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Baron Galdur Vendikon

Nezthalak's page

Pathfinder Society Member. 268 posts. No reviews. No lists. No wishlists.

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Taldor

My group has put pathfinder on the back burner so I'm out of the loop on the evolution of the sheet. Had 4.6 i think and now you're well past. Keep up the good work Blue!

Once we end our current game, I think I'm going to GM the next pathfinder campaign.

Taldor

*digs around in box*
*locates ink pad and stamp*
*eyes Blue's latest sheet*
*strokes thin Human beard*
/stamp.

Fine oiled machine you've made, Blue.

Taldor

thebluecanary wrote:
Nezthalak wrote:
In building a Samurai, it doesn't look like the sheet is getting his proficiency for the Wakazashi.
Sure you are using version 4.7? Version 4.6 had an issue with Samurai.

I was on 4.6

When I grabbed 4.7 it was a corrupted file. WinRAR couldn't open it, so I stepped it down.

Taldor

In building a Samurai, it doesn't look like the sheet is getting his proficiency for the Wakazashi.

Taldor

Thanks for all your hard work Blue. Hope the family gets better and kicks the cold! Happy Thanksgiving!

Taldor

OO hates MS macros for some reason. save/load times are worse too. Still, MS is stupid expensive.

Taldor

bump to a great thread.
/stamp

4.0 blue? nice! cranking those updates out. new sheet loads quickly. A+++

Taldor

mmmmmmm..sweet, delicious character sheet....om nom nom. eggcellent work Blue!

/stamp

Taldor

/approved! This thing is going to be bigger than a Tarrasque when its done :)

Taldor

need a free hand for spell casting. I have never liked the idea of taking one hand off the weapon, casting the spell, then putting the hand back on. In theory it would burn the move action, but I guess with quick draw you can cheese it out.

Taldor

I saw that, but after putting spells known on that page, it doesn't fill into the Spell Sheet.

I'd be very willing to help work on it. I know a little excel code.

Taldor

Blue, I had a question regarding the advance spell sheets. The ability to pick known spells is pretty straightforward, but I don't see how to select a spell to be "prepared" or "known" and get it to show up on the printable spell sheet at the end of the document?

Also, when I try to update the links when prompted by the sheet, it comes back as failing because it can't locate SpellForge_Pathfinder_0.9.3.xls

Is that sheet maintained someplace?

Taldor

small criticism that may have been covered, but the guide doesn't note that the kensai loses spell recall, a very critical ability IMHO and should be given a mention.

can any kensai weigh in if the like the arch? I won't be stacking with blackblade.

Taldor

A large light weapon would be a 1 handed one when wielding by a medium creature. It'd have higher damage dice too right? or am I mistaken?

Taldor

shuckleberries :(

Taldor

A blackblade can be any slashing weapon, and a punching Magus seems fun. However, knuckle axe impedes spell casting. If wore on just one hand tho, could i get away with it without the negative effect?

Taldor

I think the idea of the kensai is fantastic, but you just lose too much. if they left spell recall in, might make it more attractive. still, I think i'm going to go regular magus.

Taldor

Certainly at lower levels, the kensai is losing due to no armor, fewer spells, and no spell recall. Is the leveling of the kensai that much tougher until he makes it higher or does he fail as archetype overall? I'm making a new PC for my game and want this character. Multiclassing and min/max/opt-ing aside, is Kensai viable? I love the spellblending with melee combat, but don't want a weak character and losing what the kensai does, it seems like that arch doesn't have the tools needed to carry out a viable spellcombat/strike.

Taldor

Open Office has longer load times and some of the formatting will likely change. However, the core mechanics of the sheet work on either platform.

I like seeing all the tickets up on the site. Although it means more work for Blue, it shows how much more traffic and use the document is getting now.

Appreciate everyone's hard work in using the sheet, and helping fine tune it to a point of becoming a truly invaluable tool for PF players. Spread the word.

/stamp

Taldor

gargamel

Taldor

This thread has a lot of dev attention, and I'm sure SKR is monitoring as well.

I like a lot of the proposed changes. The best way would be to playtest some of the varieties and work out balance issues. Its a timesink, but has to be done. As with the core monk, any new version is going to run into stumbling blocks, incompatibilities, errata, and so forth so getting things right the first time around (or the best that can be done) is critical and needs to be given its due time. Don't be in a hurry to rush something out, because the quality will suffer.

Taldor

1 person marked this as a favorite.

Monk with options for the win :)

Taldor

It does need a complete rework. 3/4 caster would be fine using abilities pool like the magus and have WIS caster stat. throw some good combat abilities in there. keep 3 good saves and the d8 HD.

Taldor

the tireless efforts much appreciated! yay!

Taldor

too many things get left to DM discretion with the monk class. RAW, I'd say you can't use UAS with perfect strike. I use a ki focused monk weapon to get around the restrictions so heavily placed on the monks.

clearer rules and better adaptability would make for a much improved class.

Taldor

With as many post deletions as have had to be done, would I be out of line in requesting this thread be locked? We have our legitimate posters for those really trying to work out the problems with the monk class and advocate different suggestions, but there are too many people detracting from the purpose of this discussion.

It was nice to hear from SKR and the other devs saying they are working on a solution, but until that point, this thread will have little growth in that direction. Suggestions for the class are probably best left suited for threads in that forum section. Big count threads are a magnet for post count fluffers and trolls.

I like the monk and like my fellow gamers that want to see them shine without living in a mire of constant clarifications and DM fiat. I relish that MA, Dabbler, and so many others are championing for the class, but I think this thread may have outlived its purpose. Sorry if any toes were stepped on.

Taldor

humans are almost always the best pick. if people want to play something else for certain abilities or racial preference, then they have to take that hit in favor of playing what they want.

fun is not always = effective.

Taldor

you can build an NPC character based on PC class levels and he'd be on par with their strength. only in PFS where you can't change scenarios are you really limited.

throw +200hp on your guys or fluff a few stats/saves. easy to tailor

Taldor

you could call out any enemy dwarf and be guaranteed to be his target. may come in handy.

Taldor

1 person marked this as a favorite.
Franko a wrote:

I let them roll everything. They seem to enjoy the botches as much as the natural 20's.

I can definitely attest to this. We were playing Sage Ed. Star Wars campaign and I was aiding another person work on the air ventilation for the ship. We both crit failed and killed everyone on board.

cue slowly backing up and walking away.

Taldor

1 person marked this as a favorite.

yay! Monks getting love!
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Taldor

Enchanter Tom wrote:

From the perspective of melee classes (and especially fighters):

Given that all the fighter does is damage (and even then, he does it poorly),

TLDR if someone else called him out. but still....

really? fighters don't do damage? your argument is invalid.

Taldor

6 DC increase is 3 levels of spell caster difference (+1 skill rank concentration, +1 level caster). I'd say it makes a huge difference in them being able to cast defensively.

Taldor

Every character has a weakness - be it touch, ranged attacks, spells, combat manuevers, disarm/sunder, explosive for a few fights then useless the rest of the day....find where the holes are in his build and exploit them.

If that fails, get a really creative dungeon/traps that challenge the actual players to think outside the realm of their abilities and dice and attack their minds!

Taldor

1) If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

obviously modifies ->

2) Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action.

Which works the same as ->

3) This action also applies to weapon-like objects carried in easy reach, such as wands.

So if 1 applies to 2, and 2=3, then 1 applies 3. I don't see how it can be interpreted any other way.

Taldor

from the PRD: section headings are bolded, sections are complete.

Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

Manipulate an Item
Moving or manipulating an item is usually a move action.

This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.

Taldor

Lets see a wand bandoleer or wand quiver added in Ultimate Equipment. Or perhaps an unslotted mundane item that is an adjustable string of wand sized loops that can be slung either over a shoulder or around the waist so that you can store up to 4 wands and have them accessible to be drawn in combat for the purposes of feats and actions that rely on or modify the drawing of "a weapon"

Taldor

wraithstrike wrote:
Nezthalak wrote:

clearly it means that as part of his move action, the character stops what he is doing, pulls out a pen an paper, and creates an image depicting his weapon of choice.

I think common sense should rule over any RAW. A wand is a weapon, as it is an object that is capable of inflicting damage, be it by magical means or smacking somebody upside the head with it.

Weapons in the game are things made to do damage in combat such as daggers and sword. A wand is not mace to bludgeon people to death with. A crowbar is not even a weapon, and it is more likely to be danger than a wand would. Things not made to be weapons are improvised weapons

If you want to argue that anything that can do damage is a weapon then all improvised weapons count as weapons and are valid for quick draw.

An improvised weapon is a weapon in the same sense that a brick is a doorstop. It can be used as one, but that is not its intended purpose.

I mean so far as to the point that if you have a go-to, primary, and/or readied damage dealing device that you use regularly as a weapon and that it is stored on your person in a manner that it can be drawn easily as a sword sheathed on your hip is, then regardless of what type of weapon, weapon-like, or damage device it is, it should be able to be drawn as part of the move action or freely with Quick Draw.

Certainly that spare dagger you have buried in your backpack is not immediately accessible to you and wouldn't be able to be drawn. But if you mainly use wands, I think you could easily have a small quiver of them like you would arrows and be able to grab the one you want and use it in combat.

Certainly using an improvised item to do damage isn't as effective, which is why there are penalties. However, being able to draw and wield it in combat isn't one of them and shouldn't prohibit its use.

Taldor

clearly it means that as part of his move action, the character stops what he is doing, pulls out a pen an paper, and creates an image depicting his weapon of choice.

I think common sense should rule over any RAW. A wand is a weapon, as it is an object that is capable of inflicting damage, be it by magical means or smacking somebody upside the head with it.

Taldor

I don't believe it was intended that the slot a spell consumes when it is cast/expended (whether enhanced by meta or not) can be any lower than the level at which that spell is normally cast. The goal of magical lineage, IMHO, is to reduce the level penalty that the meta enhancement of a spell incurs when being cast. i.e. - a maximized spell only burns a spell slot of 2 levels higher than 3.

Or a quickened (+4) magic missle would only burn a 4th level spell instead of a 5th.

magical lineage should only be applied when the spell level modifier of the meta'd spell is +1 or higher. using it cheese on the few special case meta feats and the ones that are +0 and effectively drop the spell level be 1 is not the purpose behind the trait and should be errata'd to include that specification.

deleted earlier post as it didn't make sense and didn't relay my point.

Taldor

A large blob whose primary attack is eating its targets. PC version of gibbering mouther or w/e that monster is.

Taldor

One does not simply search product discussion threads....

As Mr. Wertz said, top right box should be present in all forums for thread searches.

Taldor

I too would rule that against force attacks (minus magic missile of course), the +4 would help. as would the +4 bonus from the Shield spell.

Taldor

Taldor

bonded weapons have always been useless.

Taldor

I like the new additions. Some fun stuff in there. Solid work MA.

Taldor

should be "increases".

In looking at the class arch, i think getting to pick a new tattoo every level isn't on par or balanced with other classes that get a pool of specialization abilities. I think maybe the Tat Monk gets to pick a tattoo at 1st level, 2nd level, and every other (even: 4, 6, 8, etc) level up thru 20. especially given that he keeps his monk bonus feats.

I'm not really sure though. would need to playtest it to check his power. kind of like the quiggong monk, the ability to pick your powers and specialize a generic class is always fun to explore.

Taldor

Tier 3:

Black Dagger: The tattooed monk is able to deal extra damage when he catches an opponent unaware or unable to defend himself. As per the rogues Sneak Attack, the monk may deal an additional 4d6 damage to the target. The ability to apply this damage is subject to the same restrictions laid out in Sneak Attack. The monk may activate this this tattoo as an immediate action. He may used this ability a number of times equal to his Wis modifier plus 1/2 his total tattooed monk level.

Tier 5:

Crossed Black Daggers: The monk can have his black dagger tattoo re-inked and add a second dagger to cross it. This increased the extra damage he is able to inflict with this tattoo 7d6.

Taldor

Tier 2:

Gavel: Once per day, the tattooed monk can activate this tattoo and call out to the powers of order and law. This ability functions as the paladin's Smite Evil, except that the monk adds his Wis bonus (if any) to his attack rolls and adds 1/2 his monk levels to his damage rolls against his named target. The monk does NOT gain the AC bonus normally associated with the Smite Evil ability. The target of these strikes must be of Chaotic alignment or the ability has no effect. At level 7, and every 3 levels thereafter, the monk gains an additional use of this ability.

Taldor

Tier 1 tat.

Battle Standard / Coat of Arms: Three times a day, a monk with this tattoo can use Inspire Courage as per the Bard/Bardic performance ability. For the purposes of this ability, the monk may count his tattoed monk levels as bard levels. This ability lasts for 1 round.

Special: If the monk opts to use the Battle Standard / CoA tattoo for continuous rounds, on the 2nd round, he need only expend a move action instead of a standard action and gain the benefits of this tattoo. If the monk opts to use the Battle Standard / CoA tattoo for continuous rounds, on the 3rd round, he need only expend a swift action instead of a move action and gain the benefits of this tattoo.

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