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Nicos's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 7,567 posts (9,100 including aliases). 1 review. No lists. 2 wishlists. 13 aliases.


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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

+21/+16 (1d6+12)


+18/+13 (1d6+18) If he see that the barb have low AC.

Bill Dunn wrote:
Alexandros Satorum wrote:

That sucks and it is not good desing, and it is not like bears are some weird and unnusual concepts.

Why is it bad design that one animal doesn't have quite the offensive punch of another one?

In this specific case, I might agree that the grizzly bear is a bit weak compared to the tiger at the same CR (his AC could quite reasonably be higher, if you ask me, and his bite a bit stronger). But if the estimation of relative strengths were good and one still had weaker attacks than the other, then that would be good design even if a player's "concept" for his character ended up being weaker.

My point is

Good desing:

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

Bad desing:

THere is option A and option B

Option A is just better than option B.

Lemmy wrote:
Nicos wrote:
By the other hand there is no one to buff you in the party. Jo is more about save or die/suck effects.

You better get Haste! >:(


I would have to withdraw from the Red and of doom campaing. I cold not find a replacement for the inquisitor and My free time have tightened.

Lemmy wrote:

I mostly want it because Spell Sunder is awesome and really freaking cool, but since Korak has all good saves and high Wisdom, the bonus to saves are usually not necessary, so that Rage Power hurts me more than it helps if I can't choose when to activate it.

By the other hand there is no one to buff you in the party. Jo is more about save or die/suck effects.

Raelyn Thornbow wrote:
Ready to shoot.


Raelyn Thornbow wrote:
Can I ready?

You can do whatever you could normally do in a turn.

So, lets count the time by rounds

Marcus is running

Raelyn delays?

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:
Buri wrote:
BigNorseWolf wrote:
Trait schmait. 750 gp for a wand of summon nature's ally 1 will disarm more traps than you'll see in a campaign.
No GM I know personally would give you the trap XP if you cheaped out like that and made a summon set it off.
Walk over it, take the damage, and use the wand of cure light wounds. It works for 99% of the time, and you don't need to disable the trap, just to survive it

Eh, oficcial traps in PF are bad and boring. But a trap could just easily have much more nasty effects than Hp damage.

There would be regional traits? I am interestend in taking extra trait for getting acrobatics and perception as class skills.

Darkfire142 wrote:

Ok Nicos, here is your card ability

Courage of battle: Once per day you may reduce the effect of a fear related effect. Shaken is ignored completely and other fear effects are reduced by one step.

What kind of action is this?

Does iajutsu strike works without quick draw?

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?

What are the domains of the gods?


As in the games, I will let the Tarot and the answer to the question define my Pc.

Tarot: 1d22 ⇒ 17

Marcus is two move actions away and moving.

Thaluck: What are we waiting fore people? That man sealed his feat is not our business

Thaluck to ThorkAa: We have to move, now

WHat do you decide

Holy cow, I love those games. Heavily interested. Can I roll for the tarot card before makign the rest of the Pc?

If the target does not know how dangerous is the rogue without a weapon I will rule that the rogue can use the underhanded talent.

Bill Dunn wrote:
...I wouldn't think it would matter...

Perhaps is for the underhanded rogue talent?

I would love to see some BBEG

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Marthkus wrote:
Nicos wrote:
Marthkus wrote:
Nicos wrote:
Marthkus wrote:

Making other classes less fun does not make martials more fun.

Caster Nerfs are a fallacy.

You are equatin power and brokeness with fun, that is a falllacy.

Nerfs can be fun?


Not the nerf itself but the final product. Does Snowball have to be utterly superior to shocking grasp to be fun?
Irrelevant to a conversation about changes and errata.

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.

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Marthkus wrote:
Nicos wrote:
Marthkus wrote:

Making other classes less fun does not make martials more fun.

Caster Nerfs are a fallacy.

You are equatin power and brokeness with fun, that is a falllacy.

Nerfs can be fun?


Not the nerf itself but the final product. Does Snowball have to be utterly superior to shocking grasp to be fun?

2 people marked this as a favorite.
Marthkus wrote:

Making other classes less fun does not make martials more fun.

Caster Nerfs are a fallacy.

You are equatin power and brokeness with fun, that is a falllacy.

3 people marked this as a favorite.
icehawk333 wrote:


I wonder how many of the broken spells would be removed if you just-
Removed the conjuration school alltogether

And removed dazing spell.

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.
DM: You waste your spell, the golem is inmune to magic.
Player: No, he is just inmune to thing that allow for spell resistance, Snowball does not.
DM: How can that snowball not allow spell resistance? it is a direct elemental damage!
Player: It is a conjuration spell, not an evocation one. that means that the snow ball is a totally mundane snowball, the spell just launch it.

* 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 the ball that was made of normal snow, yeah.

1 person marked this as a favorite.

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.

Good to see this thread again. WIth the new feat for animal companion I Will post a mounted fighter.

3 people marked this as a favorite.
StreamOfTheSky wrote:

And it does not have to be that way. Caster feats can be nerfed. Noncaster feats can be buffed. The paradigm of martials having to burn a bunch of feats they don't even want just to get to the end of the chain for the one they want CAN die in a fire like it should have long ago. If a feat requires Dodge, Mobility, and BAB +4...what is the harm in just making it require BAB +4? You're not getting it any earlier than you could have before. But now you actually have those other 2 feats to spend on whatever you want.
These are pretty basic, simple requests. That for some reason fall on deaf ears.

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.

The guy that was being chased is running away from you, If you want to talk to him you have to catch him first :)

@ 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

@ Spica

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

1-75 :yes
76-100: no
1d100 ⇒ 32

Yes, Like 200 meters before the little forest, There was a small valley followed by a small hill. If you can reach the top, the small valley would act as a fumble, slowing the advance of any attacker.

Hoelle there, It seems like I came Ina good moment :)

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.

Ah, OK. I do not have smartphone, So I am out.

So, what you three are talking about?

what you two are talking about?

Ravingdork wrote:
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.

For me it always was clear that metamagic rods and the like always use the actual level of the spells.

But, if not, the change was a good change.

I second bryd. This time I get confused, I think is because The árty was splited and at a time I did not know to whom rinjyn post were adressed.

Star Voter 2013

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.

Well, since I have no Idea where is Korak Or jorrikko, Jo just go out that place

Jorriko Krail wrote:
can someone explain exactly what is happening?

I second this. I thought We were already in our way out-

The worg rider seems to be from teh same tribe of the 4 you have just killed. The other one, is running away the hill and you.

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
Thaluk: 1d20 + 4 ⇒ (17) + 4 = 211d6 ⇒ 4
Party initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Goblins initiative: 1d20 + 6 ⇒ (2) + 6 = 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.
Goblin: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3

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.

Your turn.

Star Voter 2013

Adam Daigle wrote:
Nicos wrote:

- hp: 26 (3d10+10)

where that +10 comes from?

Constructs get bonus hit points based on size starting at Small.


Star Voter 2013

- hp: 26 (3d10+10)

where that +10 comes from?

- WHy "choking and coughing" cost the target their whole turn? Why not just the standard action like the nauseated condition?

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RJGrady wrote:
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.

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