hunger in my soul.

You might buy me off with cookies,
to try and save you life,
And if I find them tasty,
I might be kinder with the knife.

You better not run,
You better not hide,
You better not tell,
And you better not fight.
I'm Santa Claus, and I'm coming to town.

I'm Santa Claus, and I don't make a sound.

I'm Santa Claus, and I'm always around.

With my little black boots, and my little toy drums,
With a rootity toot toot, and a "Here I come."

I'm Santa Claus, and I'm coming to town.


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Kannachan wrote:

I laughed, you win.

Also because the room was silent it scared my wife. Made it even better.

Glad I could help!

And for Jaime, sir or madame:

Everybody stops and stares at me,
I dress like a player, but I'm an NPC.
I blame the dice
for this catastrophe,
But my one wish of this Christmas Eve,
Is as plain as it could be!

All I want for Christmas is +2 Strength,
+2 Strength,
+2 Strength,
All I want for Christmas is 2 more Strength,
Then a PC I will be!

Gee if I could have
My +2 Strength,
Then I could be Fighter
or a non-dex Rogue.

Or I could be Magus,
Or a Ranger, or a Monk,
Oh! I could be a strength-based, non-squishy, kick-you-in-the-face-and-make-you-like-it-Mooooooooonk!

If all I get for Christmas
is my +2 Strength,
my +2 Strength.
All I want for Christmas is 2 more Strength,
Then a PC I will be!

Oh! A PC I will be!


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In the spirit of the Holidays, I'm happy to comply!

Gory, the Goblin, was a jolly evil mate,
With a rusty knife and a missing nose, and two eyes made out of hate.

Gory, the Goblin, isn't real the elders say.
But they can't show, what the children know, that he'll come for them one day.

There must have been some magic, in that old, black wand he found,
When it was waved about, fire shot out, and he began to dance around!

Oh, Gory the Goblin, was happy as he could be;
And the children say you should start to pray, 'cause dead you soon will be.

Blastity, blast, blast, blastity, blast, blast,
Look at Gory go.

Burnity, burn, burn, burnity, burn, burn,
Blood all in the snow.

Gory the Goblin, tho the sun was bright that day,
still he said, "They'll run, and I'll some fun, before I'm chased away."

Down to the village, with his boomstick in his hand,
Running here and there, burnin' down the square,
Screamin', "Stop me if you can!"

He burned it down, all the streets in town, right to the very ground;

and only paused a moment, when the wizard hollered, "Stop!"

For Gory, the Goblin, had to hurry on his way,
But he waved goodbye, said, "You better cry, I'll be back again some day!"

Yesssssss,
he'll
be
back
again
some
daaaaaaaaay!


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I'm dreaming of a wight Christmas,
They're just some guys I used to know.
When their sword tips glisten,
You'd better listen,
Or else your blood is on the snow.

<Lute Solo>

I'm dreaming of a wight Christmas,
With all the "He didn't make it," cards I write.
Maybe you should stay inside the light.
Or you'll spend this Christmas as a wight.


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Silent wights.
Unholy Wights.
So deathly calm.
their eyes are bright.

'Round yon fire,
the party defends.
Undead monsters
so quickly descend.

they end in many pieces,
Soooo many pieces.


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Trudging to the foe,
On our way to slay,
O'er the fields we go
Buffing all the way.

Put on the magic ring,
Making AC right,
Oh what fun it is to fight
and sing a slaying song tonight!

13 kills, 13 kills,
Another on the way.
Oh what fun it is to fight,
With a +5 Vorpal blade!

Hey!

13 kills, 13 kills,
Leveling on the way.
Oh what fun it is to fight,
With a +5 Vorpal blade tonight!

Merry Christmas and Happy Holidays!


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Necromancer wrote:
Sword of the Stars: The Pit; one of my recent favorites, however it focuses more on exploration than trading...actually, there is no trading.

Oh man, I should never have bought that game!

I. AM. Addicted.


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Ryu Kaijitsu wrote:

Sneaking... unsure, doesn't seem plausible at first, but then again I can imagine something comical like how someone moves together with the others and uses a bush or barrel to hide in/behind

"Dude, your dagger sheath is rattling. Tighten that up before you get us killed!"


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Thanks for the Magus!


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Arnwyn wrote:


And it's so good (*rolleyes*) it happened twice in this movie (storm, ship). I lost a few strands of hair myself.

And with my hairline, those are a rare and precious commodity....

X-Files during run: "Of course we know where we're going. The whole series is building towards it. Keep watching. It will be great!"

X-Files after run: "Nah, we were just making it up as we went along."

Lost during run: "Of course we know where we're going. The whole series is building towards it. Keep watching. It will be great!"

Lost after run: "Nah, we were just making it up as we went along."

Battle Star Galactica during run: "Of course we know where we're going. The whole series is building towards it. Keep watching. It will be great!"

BSG after run: "Nah, we were just making it up as we went along."

Prometheus: "Of course we know where we're going. The whole series is building towards it. Keep watching. It will be great!"

Nope, not buying it. Get back to me when you actually have a story.


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A Man In Black wrote:


One of the tools for figuring out roughly where a class is balance-wise are Same Game Tests. Under these tests, optimized examples of a class are expected to be able to handle challenges - including some non-combat challenges - of CR equal to their level approximately 50% of the time.

One of the problems I have with "theoretical" optimizers is that they seem to always begin the discussion by trying to slip in an inappropriate assumption. Defeating a challenge of a CR equal to a character's level is not an appropriate challenge. Defeating a challenge of a CR equal to a character's level minus one is an appropriate challenge.

The Maths: Four fifth level characters (CR 5 each) have an APL of 5. Four CR 5 creatures (one per PC) is an encounter of CR 9, or APL +4. An "Epic" encounter is only APL +3. Four fifth level characters (CR 5 each, APL 5) should face a maximum of four CR4 creatures (for a CR 8 encounter, or APL +3). For a PC to be considered "effective," it must be viable against a maximum (in a 1 on 1 encounter) of it's own CR (-1). Any more is applying a standard that is simply not supported by the RAW of the game.

TL;DR: An appropriate challenge, by the RAW, for a character of level X is a CR of X-1.

As for "DMs that don't pull punches", well, that's just childish and, I suspect, deliberately meant to be insulting. If you want to know why optimizers get a bad rap, this is it: The attitude that if optimizing isn't necessary in a particular game, then that game is "easy mode." The exact opposite is true. Taking out a level appropriate challenge with over optimized characters is easy. Dealing with the same challenge with non-optimized characters is far more difficult. And, I would add, much more fun and rewarding.


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I've always thought that Opening Volley would be a great feat for a low level magus. Unlimited Acid Splash + weapon attack for the win.


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Ashiel wrote:


An at-will rod (or similar item) of magic aura would do it. Magic Aura lasts 1 day/level, so you could touch all your magic items with it each day and hide their auras. It would cost 1,800 gp to have it at-will as a standard action. Of course, it's limited to 5 lb./level items, so if you wanted to conceal heavier stuff like your armor, you might need one at a higher caster level (just increase the cost by 1,800 gp per additional 5 lb., and the caster level by +1).

This is one of the standard "non-standard" magic items available in my game. I make it a polishing rag, however, and add in a Prestidigitation effect so that you can clean your stuff at the same time....


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James Jacobs wrote:
It's easy to misinterpret the amount of water a person can create with create water, actually. Easy enough that, in hindsight, we should have made the spell a 1st or 2nd level spell, not an at-will cantrip for sure.

Please don't.


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Snorter wrote:
Mynameisjake wrote:
That the "Stormwind Fallacy" is an actual logical fallacy.

You saying it's not?

I am, in fact, saying it is not.

Whether one believes that optimization has any effect on role playing performance is an opinion, no matter how the question is phrased. It may be an informed opinion, an ignorant opinion, a biased opinion, or even an honest opinion, but it is still just an opinion based entirely on subjective parameters. What it is not is a Logical Fallacy.


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Gravefiller613 wrote:


Sleep + any Summon 50' above target.

Pretty sure that one isn't a valid combo.


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Abraham spalding wrote:

Because the only way to be RP heavy is to be mechanically weak!

Stormwind much?

Not matter how hard you try to make it so, the "Stormwind Fallacy" is not actually a logical fallacy.


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ciretose wrote:


Power creep is a problem. It made the core rulebook and base classes of 3.5 "rare" in many competitive games.

Maybe this is the problem.


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Bascaria wrote:


And until they do, all that we are left with is language saying that a monk's unarmed strike is never an off-hand attack. So it gets full damage. Always.

No. We are left with an issue that is, at best, unclear, so it is up to the DM.


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All of them.

I'm so lonely....


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I have never understood the whole, "Why isn't <insert high lvl npc here> handling this/everything?!" issue. It's a fairly silly objection on its face.


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Kosivo0121 wrote:


Until you walk into an anti-magic zone and your pants/loincloth turn into a book and fall off.

Look surprised and say in a loud voice, "I'm such a powerful Wizard, I crap spellbooks." Gain circumstance bonus for Intimidation check.


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unforgivn wrote:


What ways have my fellow players determined to be the best ways to keep your spellbooks safe and secure?

Cast Shrink Item on spellbook. Turn it into piece of cloth. Cast Magic Aura to remove the aura. Wear cloth as your loincloth. Nobody ever takes your loincloth.


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Here's a build (20pt) I like for the first 7 levels of a Dex based Magus:

Human Magus

S10
D18 (inc. +2)
C10
I16
W12
Ch8

Place stat increases in Int. to insure receiving bonus spells at all levels.

Personally, I never dump Wis. Will saves are simply too important. You can, however, drop Cha by another point, and add one to Str. Don't kid yourself, the carrying capacity for Str 10 will always be annoying. Always.

Note: Place favored class bonus into hit points.

Also note that Muleback Cords use the same slot as Cloaks.

Feats:
1. Weapon Finesse
1b. Toughness/Combat Casting/Extra Traits/Scribe Scroll/Improved Unarmed Strike, as per taste.

3. Dervish Dance

5. Weapon Focus (Scimitar)
5b. Intensify Spell

7. Lunge

Alternately, change Weapon Focus to Craft Wondrous Items {depending on the campaign}, and delay either Lunge or WF to 9th. The Dex Magus will greatly benefit from earlier access to a Handy Haversack, skill boosting items, and an Efficient Quiver. If allowed, shifting the slot for Muleback Cords to a belt completely solves the carrying capacity problem without straining credulity.

Arcana:

3. Wand Wielder (for the joy of spamming)

6. Spell Shield (for avoiding nasty surprises)

Skills:

Note: IMHO, unlike a full caster, a Magus should not rely on spells to replace skills. The Magus needs those spells for combat, so choose your skills wisely.

With the human bonus, this build gains 6pts per level. Spell Craft and, to a lesser degree, Knowledge skills are a must, but consider placing 2 in Climb, Swim, and Ride, giving a 15 while Taking 10. You are a warrior, after all, and doing so can prevent embarrassing situations. Intimidate, despite the penalty for a low Cha., is a good place to put extra points.

Also, the high Dex makes Acrobatics, Stealth, and Disable Device appealing, especially in smaller parties. Don't forget that you can Take 20 while opening locks. Even with normal tools, this grants a pass on DC 25 locks. You'll never replace the Rogue/Bard/Monk, but a Dex Magus can be a pretty reliable scout, nonetheless.

Note: If your DM allows, consider putting two points into Craft Armor and purchasing MW tools. This will permit you to Take 10 and create a Mithrail Chain Shirt for 1/3 of the normal price. It does take months, however, so unless you are starting at 3rd level (and your DM allows "pre-play" crafting) it might not be worth it.

Equipment:

With Wand Wielder, invest in a pair of Wrist Sheathes. One type grants access as an immediate action for near instant access to two wands.

A Mithrail Chain Shirt is your friend.

Tactics with this Build:

Wands:

Use them to handle "lesser" encounters. Aim to carry one each of True Strike, Grease, Color Spray, and Vanish. Each time you use one, your pocket book gets lighter, so choose wisely. Pick the wand that best suits the opponent. Aim to limit their number of attacks or decrease their chance to hit. Against multiple opponents, use Grease or Color Spray. Against a single opponent, or opponents with multiple attacks, Vanish works beautifully. If you need a 12 or better to hit, or against opponents with a miss percentage, consider True Strike (don't forget that it applies to confirmation rolls, as well). In any event, save your spells for when you can make them count.

BigBads:

Rd1. "Charge Weapon" and use Spell Combat to cast Shield (for opponents with multiple attacks) or Mirror Image (for opponents with a single large attack), and attack.

Rd2. Use Spell Combat to attack, then cast True Strike

Rd3. Use Spell Combat and Spell Strike to deliver a devastating intensified Shocking Grasp with a 30% chance of a critical (95% chance to confirm, on AC of 30 or less) with your newly "keened" Scimitar. A 7th level Magus with a modified 20 Dex can deliver a 16d6 + 12 blow. Steal the kill and laugh at the Fighter.

Rd4+. Repeat Rd 3 (if needed) using Spell Recall (but without True Strike).


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A couple of notes:

According to HeroLab, Arcane Strike doesn't stack with a Magus' ability to enhance his/her weapon. It won't even let you select it as feat. Whether this is just their interpretation, or whether they have some inside knowledge is unknown. Just something to keep in mind.

Even with an Elf Magus, I doubt most Dex based Magi will spend the points on Str to qualify for Power Attack, especially considering that for the cost, the character can boost Will saves by one (with one point left over).

Wand Wielder deserves a bump to at least green. Even at full price, a 3rd level character should be able to afford two 1st level wands. True Strike, Grease, Vanish, Color Spray, and Shocking grasp are all good choices even with the dismal saves from the wand. Their primary function being to save spells until truly needed in order to allow the Magus to Nova against BigBad encounters, the forte of the class. Forcing a SoS save every round, even a low one, while also attacking should not be underrated. Also, don't forget that while a first level Shocking Grasp wand only adds 1d6, it allows for the combination of Spell Strike and Spell Combat to add an additional attack with the Magus' weapon.

EDIT: Just noticed that the guide mentions that spells cast from a wand can't be used with Spell Strike. I was under the impression that they could. If not, then drop Shocking Grasp from the list of recommended wands. The rest of the advice still stands, however.

Touch of Fatigue should get a shout out on Spell Blending, since it allows for unlimited casting and therefore unlimited bonus attacks with SS/SC.

In reference to Knowledge Pool, I doubt that the intention was allow the Magus to effectively add every single Magus spell to his/her spell book, effortlessly. The ability does specifically say "cast," so I'd expect an errata. Just something to keep in mind.

I think Combat Casting is under valued. Losing a spell even every fifth round can be devastating, especially against a BigBad.

Conversely, I think Arcane Accuracy is over valued. It sounds great, but it is a real drain on a limited resource.

The Lunge feat might also deserve a mention, especially for builds without Combat Casting. The AC hit is annoying, but being able to step out of AoO range of an opponent and still get all attacks delivered, even touch spells, is a pretty significant advantage for a Magus, especially one with a lower Concentration roll.

A section on tips for resource management would probably be a welcome addition. The Magus is the ultimate "nova" class, but resource management is key to being able to pull it off. Burning even a single APP point in every "mook" combat quickly adds up.

Good Luck with the guide.


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PF went to great effort to make "single" classing more attractive, but I still like to multi-class sometimes for the flavor and the mechanics. Some "dips" are more effective and flavorful than others, however. Anyone have any favorites/advice, either from a fluff stand point or from a mechanical one for a level (or three) dip?

For me, it's the Diviner (specialist wizard) for a one level dip. I really like the flavor of trying to reach past the normal limits of perception to gain an advantage, especially for "smart" fighters. And mechanically, muy bueno! Acting in the surprise round, sometimes even before your ambushers? Yes, please! Slight bump to init., use the APG version that let's you see around corners, 3 utility spells (feather fall never goes out of style, nor does True Strike or Endure Elements), access to spell trigger/completion items, a weapon bond (or familiar with lots of hps). What's not to love?


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Dire Mongoose wrote:


Huh. I wouldn't have thought a person existed who would both play a roleplaying game and be deeply offended by that. (No offense intended.) You learn something new everyday.

Sex is okay. Violence is okay. Sexual violence is right out.

1 in 6 women will experience a sexual assault at least once in their lifetimes. Many will suffer multiple assaults. 1 in 30 men will be raped.

Paizo has made it clear that using threats of violence against children is both trite, overdone, and inappropriate. The same should be extended to the very real victims of sexual assault. Especially considering the majority of victims never come forward, and the vast majority never receive justice (only 3% of accused rapists ever spend jail time).

I would never, ever risk putting a victim of such abuse through the horror of reliving such an event, no matter how "realistic" I wanted my "world" to be. And, no, you probably don't know if someone at your table has been victimized by sexual violence. Males, especially, don't report it or even confide in their closest friends.

Add to that the fact that the perpetrators are depicted as thinly disguised regional stereotypes, and, yeah, deeply offended.


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Me'mori wrote:
*ahem* CHALLENGE!

Challenge...accepted.

Devonia the Deft. Expert 7

Feats:
Skill Focus: Profession (Hairdresser)
Master Craftsmen
Craft Magic Arms and Armor

Devonia had spent her life learning her trade. She began at the docks offering short cuts to lice ridden sailors, with only a single set of shears and a snaggly-toothed comb. Eventually her skill and hard work had allowed her to purchase one shop, then another, each in a better district of Absalom than the one before. Her favorite customers, by far, were not the mewling aristocrats who prattled endlessly about matters of court, or even the dowdy housewives who saved a years wages to try and regain the attentions of wandering husbands. No, her favorites were the soldiers who guarded the city's walls. Young and bold, their hair was thick and strong, like her own, long lost son's had been.

Before a new campaign was to begin, she would close her shop and visit the barracks. For the cost of a copper she would cut their hair, saving a lock or braid from each of them. Some would return as heroes, but most would die in some foreign land, leaving behind a grieving mother, just as her son had. To those who grieved she would deliver the hair she taken from their lost loved one. They seemed to find great comfort in it, as did she.

For those for whom no one grieved, the lost, the lonely, the orphans, she would keep their last locks, and when she cut the hair of a new soldier who did not speak of home or hearth or family, she would ask if they would be willing to allow her to clean and oil their armor, as a token of respect for their service. At night, when the whispy clouds covered the sky like a flowing mane, she would tie a single strand of hair around every link or rivet, each one with a different knot, and she would speak the names of the missing dead who had no one else to mourn them.

The process was long and arduous, but when it was done the armor was better than it was before, and, more often than not, the soldier would return home. Sometimes the stories would come back to her, of blows turned aside that should have maimed, of arrows deflected that should have killed. As she curled the bangs of yet another self absorbed debutante, Devonia would smile to herself. She was sure her son was smiling with her, as he sat at a table in some far off heaven, surrounded by his fallen brothers that only she remembered.


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You could enchant a Bear Trap as an intelligent magic item, give it speech and 5 ranks in Perform (Racist Jokes).

That would be offensive.


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Not sure who is responding to whom, but wanted to comment on the bolded portions.

Tikael wrote:


(1) Magnuskn, how would you make cheaper items with a bonus to spellcraft? a wizard with full ranks in spellcraft should be able to make any item at their caster level by taking 10 on the check, even if they increase the DC by 5 or 10 (assume a 10th level wizard, 24 INT should have at least +20 to spellcraft before adding in skill focus. the DC is only 5 + caster level of the item, (2) which cannot exceed your caster level so an average wizard can take 10 to make an item while missing 3 of the prereq spells) so it does not really break anything. The only skill I could see it being a problem for would be UMD, basically make a bunch of +15 to UMD items and hand them out, now the whole party can use wands and scrolls with only 1 or 2 ranks in the skill, but I don't really even see that as anything more than a little goofy. Certainly nothing game breaking (especially considering they are 22,500 GP each).

(1) I allow a skill item for just about every skill if I can justify it at all. I'll post my standard list of items, with restrictions, below.

(2) That is a house rule, right? 'Cause I'm pretty sure the CL of an item only adds to the Spellcraft roll. The crafter of, say, a Pearl of Power (CL 17) doesn't have to be at least 17th level before he/she can make one. At least, not by my reading of the rules.

My Skill Items List:

Masterwork Items List

Notes: All items grant a +2 circumstances bonus to the listed skill. NC (noncombat) denotes manuals or books that must be consulted, and, therefore, in general, can only be used out of combat. "Study" denotes items that require 1 hr of uninterrupted study at the beginning of each day in order to receive the bonus.

Calfskin Boots: Acrobatics, 100 gp.
Jeweler's Loop: Appraise, 50 gp.
Liar, Liar Pants on Fire (Book): Bluff, 100 gp (Study).
I'm Okay, You're Okay (Book): Diplomacy, 100 gp (Study).
Aerodynamics and You (Book): Fly, 100 gp (Study).
Evil Ink (Tatoos, facial): Intimidate, 100 gp (requires target to have sight).
I'm Okay, You're a Dead Man (Book): Intimidate, 100 gp (Study)

Manuals (All NC):
Encyclopedia Arcana: Know (Arcane), 100 gp.
Spelunker's Manual: Know (Dungeoneering), 50 gp.
Think Like a Dwarf: Know (Engineering), 50 gp.
Oh, The Places You'll Go: Know (Geography), 50 gp.
History of the World, Part One: Know (History), 50 gp.
Fitting In- A Guide to Going Native: Know (Local), 50 gp.
On the Origin of Species: Know (Nature), 50 gp.
Blue Blood, Black Hearts: Know (Nobility), 50 gp.
LSD and You: Know (Planes), 50 gp.
Atheist's Guide to Myths and Superstitions: Know (Religion), 50 gp.

Reading, Writing, and Runes (Book): Linguistics, 50 gp. NC (Does not grant additional languages).
Vocational Guides: Profession (Any One), 50 gp.
Big Book of Tells (Manual): Sense Motive, 100 gp (Study).
Calfskin Gloves: Sleight of Hand, 100 gp.
Eldritch Wizardry (Manual): Spellcraft, 200 gp NC.
Smuggler's Cloak: Stealth, 100 gp.
Scout's Manual (Manual): Survival, 100 gp NC.
Common Passwords and Cyphers: UMD, 100 gp NC.


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James Jacobs wrote:


Nope. A reach weapon gives a specific extension to your reach. When you count out squares, since every other square is doubled when you count diagonally, that means that there'll be corners where you can't reach.

Umm, doesn't that mean that there are 4 gaps in the coverage (along the diagonals) that would allow an approaching opponent to move right next to the reach weapon wielding character without triggering an AoO at all? That doesn't seem right.

Edit: Ninja'd by Meatrace.


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Personally, I like the idea of an intelligent Blessed Book, one with Spellcraft and Know: Arcane. Then it could criticize my handwriting while I was copying spells.


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Sean K Reynolds wrote:

The brass knuckles problem stems from the Core Rulebook putting "gauntlet" in the "Unarmed Attacks" category, as brass knuckles are listed as "Unarmed Attacks" because gauntlets are there.

Brass knuckles should be armed (light melee weapon) attacks. (As should gauntlets and spiked gauntlets.)

Which makes it clear that using brass knuckles is not an unarmed attack (and the description of the weapon should not refer to unarmed attacks), and therefore monk's don't get their unarmed damage with them. They can, as others have pointed out, still use them to flurry, and allows for things like silver brass knuckles and +5 flaming brass knuckles.

The cestus description confuses the issue by referring to unarmed attacks; it's clearly a light melee weapon and doesn't relate to unarmed strike rules at all.

Rope gauntlets are light melee weapons and its descriptive text shouldn't confuse the issue by referring to "unarmed strikes."

So, in reference to Gauntlets, does that mean that a monk wearing a pair who makes a "regular" (non FoB) attack would do his or her increased damage? Or a flat 1d3?


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This question came up in a different thread.

Does the fact that a temple sword has the "monk" special quality mean that all monks are automatically proficient with it? Or would a monk need to choose it as an Exotic Weapon Proficiency?


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If the PCs need the info right away, then instead of just giving them the info with a successful roll, instead (on a successful roll) tell them that "There is something about the painting, but you can't put your mental finger on it," then let them ask questions about it. That let's the info come out more...organically.

If they don't need the info right away, and can revisit the painting, then do the same thing but spread clues out over multiple incidents. Successful roll nets some sort of clue each time.


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James Jacobs wrote:
I'd have to agree... I don't see arcane spellcasters as being "the most powerful character in the field" at all. In games I've run, be the arcanists PCs or NPCs, they don't seem to break games or ruin things any more so than other classes do. So in my experience, all of this does seem like an overreaction. (shrug)

Naw, this isn't an overreaction. This is barely a protest. 100 pages of posts foaming at the mouth because Barbarians don't a Profession skill? THAT'S overreaction!


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*Stroking his long, gray beard*

Actually, elvish immunity to sleep and paralysis spells is a relic from before 1st edition, when Gygax and the other Forefathers of DnD were developing the first rules for fantasy war games.

Elvish units were considered inferior to other racial types and given the sleep immunity to increase their effectiveness, a benefit that was carried over when the first rpg rules were written.

And so it has been ever since.

But I'm not old. Really. I swear.

Edit: Ninja'd by Yemeth.


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meatrace wrote:

If you don't see this, if you don't follow this logic, and you think this ruling is just dandy and doesn't affect the class then you're beyond f%~%ing help.

Wow. You need to calm down.


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Grab and Stab. The Rogue's version of Scry and Die.


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Top Ten Reasons There are no Magic Pants.

10. Magic Pants would break the game. Stop being a munchkin.

9. The lack of magic pants is a cut and paste error. Paizo will fix it in the FAQ.

8. Magic pants are unrealistic. They violate the rules of magic. Everyone knows that.

7. Mathematically, magic pants are an inferior build.

6. Magic pants would have to be masterwork first. 300 gp for a pair of pants can not be justified economically.

5. James Jacobs has a personal vendetta against magic pants. He thinks they'd steal focus from the Bard.

4. "Pants" is intellectual property of WotC.

3. Wearing "magic pants" means something obscene according to the Urban Dictionary.

2. "I'll stick it in my pants slot" is not something you want to hear at the gaming table.

And the number one reason there are no magic pants in Pathfinder....

1. Magic pants don't have full spell progression, therefore, they aren't worth wearing.


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Steely Sam wrote:


What would a druid/conclave do in this situation and what are some examples of the steps druids will take to prevent the language from being taught or what to do if someone learns it?

Great lengths, and very bad things.

Ask yourself this, to what lengths would the CIA go in reaction to someone learning the code key for one of their most closely held encryptions?

Now pretend they can control the weather.


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Yeah, and everybody always uses a long sword. What's up with that that? Long swords should be removed from the game so people will be forced to use scimitars more often.

And great swords, too. They're way too popular. Why can't the great axe get any love? Players should be forced to use the great axe.

And come to think of it, I only see PC classes in my game. What's wrong with the expert? Or the adept? PC classes need a big ban hammer.

And don't get me started on the spells sleep and detect magic. Those get used all the time! Those should be right out as well.


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The character in my game is an F2/W3 (Diviner). When his spidey sense goes off he cast invisibility and takes a 5' step. Twice on solo adventures a group of "ninja" types have jumped out from behind cover, bows ready, poisoned shurikens poised, only to find nobody there. Something sad about professional assassins standing around, scratching their heads, going "Huh. I could have sworn...."


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erian_7 wrote:

Use the Martial Academy Training class variant from the Pathfinder Chronicles Campaign Setting. For the cost of the fighter's bonus 1st level feat, you get:

Class Skills (in addition to the normal fighter class skills): Diplomacy (Cha), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (nobility) (Int), Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

These rules are 3.5, so you'll have to update them to PF, but still a very good choice.

Also consider craft: alchemy. It's a class skill that give the fighter a really interesting conceptual twist.


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Dork Lord wrote:
This "Inhabits your square" stuff... do you all honestly play that every duplicate image appears within the same 5' square?

Since that's exactly what the spell says it does, yes. And the 3.5 FAQ recommended that the spell be treated this way as well.

Dork Lord wrote:
The same one the caster inhabits? If you can target a 5' square there's just a 50% miss chance, and that's not how Mirror Image is described.

If the attacker decides to close her/her eyes, then it would work that way. Otherwise you have to pick an image and swing at that instead.

Dork Lord wrote:
Since 2nd ed, whenever a Wizard cast Mirror Image, we had the images appear in random squares around the caster, not in the same square. If we were using miniatures, we got another miniature for each image.

Which lead to endless debates about what happens when their isn't enough room, what if the squares can't be occupied without damage, etc., ad nauseum.

Dork Lord wrote:
Having them in the same 5' square just seems... a bit crowded, especially when you have over 6 images plus the real caster.

I think that you're over thinking it. What is important is the mechanical effect, not the visualization. The spell is balanced and functions the way it always did.

Dork Lord wrote:
I'd love to get an official answer from a dev on this.

Well, if you mean about the scent interaction, then sure, but given the wording for scent, i.e. identify the square occupied, then it seems pretty clear. If you mean clarification about the spell, well, they did specifically change the wording, so that, in and of itself, is clarification. Mechanically the spell works the same way it all ways did. It makes duplicates that might get struck instead of the caster. The only thing that has really changed is the fluff.


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I'm confused about...the confusion. It seems pretty straight forward to me.

If you try to trip an opponent, you trigger an AoO. If the AoO hits, the amount of damage is added to the CMD of the person being tripped. If you beat the targets CMD, he/she/it is knocked prone. If you fail by 10 or more, you are knocked prone (Note there is nothing in the rules for trip about needing a weapon to perform it).

If you try to trip an opponent and you have Improved Trip, you do not incur an AoO. If you beat the target's CMD, the target is knocked prone. If you fail by 10 or more, you are knocked prone.

If you have a weapon with the Trip special quality, then, if your attack fails by 10 or more, you may drop the weapon instead of being knocked prone.

I just don't see where all the confusion is coming from.


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There's a very fine line between creative and exploitative.

MMM as mobile death trap/money source = cheese.

Shrink Item for fired arrows = illogical cheese.

Shrink Item for big heavy ball to roll down hallway = creative.


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I volunteer to kill the Ranger for you, as I need a few more xp to level up. But not the animal companion. I like animals. I would, however, be willing to eat the animal, if someone else killed it. I would also not be adverse to someone else eating the ranger after I killed him/her. That seems like a fair trade.

Hope this helps.

MrJake

Iolena has not participated in any online campaigns.