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Yes, the PCs are 9th level now and every room is combat, whether by design or bad diplomacy. They just don't understand the whys of what they are doing. I'm trying to follow the book as written. There is an NPC that may shed some light for them, but avenging one evil to put another in its place is a tough chore for neutral aligned PCs I think, and unconscionable for Good characters.
I'm going to use as much GM discretion as I can to get them through the story, because I would like to finish the AP. I haven't read ahead to book 4 yet, but it will probably need tailoring too. the party doesn't catch up to Elvanna and Baba Yaga until book 6 i think, and I'd really like them to get there.
I'm 3/4 through book 3 and it is a big stumbling block IMHO. books 1 & 2 were great and was a solid, coherent story. Now the PCs are in a dungeon with no perceivable purpose but to gather 2 keys so they can go somewhere else and probably do the exact same thing. The AP does have some spots where it poses some challenge to navigate, but I've enjoyed it up to this point.
The dungeon is pretty tough, but a lot of difficulty can often be attributed to a lack of player strategy and group cohesiveness. Gear doesn't make a character nearly as much as tactics. The GM can always pull back too if the encounters are proving too much.
The game i'm running has the party in the middle of the Mother and they are barely getting through encounters. It is dragging down gameplay and they are losing interest. I'm going to cut some fat and streamline what I can so that they don't lose the story (albeit a convoluted one).
This has been asked 100 times I'm sure, but:
When a creature has DR, does the DR apply to every single hit made by every character throughout the entire round?
My group plays it to where the DR is like an minimum threshold that has to be met just once, then all damage rolls to the creature. I can't find anything in the core or PRD to back this up, though.
I was working on a sheet last night and tried to apply power attack to a 2 hander and had a little trouble.
Under the weapons tab, there are the two 'Use' drop down menus. I believe greatsword defaults as a two-hander, since the damage calculates properly without any special buffs or special use rule. However, when I changed the top drop down to Power Attack and left the other rule 'Auto' the damage doesn't change, but the hit modifier does.
If the top menu is left 'Auto' and the bottom is changed to power attack, it works fine. Is that intended or a bug with 'Auto'?
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.
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?
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.
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.
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.
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.
Franko a wrote:
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.
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!
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.
from the PRD: section headings are bolded, sections are complete.
Draw or Sheathe a Weapon
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
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.
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