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PvP are not htat helpfull, there are a lot of scrhodinger choised in that kind of examples...but, If i would go defense against a pouncing barbarian then I would consider crane style and use a heavy shield with one hand.
With dodge, armor training, crane style, defender of the society At level 10 the Ac would be like
+12 (armor) + 4 (shield) + 3 (dex) + 4 (dodge) +1 def +1 nat +1 luck = 36
Wich is high, the barbarian would have like a 50% chances of hitting with the first attack, 30% with crane style. And just 25% with the itterative.
The fighter is still atacking for
+18/+13 (1d6+18) If he see that the barb have low AC.
Bill Dunn wrote:
My point is
There is option A and option B
A is better than B in XYZ circumstances
B is better than A in X´Y´Z´ cicumstances
THere is option A and option B
Option A is just better than option B.
By the other hand there is no one to buff you in the party. Jo is more about save or die/suck effects.
Sorry for the delay busy week.
Two goblins peep out up in the hill, they do not advance more.
Thorkaa and thaluk enter the small forest and are more than willing to run away.
witht he slow movement of the small fugitive, Marcus will catch him in one more turn (AKa, afther 2 rounds of chasing)
gustavo iglesias wrote:
Eh, oficcial traps in PF are bad and boring. But a trap could just easily have much more nasty effects than Hp damage.
What kind of action is this?
Human, 25 point buy and an extra +1 dexterity due to a campaign trait.
I would like ad ex focused build, But PF is so frustating in that regard, So I think I could go str 16, dex 16.
Any good suggestion for feats and order?
I am totally for changing snowball, not sure how that can be irrelevant. In the same token I am in favor of making golems inmune to snowball, acid arrows and and glitterdust.
It woudl be a good errata for those poor golems.
Not the nerf itself but the final product. Does Snowball have to be utterly superior to shocking grasp to be fun?
You are equatin power and brokeness with fun, that is a falllacy.
I was thinking about conjuration a moment ago. I am not fan of removing optiosn from the game, beter to adjust them.
But I agree that a lot of conjuration spells are crazy and silly
Player: I cast my intensified dazing snowball at the golem.
* Rolling dices*
My snowball, made from ordinary snow just did 30 damage to that Iron golem, and make a reflex save DC 20 or be dazed...by the ball that was made of normal snow, yeah.
Spellcaster at mid to high levels have a lot of options. It is not true, however, that they always will have the right spell to aouto win a fight...
... It is just that Golems are absurdly weak against magic.
Or if this is too much to ask, at least every feat In the chain have to bee good, desirable and make good sinergy with each other. Not like dodge, mobility, spring attack and whirlwind strike Or combat expertise and any maneuver feat.
@ Kenchi and Flynn
So you intent to put and end to this threat? Good to hear. Well, I can not tell you were their den is, but I can tell you were they are not. I know very well the southern part of the forest, And I think they are not there - he draw a map of the forest in the sand (look at the map up there). - I think they are in the northern part, maybe somewhere between the old Vraath Keep and the skull gorge.
I wish I could join your expedition, but I have duties here, so I can't help you more but I can help you a little, I have some potion taht I can sell you at half the standard price
Derny: That is awful, good that you and your friend survived. Any chance you are with the group that Norro wil send to chase the hobgoblins?
Unfortunately Karla droped out from the campaing, I think I need a couple of days to recruit a replacement
I will skopd Verd´s turn this time.
THe rider of worg finally react to the group presence. With amovemeent of his feet he indicate the worg to turn back. In a Second he dissaper from sight behind the small hill.
The other one is still running away from you.
Greater Teleport used to be able to get you to the moon or other celestial body with its unlimited range. However, its range suddenly became limited when Paizo came out with the Interplanetary Teleport spell.
That is a good sxample of stealth nerf.
At first reading I really like the concept, but then THere are some problems.
The biggest one I have is how is that any of these driad still alive? There is a wood house somewhere in a city and in that house there is a murderous and crazy driad. It seems like the perfect thing for an authority to deal with. You burn the house the driad dies, you rebuild a new house, done.
Amitron kill the last of the four goblins.
BTW, I tend to post to see the dice rolls and then edit accordinly, so if a post seems to be confusing or incomplete is because I am still finishin it. I always will indicate that I finished with "your turn"
Thorka: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 3 ⇒ (5) + 3 = 8
ThorkAa and Thaluck attack with ranged weapons. ThorkAa throw javelin and Thaluck use a shortbow.
Verd charge and cut in half one goblin.
At the end of the party furious offensive there is only one goblin alive, and it is really hurt.
The remaining goblin desperately fight for his live. But his injuries are too massive and its movement were far from being a menace to Verd.
The fugitive stops for a while after all this sudden events. But he then start running again moving away from the goblin and you.
Finally, in the top of the small hill you first saw the goblins. There is now a new figure. Another goblin, a worg rider, have just arrived to that place. he look at the scene and seems confused, for now.
Why wouldn't you just take your 1 ki and run with it, adding Extra Ki later if for some reason you think it's all that advantageous to have lots of ki power? I mean, i'm basically thinking about flurry of stars.
You asked what the rogue can not do that the ninja can. THe extra attack.