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Yakmar

Neo2151's page

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nate lange wrote:
I think you're probably better off with a daring champion cavalier... you can still take the samurai order, and slashing grace lets you use all the class features with a katana. There's no extra d6s but stacking challenge with a doubled precise strike is pretty decent damage (and way easier to pull off). And if you really want something more in the iaijutsu vein you could also look at VMC rogue for sneak attack damage whenever you catch someone flat-footed and/or the vital strike feats. If you decided to take both of those, at 12th level you could 'iaijutsu' for 3d10 (vital strike) +3d6 sneak attack (with accomplished sneak attacker) +24 precise strike (spending 1 panache) +12 challenge +6 devastating strike +Dex/enchantment/etc.

Wouldn't Daring Champion take away the katana prof?

Also, what do you mean by a "VMC" Rogue?
Thanks!


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Leandro Garvel wrote:
Would you like advice on builds with a similar flavour and mechanics to back it up?

I won't say no. :)


Maybe it's just me, but Iaijutsu Strike seems horrible, and that seems to be entirely what the path is based around.
Complex Action
Only once per opponent per day, period.
Extra damage can't crit.
Take an AC penalty.
Seems like, "hey, you can have Sneak Attack! ... Once. If you really really really work for it."

How is this desirable? Sure, it's thematic for a samurai-styled duelist ala L5R's Kakita or Rurouni Kenshin copies... But mechanically it just seems bad. Like, if you wanna be a "duelist" maybe just take quick draw/something equivalent and fluff it that way?

Or is this a solid Path and I'm being over-critical of it? Opinions? :)


TriOmegaZero wrote:
cappadocius wrote:
Java Man wrote:
There is no rule saying you can use a spell you have not prepared crom your spell book. Your book is not a magic item that enables casting.

So, by reading it silently for an hour, I can cast a spell 18 hours later.

By reading that same book aloud, I can't cast the spell right now?

So by reading a cookbook, you should be able to eat your cake right now?

Actually that's exactly how it works.

You read the cookbook in real-time, following directions as you go, and at the end of the casting/baking, you have a cake.
You don't read the cookbook in full, and then put it away, and then a couple hours later "remember" all the steps in baking the cake and do it then. That's just silly. ;)

To OP: You're wanting either 5th Edition or Homebrew. Personally, I'd say you can cast directly out of your spellbook, but the casting time takes 1 minute per spell level to cast. No one is gonna take 30 rounds to cast a fireball, and doing it that way makes utility spells available without eating up your precious slots, but doesn't totally trample the idea (and pricing) of Scrolls, which can be activated as fast as a memorized spell.


I'm a fan of staves with rare, but powerful, utility spells; things which you'll want on demand but never want to prepare, but will want to have handy more often than simply carrying a scroll as backup.
Teleport/Overland Flight/Etc, for instance.

That said, Staff-like Wand is amazing IMO. You can craft the cheapest Fireball/Magic Missile/Scorching Ray wands possible and be set for blasting, leaving all those spell slots open for utility/control.
So. Good.


Rub-Eta wrote:
Neo2151 wrote:

So no one is happy with skills. There are an absolute ton of them and most classes get nowhere near enough skill points per level to flesh out a well-rounded character.

So, while most people suggest upping the number of Skill Points earned by most classes each level, I figured why not tackle some of the bloat in the list itself too.

First of all, false statement. I've also found that ~5 skill ranks are well enough to round out a character (which means that upping the number of skill ranks does solve the problem already).

Have you seen the background skills, consolidated skills or the grouped skills alternate rules? They're much better.

My problem with this is that you combine Int and Wis skills with completely different purposes (craft and profession). All of a sudden, peasants and farmers needs a high Int. This also does not, I repeat, DOES NOT make you come closer to your goal. Craft and Profession are not rivaling with each other for skill ranks. You pick either or, very often not both. The background skills alternate rules fixes this much better.

But my biggest problem (and what makes me hate this) is they you create a "rogue-skill" (subterfuge). My problem isn't only that it's "overloaded". It's that it makes no sense what so ever. How is the ability to lie and pick locks in anyway related? And what ability score do you add? How does being dexterous help one lie or how does being charismatic help one pick a lock?
Perception isn't "overloaded" in the same sense as your rogue-skill, because perception is about one thing and one thing only: Perception checks. Your rogue-skill does multiple different things. If I want my character to be good at bluff, my character is also stealthy, good at picking locks and pick-pocketing. - I actually don't want this.

And lastly, this does not address the problem that you stated. This does not allow me to create "well-rounded" characters.

It's outright extremely poor design.

Now, what you can do better is to examine what you...

Touché.

To touch on your points - The idea of this would be to replace the need for the alternate "background/consolidated/etc" rules.
Obviously if you prefer using those alternate rules, you should! I'd simply argue that the fact that those systems need to exist supports my point that the base skill system sucks. :)

The "all of a sudden Peasants/Farmers need a high Int" argument... well, no, they don't. They only need enough to get the job done - they're not heroically farming, they're just surviving.
Additionally, there's nothing to suggest that having specific professional knowledge (int) such as how to be a farmer makes less sense than being a farmer requires copious amounts of common sense and worldliness (wis).
I think Int makes more sense, as I said previously. If you disagree, that's fine. :)

As for Dex/Cha Rogue skills, I agree. Covered that in the last post though. ;)
My point about Perception was simply to compare it to the way it was done in 3.5 - Search/Spot/Listen. No one complains that they don't have to spend all those extra points anymore, but the alternative is that if I have a deaf character with a high Perception, I can "notice" things just fine (which hardly makes sense, right?).
Maybe the GM decides to throw conditional penalties to make that choice of deafness make sense, but best case scenario, I've just added a bunch of "on the fly" work for the GM to have to deal with, and worst case scenario, same thing but they now resent me for making them do it.
So the same "consolidation" argument makes sense. But again, I agree the Cha "Rogue" skills would make sense as their own thing.
:D

Thx for the feedback!


RandomReverie wrote:

Question, for the skills that have the same stat modifier, the combined version uses the same, but what about those that had diff stat modifiers?

Prof was wisdom, but Craft and Knowledge was intelligence, for instance.

Well, going down the list...

Jumping makes more sense as Str and always has, so combined with climb and swim, Acrobatics would be a Str skill.

Craft is one of those weird skills where you can make equally good arguments for various attributes - dex for detail work, str for heavy work, etc. Int is kind of a rough fit but it works as a "good enough for everything" since there is always the argument of "you gotta *know* what you're doing."
Profession as a Knowledge can even more easily follow the same logic, so it would be Int based, as all the Knows are, instead of continuing to be Wis based (which never made much sense really).

Same thing applies to UMD's function switching to the Int-based Spellcraft. Figuring out how to activate magic items seems like it should require at least as much, if not way more, logic and critical thinking than "force of personality" (or, even worse, "appearance").

There is a good argument to be made, however, that Disguise/Bluff could be their own separate Cha-based skill to break it away from all the Dex-based "stealth" skills, and I'd support that. I'd keep them paired though - maybe something like:
Subterfuge = Disguise + Bluff
Subtlety = Stealth + Slight of Hand + Disable Device

tl;dr - They'd simply use the new Attribute with a caveat that the Dex/Cha "Stealth" skills could be broken into two different skills.


So no one is happy with skills. There are an absolute ton of them and most classes get nowhere near enough skill points per level to flesh out a well-rounded character.

So, while most people suggest upping the number of Skill Points earned by most classes each level, I figured why not tackle some of the bloat in the list itself too.
For consideration:

•Acrobatics (absorbs Fly)
•Appraise
•Athletics (Jump, Climb, Swim all move to this new, sensical skill)
•Craft (Profession "goes here" - really it's just a useless skill, except for below)
•Diplomacy
•Handle Animal
•Heal
•Intimidate
•Knowledge: Arcana
•Knowledge: Dungeoneering
•Knowledge: Engineering
•Knowledge: History
•Knowledge: Local (absorbs Know: Nobility)
•Knowledge: Nature (absorbs part of Know: Geography)
•Knowledge: Planes
•Knowledge: Profession (the one use Profession had as a skill was as a way to fill a Knowledge that didn't exist, so why not just make it into it's own Knowledge skill, purchased seperately for each "profession" one needs to know how to do, such as Sailor for instance?)
•Knowledge: Religion
•Linguistics
•Perception
•Perform
•Ride
•Sense Motive
•Spellcraft (absorts UMD - no reason to have both)
•Subterfuge (becomes the "catch all" stealth and underhanded skill, absorbing Stealth, Slight of Hand, Disguise, Disable Device, and Bluff)
•Survival

Yes, at first glance it seems like Subterfuge may be "overloaded," but honestly the same could be said of Perception and no one really minds that one. ;)

Thoughts/criticisms appreciated :)


Is there any way to get Summon Nature's Ally down to a Std Action?
I know there are feats that will allow Wizards/Clerics to get their summon casting down, but am unsure if there is an option for Druids to do the same.
Thx!


Yay necro, cuz I just can't ignore this...

•Almost every "sample build" above for a companion puts a feat with a +1 BAB req (Power Attack, Weapon Focus, etc) at level one, which Animal Companion rules specifically state you can't have until level 3.

•For Wolf ACs, tripping doesn't provoke AoO unless you have Greater Trip, and Greater Trip requires Improved Trip as a prereq, which requires Combat Expertise, which requires Int 13, which no Animal Companion is ever gonna reach.

I'm super-surprised that no one has caught these...


Hah, no no. It's a green GM. The goal isn't to antagonize. lol


Secret Wizard wrote:
Look, you may not back me up on this one, but I say you go Monk. Just to piss the GM off.

Flurry of Misses, indeed! xD


Vidmaster7 wrote:
I wonder why witch? (intellectual curiosity)

I, er, may have one-shot a couple of boss encounters with Slumber in a past game. lol


Ya know, I *have* been itching to play a Druid...
Good times! Thanks all :)


SmiloDan wrote:
Do you know what kind of campaign it will be? Urban, wilderness, dungeoneering, aquatic, hack & slash, heavy role-play?

No idea, lol.


I should clarify that Witch, Summoner, and Gunslinger have been nixed. xD


I'm kinda feelin' a support Bard but I've never played a game with such low stats, so I'm lookin' for advice, any and all, about what's okay and what just won't work well.


Wizard is more powerful.
Arcanist is better.
(And Sorcerer is now just inferior to Arcanist - Only to be played for Flavor.)

;)


However, while the bonuses don't stack, Mage Armor does overlap regular armor against Incorporeal attacks.

For example:
Rogue A has an 18 Dex and wears a Chain Shirt. That gives him an AC of 18.
Rogue B has the same, but also has Mage Armor in effect. His AC is also only 18.

When an Orc attacks either Rogue A or B, the Rogue's AC is 18.
However, when a Shadow attacks Rogue A, it is against an AC of 14 because he bypasses the Chain Shirt armor. Against Rogue B, it's still an 18 because even though it bypasses the Chain Shirt, it doesn't bypass the Mage Armor.


So there we see the value of having Spellcraft in the party, but how is it beneficial on the non-Caster when the Caster could just be informing the party of his roll results?

Or is it just a matter of redundancy? (ie: The more people rolling, the more likely to get a successful roll?)


Except you don't need Spellcraft to ready an action to interrupt a casting - In fact, you have to decide to ready your action before you even know if a casting is going to happen, so how did it help here?

As for being able to tell if a caster is lying about what spell they're going to cast, sure, I suppose. I've never seen an enemy caster just blurting out strategy, even in an attempt to mislead, but sure, I guess?

And as for identifying magic items, you can't just roll a Spellcraft check and know what a magic thing does; you have to cast Detect Magic/Identify/Etc. as well, which is something a non-caster can't do.


I get that any class can *have* spellcraft ranked up, but without magic to actually back it up (specifically Detect Magic, although other spells can and do also apply), what is the point?

If a Lore Warden puts ranks in Spellcraft, what good did that actually do the character? Yes, you can identify spells as they are being cast, but you can't counter those spells, and you can't do anything to those spells once they are in place. You just get to know it's there, which you probably already knew since you just watched the caster cast a spell on him/herself.

I've seen people post that ranks in Know: Arcana and Spellcraft on their non-casters has helped them in the past.
Know:Arcana makes sense.
Spellcraft... I don't see how?


I recall in 3.X there was a splat book that included some feat options that made pairing different weapons actually somewhat attractive (I can't remember for the life of me which book though).

For instance, TWFing with an Axe/Knife combo. Or Longsword/Dirk. Etc.

Does *anything at all* exist like this in PF?


Starting a game and the GM has set some limitations:
Starting level is 3rd.
Wands, Potions, and Scrolls are all base value, but all other magical items cost 2x.
Wands start with 25 charges instead of 50.
3000g starting.

So obviously I'm masterworking all the things, and picking up some basic stuff, but that leaves a lot of gold burning a hole in my Inquisitor's pouch and I'm looking for ideas on things to spend it on.

Any tips are appreciated. :D


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Lemmy wrote:
Seriously... If they only wanted to simplify things, why nerf Rage Powers? And why not simplify other mechanics that are far more complex, such as Wildshape?

Absolutely. In a world where Wild Shape is a core class feature, the argument that "rage is 2 hard" is utterly bunk.


Since Channel Smite is much more easily utilized by Clerics, aren't they going to be just as good against a single-target undead though?

I mean, I know Warpriests will be better in combat in general with the faster self-buffing and the higher number of combat feats, but that's all general combat stuff.


I know a Sun/Glory Cleric will wreck some undead face, and am very familiar with said build.

However, I haven't touched a Warpriest yet, and I wanna know how they compare doing the same role.

Advice appreciated!


The problem is that the formula doesn't really work.
Look at the example of Hand of the Mage: How did it get that cost?
Cantrips are considered half the value of a 1st level spell, so the forumla should be (0.5[spell] x 2[CL] x 1800[Command Word] = 1800g).
...
Except it doesn't cost 1800g. It costs 900g and is crafted for 450g.

But there's nothing noted in the magic item crafting rules to allow for that drop in price.


The drawback for thrown weapons is their stats are underwhelming for melee and their range increment is super-low.

Any other drawbacks are entirely unnecessary (and start pushing into the "why must crossbows suck so hard?" realism territory).


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Spellcasters have no feat taxes. Quicken Spell can be taken without a single prereq.
Martials have all sorts of horrid feat taxes. Combat Expertise. Weapon Focus. Power Attack (even if it's a good feat, it still should *be* a feat). Weapon Finesse. Etc.
Adding more feat taxes to starve every non-Fighter martial even more than they're already feat-starved is cold-blooded.


Well, there's no room for Cha, cuz: As a melee fighter I need Str/Con, as a med armor class I need a halfway decent Dex, and as an Inquisitor I need Wis for obv reasons. So that leaves me with nothing left for Int/Cha.

•Skill Focus and/or Intimidating Prowess obviously helps but it ticks one (or two) feat(s) off.
•Power Attack is practically a requirement for melee and also happens to be a requirement for one of the actually nice Intimidate feats - Cornugon Smash.
•And, as a Power-Attacker with a Medium BAB, it's really hard to ignore Furious Focus.
•I'm a Dwarf. I don't *need* Steel Soul... But c'mon, yes I do. :)
•Weapon Focus is the worst feat in the history of "fun," but it's required for Dazzling Display, which are then both required for the *actual* nice feat: Shatter Defenses.

So that's what I'm looking at, at the moment. A total of 8 feats (if I only go with SF:Intimidate *or* Intimidating Prowess) which puts me at level 15 before I even finish building my "one-trick-pony" combat style.

Just kinda depressing seeing how it'll take an entire adventuring career to build, assuming the game even gets to level 15, which it most likely won't even come close to. :P


Thoughts? Opinions?
I'm thinking Tetori wins but I'm willing to be convinced otherwise.


Don't mind me, just sulking out loud at how many feats my Dwarven Inquisitor needs.

*sigh*
#gamewontlastlongenoughtomakethiswork


Getting more spells per level and a bit earlier is easily made up for for the SERIOUSLY superior casting style of the Arcanist.
Always having the right tool for the job is better than having twice as many of the wrong tool.

That said, Staff-like Wand is amazeballs and it single-handedly convinced me to roll Wiz instead of Arc. ;)


Chess Pwn wrote:
it's the first half of the comparison between a LV 10 Barb and a LV 10 Bard

To what end? To see which one TWFs better? The Barbarian does. Every time. lol


For whatever reason, I'm having a hard time wrapping my head around these classes, as in "how they'll play" rather than "what they are."

Could I possibly get a 1 or 2 line real brief explanation on the playstyles of each Occult class? I'd really appreciate it. :D


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DM_Blake wrote:
Devils are about as inclined to be deceitful (at least regarding their core purpose of leading mortals into damnation) as fire elementals are inclined to be wet. They CANNOT be deceitful because they are MADE OF LAW, the same way a fire elemental is made of fire. Exactly the same way.

I gotta disagree with you wholeheartedly on this one.

Lawful =/= Honest.
Lawful means they live by strict rules and will not go against them (being Lawful by nature instead of by choice makes this especially true for L outsiders like Devils).

So, for example, if the code that Devils live by is something like, "You must trick and deceive mortals so that they give their souls willingly and never forcefully take them," that means that trickery and illusion and what not are going to be 2nd nature to said Devils.


Darksol the Painbringer wrote:
Guru-Meditation wrote:

Can we please compare Level 5, or if you want a longer shot, level 10 builds.

Because Level 10 is a level that can be expected to be reached, and still be played.

Level 20 is a pure hypothetical comparison, with my experience, no relevance to anything whatsoever, as even if you reach it (which about 95% of all campaigns simply dont), its mostly for one or two fights before the campaign ends then.

Level 10 is what you can aspire to, and expect to get some mileage out.

But a build needs to have come together at level 5, and feel like you are playing yor build, and not a proto-caterpillar that will someday hatch into your prefered build.

Level 20 theoretical aircastle calculations have no informational value about how a build will actually perform in play!

Alright, let's do a level 10 build, 2 traits, average hit dice, on-the-nose WBL, and 20-point buy.

SMASH MCSMASHERTON
Human Invulnerable Rager Barbarian 10
Strength 18 + 2 = 20 [22]
Dexterity 12 [14]
Constitution 14 + 2 = 16 [18]
Intelligence 8
Wisdom 12
Charisma 7

Traits: Armor Expert, Reactionary
Feats: Power Attack, Improved Critical (Nodachi), Endurance, Diehard, Raging Vitality
Rage Powers: Superstition, Lesser Beast Totem, Beast Totem, Greater Beast Totem, Witch Hunter
FCB: Racial (Superstition)

Initiative +4
HP 100 base (~130 with Rage)
AC 21 (Remains the same during Rage)
DR 5/-, DR 10/Nonlethal; Resistance 3/Fire
Rage (26 Rounds)

Skills: Perception (MAX), Survival (MAX), Sense Motive (MAX)

Saving Throws: Fortitude 13 (16 while Raging, 23 versus Spells/Supernatural Abilities), Reflex 7 (14 versus Spells/Supernatural Abilities), Will 6 (8 while Raging, 13 versus Spells/Supernatural Abilities)

Gear: +2 Furious Nodachi (18,360 Gold), +1 Mithril Breastplate (5,350 Gold), Cloak of Resistance +2 (4,000 Gold), Belt of Physical Perfection +2 (16,000), Boots of Speed (12,000 Gold), Quick Runner's Shirt (1,000 Gold) Ring of Protection +1 (2,000 Gold), Amulet of Natural Armor...

This is a weird build for a Bard thread. ;)


Seems like a fun concept, but in practice would I be stretching myself too thin?


Kitty In A Fishbowl wrote:

1)Replacing the headband i feel it will hurt, my DC are important to me, as the interactions i could get roleplaying (I'm the party face).

2)I could ask to my cleric to cast some spell that gives chance of missing on me...will that solve the problem?

3)Shield doesn't convince me because of the duration of the spell; Magic Armour has a great duration and it gives +4 AC too.
Shouldn't i get a wand of that spell instead of burning a spell known slot?

4)Is Web a weak spell for my level? In that case i could swap it for Mirror Image.
Invisibility with Glitterdust could be a nice shot, because anyway the summoner already have Invisibility, and i think he could cast that on me.

5a)Does Pages of Spell Knowledge let me learn a spell from another source than mine (arcane) or "just" (and i'm not meaning it's a poor option) arcane ones?
5b)Does Mnemonic Vestment works with Pages of Spell K.? If i have understood this item doesn't consume the scroll or so, using it, am i wrong?

Answers in order! ;)

1- Replacing the headband with a lower level version does hurt some things obviously, but with such little gold to spend at your level (you're basically a level behind Wealth By Level recommendations), it's just a matter of prioritizing.
If you're happy spending the 36k gold for the full +6, then go for it. But downgrading to a +4 saves you 16k gold you can spend elsewhere. In the end, you just gotta answer this one for yourself. ;)

2- In place of a Mirror Image? No. Clerics have some great defensive spell options, but Mirror Image is one the best personal physical defense spell in the game (others being things like Greater Invisibility or Prismatic Sphere, basically Arcane spells that the Cleric likely won't have access to).
The Cleric absolutely can cover things like Communal Resist Energy though.

3- You're totally right on Shield. :) Learn Mage Armor and keep a wand of Shield.

4- Web is a fantastic spell at lower levels, but as you gain levels, you gain better options, like Create Pit and Black Tentacles.
It's worth it to swap out Web for something else, IMO.

5a- No, you can only learn spells that are on your list (Sorcerer/Wizard arcane spells for you, Cleric/Oracle spells for an Oracle, Bard spells for a Bard, etc.) with Pages.
5b- The Mnemonic Vestments work with any written spell (scrolls, spellbooks, etc) that is on your spell list (Sorcerer/Wizard) and of the same level or lower as the slot you use to cast it.
I'm sure technically you could use it to cast from a Page of Spell Knowledge, but that would just be a waste of the Vestment's usage, because the Page of Spell Knowledge just adds that spell to your list of Spells Known. :)


Fireball is a must. Lightning bolt is harder to make work since it's a line effect and you'll have a hard time getting enough targets to make it worth the cast. Having both tends to be a waste, since they're both designed to do the same thing but Fireball does it better.

Damage spells are great for a caster, so don't let the haters get you down. ;)
When they say blasting is bad, that's against the big bad evil guy. You don't drop a fireball on the boss - you drop it on his goons.

Knowing good positioning is great, but sometimes there just isn't that option, which is where spells like Expedious Retreat or Fly or Dimension Door really come in handy (You're not wrong about a dispelled Fly - It's a really really good spell to take, but you shouldn't take it if you don't have Featherfall too!)

You could bring your Headband down from a +6 to a +4 and not notice a huge difference, then in a few levels when you have substantially more wealth, pick up the extra +2 again.

Pages of Spell Knowledge are incredibly worth the price, because your weakness as a Sorcerer is that you might not "know" the spell you need, and these pages go a long way in offsetting that weakness. It can get expensive fast though, so generally keep only a few and make sure the spells you get them for are really solid spells.

And finally, the Mnemonic Vestment lets you use your own spell slot to cast a spell from a written item, like a scroll. You don't have to create the item, you can buy it in town, or find it in your loot after an adventure.
It's really helpful for things you want to keep handy but don't want to blow a "spell known" on. Something like a scroll of Remove Curse - you can buy the scroll and use the Vestment to cast the scroll with your spell slot, which means you get the spell effect and get to keep the scroll for next time, when normally the scroll would be "used up" afterwards. :)


For starters, what Sorcerer Bloodline did you go with?
Otherwise, besides buying up items, I'd suggest replacing either Fireball or Lightning bolt with something else (Haste/Slow are great options, IMO.) Having one is practically a must, but having both is kind of a waste.


Lemmy wrote:

Use 3pp or homebrew... I humbly suggest this.

...And this, for extra fun (falchions are boring after 300 characters using them). ;)

The Weapon Master Handbook is pretty nice too.

Just out of curiosity, what Will saves *aren't* covered by your version of Bravery? (ie: why not just give full Will bonus and scrap Bravery?)


There has been a lot of general roleplay advice, as well as advice about not being afraid to roleplay an enjoyment of an activity you aren't any good at. The Fighter who likes to cook but isn't really very good at it, for example.

I should clarify that my concern was exactly the opposite: How to be a Fighter that is *actually good* at something other than just fighting.
The Fighter who likes to cook and is very good at it, enough that maybe it's a retirement option after adventuring life is over.

That said, I think Background Skills basically cover this need perfectly. Thanks to those who pointed them out!


Fighters are notorious as being good at dealing damage and nothing else, and personally I've found that when playing a Fighter, once my build is finished, I no longer have anything to look forward to.
The lack of out-of-combat abilities/skill points makes having any real non-combat hobbies almost impossible.

The cop-out answer is always "roleplay" but that doesn't take into consideration that your character sheet is there to tell you what your strengths and weaknesses are, and when all of your strengths rely on killing something, it leaves a pretty big hole in the potential for believable roleplay.

Maybe I really enjoy cooking?
Well, I would if I could afford to put any points into Craft or Profession, but being Int-low and having only 2 skill points per level means I'm tapped out once the "adventure-necessary" skills are taken.

Any tips/tricks/hints/experience to give?


Like, how does this pregnancy work??
Okay, so spell effects wear off! The Fey is going to revert back to Tiny, and she'll still be pregnant with Medium-sized child.
Uh...
...
...
o_o


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thejeff wrote:
alexd1976 wrote:
thejeff wrote:
It's not actually RAW as far as I can tell that the soul is "ripped from their final resting place and forced back". Other than in a few special cases, where the soul

Well it actually is.

I mean, if you have been dead for 500 years, and then your corpse is animated...

What happened during that 500 years?

Yeah, animating dead is damn evil.

Except that, as far as I can tell, there is no RAW saying your soul is actually used. Just that it prevents you from being raised. One interpretation is that your soul is tied to the undead body. It could simply be interfering in some other fashion.

Isn't it obvious why Resurrection magic doesn't work? Your body is occupied by whatever force (RAW seems to say Negative Energy) is animating your meat bag!

Someone casts a Raise Dead. Your soul flies down to it's body... and can't get back in, because Neg Energy hung an ethereal sign around your neck that says, "Occupado."

Which is why you have to destroy undead before you can resurrect them: You gotta evict the current tenants first!

Furthermore, if the soul is being trapped inside it's own body... to fuel it's unlife... then why isn't it just alive again? Original body + original soul = Vampire? Huh?
And even if you go with that, what is making the original soul evil all of a sudden? The Neg Energy? No, that can't be it because Negative Energy is specifically not-evil (it's neutral, just like Positive Energy or Fire, etc.)


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Ashiel wrote:
Drahliana Moonrunner wrote:
No matter what the initial goal or justfication may be... you simply can't exist beyond your alotted span without a price. And frequently much of that price is paid by the innocent.

The price of becoming a Mummy, which is a popular lich alternative for clerics and such, is holy oils, blessed linens, fragrant flowers, and so forth. In fact, it's very holy, sacred, and noble.

And then "Evil" is slapped on you because screw everyone.

Adding to this, Wizards who reach level 20 and take the Immortality Arcane Discovery don't get slapped with a "you must be Evil now" sticker.

So... the "skirting life span" theory just doesn't hold any weight.


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If your players are trying to lawyer their way out of a roll, don't forget you can just out-lawyer them:

HWalsh wrote:

PCs are asked to turn over an item they got in a dungeon and one responds with, "We didn't find the (insert here)!"

"Roll a Bluff check."

"Well I'm not lying, we didn't find it, we were given it by the ghost of the high priest. So its not a lie."

"Well, the ghost was in the dungeon, and you found the item in it's possession. So if you wanna play with technicalities, you absolutely did 'find' the item in the dungeon, so roll your bluff."


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Atarlost wrote:
And in less time since depending on the time of day it may take them as little as 8 hours to get their spells back instead of having to wait the full 24 hours for the headband bonus to count as permanent.

Getting your spell slots back for the day requires 8 hours of rest and a full day to pass.

You don't get slots back every time you rest for 8 hours. (See the text of Ring of Sustenance if you don't believe.)

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