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Nicos's page

RPG Superstar 2013 Star Voter. 4,139 posts (4,180 including aliases). No reviews. No lists. 2 wishlists. 4 aliases.



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Apostle of Gygax wrote:
sunbeam wrote:


MOST of the people who post on this site, or any gaming site have the chops to be successful game designers.
Every year RPG Superstar proves this theory wrong.

THis post is pretty conclusive. Whypeople continued arguing afther this?


1 person marked this as a favorite.

@lemmy

A little of topic, but you said you eliminate ACP in your games? therefore you are basically giving medium and heavy armor proficiency to everyone. How do you handle that in your games?


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Ashiel wrote:

And for those who seem to think citing raw = meaniebadwrongface, it's not rocket science.

PRD-Magic Items wrote:
The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community.

Is X < Y where X is the value of the item and Y is the community GP limit? If yes = 75% chance of availability.

Let's try this out. We are at a village (500 gp limit) and want to find a wand of magic missile with 33 charges (33 * 15 gp = 495 gp). We test the % and have a 75% chance of finding this item. If we get unlucky and there isn't one, we test to see if there are any with fewer charges and test % again. So we might not get the 33 charge one, but likely we'll be able to find one within a few charges of it.

If you do the math for all the low level spells in the game and all the possible amount of charges, you will find that that poor village is in fact a really wealthy place.

I can not speak for other people styles, but ast least when I am DMging if I describe it as normal village It would not be filled with dozens partial wands.


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Veldan Rath wrote:

Would it be that horrible to just give the class Full BAB and d10 HD?

Would that even help?

It would help, but it would help in the wrong direction. The people that most enjoy playing rogues choose the class not by its combat prowess.


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Klaus van der Kroft wrote:

-Baldur's Gate II: I have finished it several times already and I just can't bring myself to not having installed. My favourite RPG of all times.

You ninja´d me in your op, that is not fair.


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TheSideKick wrote:

all i have to say is my tetori uses dimention door to grab dragons, then bowerbombs them to the ground, and beats the snot out of them.

he is a pure monk and is the second most bad ass character ive ever played.

you can take all your bs "monks suck" talk over then and bury it.

Can you post your build?


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Gorbacz wrote:

Personally, I blame anime. Folks watch wuxia over-the-top fighting, come back to D&D and are amazed that Monks can't teleport across universes and throw punches that conjure meteors of death from 999th Hell or whatever. They want to go Ninja Scroll or Tekken and ooops, the system doesn't support that right out of the box.

I think that expectation of anime fans is one of the major drives of "D&D martials suck" movement. Of course, WotC didn't really help with throwing them a bone with ToB:Bo9s...

I have seen you do this before. You try to blame other things instead to blame paizo folks for their mistakes.

I love this game, I think it is mostly fine, and I pretty much prefer pathfinder over 3.5, but the pathfinder monk was bad designed, period.


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wraithstrike wrote:
Ninja in the Rye wrote:


A phrase like Line of sight makes sense in the real world, but in the real world something that you are not looking at is not in your line of sight regardless of cover or concealment, so you wouldn't have line of sight to someone who was 10 feet behind you.

The issue is the apparent constant 360 vision that I see little actual support for in the rules.

In a game where you never face one direction because you effectively have 360 vision you don't have a behind.

except when you do

"Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent."


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I do not know if stealth is a big problem in PFS but I have never had an issue with the stealth skill in pathfinder. My opinion is that stealth would not work only in the games with people that are consistently looking ways to break the game.


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at this rate this thread will be more popular that "Ask james jacobs" . I suppose james would blame cosmo for that ;).


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I find bards to be mechanically very solid but the fluff seems silly to me.

Wizards have magic du to their intense study of the arcane, Sorceres have the heritage of magical creatures, Clerics are the mortal vessel of the divine, etc...

At least in 2e bards were like wizards. They learned magic due to their curiosity and study. But in 3E/PF bards have magaic ...because?? (the same goes for rangers)


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wow, Mr wes seems to be more inclined to post wall of text than the other >>ask "someone from paizo* all the question here <<.


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The problem hera are not the stats. The stats are fine, you would have less powerfull but still playable character.(I particulary would have played a paladin azata-based assimar with 15in dex and cha).

The problem is the trust, did he rolled in yur precense or what?


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Gorbacz wrote:
Ohmigosh, so many people blindingly oblivious to the FACT that Fighters and Monks are unplayable! ;-) /sarcasm

They are fine if take half of your levels as a rogue :)


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Hopefully Bush will get Indicted for his crimes before he dies.


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Aratrok wrote:
Nicos wrote:
Lemmy wrote:
Sooner or later you get Diamond Soul. Great, you resist magic! All magic! All the time! That means you caster allies now have a 50% of being unable to...
It is not all the time. It is in combat. Also, Alsmost the same happens with the superstition rage power and few people complain about it.

Just gonna jump in here for this one point. The reason Superstition isn't as maligned is because as soon as you can rage cycle you can just leave rage off as a free action when your turn ends to receive buffs and other beneficial magic. Lowering your SR is a standard action.

There are a few unfortunate things about doing this, like losing the morale bonus to Str for attacks of opportunity, but they're better than losing your standard action.

at 17 level? and if you do that if you leave your rage off at the end of your turn then how is superstition helping you?


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DreamGoddessLindsey wrote:
Nicos wrote:
DreamGoddessLindsey wrote:
Personally, I'd use this as an opportunity to teach them not to screw with the GM's plans.
Worst advice of the day u.u

How so?

When a DM creates content, it's a labor of love and it's hard work. For PCs to basically spit in your face and "har har we skipped it all" is way beyond insulting. Patience in a virtue, and if you run off to fight the final boss while woefully under-leveled, then it's your own fault if you die.

Want something more gentle? Fine. Create the stage for the level it was intended to be entered at. When they start getting their butts kicked in the first room, they should be smart enough to say "Geez, we're not strong enough to handle this yet." They'll retreat and go gain some power of their own before coming back.

A DM shouldn't nerf the BBEG just because the PCs find a way to fight him early. If anything, that sort of insolence needs to be punished, otherwise any schmuck could go in there and take deal with it. Then maybe the PCs will think twice about skipping several levels of content in the future.

I find your post hilarious, really. " I am the DM and if you do not do exactly th thing I have planned for you then I will kill your Pcs".

If they get TPKed while fighting the BBEG that is fine provided the DM run the encounter fairly, not for DM-rage as you advice.


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DreamGoddessLindsey wrote:
Personally, I'd use this as an opportunity to teach them not to screw with the GM's plans.

Worst advice of the day u.u


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69. The sorceress of the group have charisma 20.


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Aelryinth wrote:

Sorry, no, it's not.

The fighter will buy mithral, too. EVERYBODY BUYS MITHRAL. But guess what? Mithral basically does what Armor Training on a fighter does. The other classes don't have anything similar that can be subbed for with gold.

If you can buy a class feature, it's generally better to do so then to have the class feature. Ergo, everyone gets Armor Training 2 just by buying something they would buy already.

Flying is about more then movement speed. And it's a fly on demand thing, when you need to fly. Like, when you need to climb. Or to swim. It's there when you need it. It might be more then once a day, but it's there.

Everyone is going to get flying...barb, ranger, paladin, rogue...and fighter. So it's not 'extra expense'. It's just acquiring something they were going to get anyways, so it's not an 'extra expense'.

And getting it totally devalues ACP, and to a lesser degree any movement advantage for the fighter.

I mean, come on...if I can sprint in full armor, shouldn't I be able to sprint FASTER without armor on? No? Then what's going on here? If wearing armor is making me faster...then shouldn't I get a movement rate increase at higher levels in armor? No? (scratches head)

There's your double standard, man.

It's like spending a feat for a rage power that eventually grants you +5 Dodge to AC. Or, like, spending the same feat as a fighter, and getting Dodge, +1 to AC.

Double standard.

==Aelryinth

the fighter do not need to buy mithral (unnless he is heavily dex based)

Instead of buying a 30000 gp armor the fighter could buy

+3 full plate (10,500): the same ac

Cape of the free thinker (12000): Improving a lot the defense against mind affecting spells.

Craked pale grism Ioun stone (4000): for better saves

Wayfinder + clear spindle Ioun stone (4500): Protection from evil-like effect against mental possession.

SO, at this point the fighter have much better will save than the ranger who preferred to move at full speed in full plate buying a mithral celestial full plate.


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As it is your challenge is ludicrous. You are tryng to present it as something you can face in a real campaing, but it is not. maybe the ecounter can happen, but there is no way it develope like you say.

The party is fighting a BBEG and 10 mook. lets. asumming 4 party members (wiard, cleric, fighter and the monk) at 11th level.

the absurd part is that you mix the thing over and over so no real answer is posible.

lets revise it step by step, For exampel against the lions.

You want the monk to kill the lions in lest than 2 turn each. - that is fine.

At the same time the lions are charging and retreating - I just think yours desription do not work. If they charge they do damage and probably die te last round. If they do not then they are not protecticng te BBEG.

For some reason the monk is the only one fighting the lion (that is fine) but at the same time the lions are attking the rest of the group, and you want to make the monk responsable for the health of the rest. -

- this is absurd. If you want to see how the monk fight against 10 dire lions that is fine, but you can not say that lions are attaking the whole party but and at the same time the monk is the only one fighting the lions . As i said above a single spell fom the wizard end the fight.

So, if yu can not make a reasonable encounter then the challenge is pointless.


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Scott Betts wrote:
Nicos wrote:

+1.

when people agree to play in Duskrunner1 world they agree to play HIS setting.
If he say "hey I can GM this celtic/fey campaing" the players can say "ok" agreeing to abid to the restriction of the game.
or they can say "nah, we want to play something else this time" and then everyone look for some other style of game.

Have you read through this thread? We've sort of been over this already.

Yes you have been over this. that does not means you have been right.


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Thomas Long 175 wrote:
Fact is, if you're using your turn to attack minions, you're wasting your turn.

This is a bold statement that is just not always true. Sometimes the best way to reach the BBEG is to finish the mooks first.


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tribeof1 wrote:

An RPG is like playing Cops and Robbers, except everyone involved has agreed to appoint an arbiter (the GM) to create a plot and adjudicate the rules. Player entitlement is one player arguing - after everyone agreed to play Cops and Robbers - that they should be able to play a dinosaur.

The time for that kind of lobbying is when the potential players and potential GM(s) are deciding what to play. Maybe everyone agrees to play Dinosaurs and Damsels, or Dinosaurs eat Cops and Robbers. But once the mutual decision has been made, the GM should be able to enforce it. And if the GM wants to run Cops and Robbers dinosaur-free, you either agree to play Cops and Robbers or find another, dino-friendly GM. Everyone has an opportunity to buy in, or not, but after that the GM is in charge.

+1.


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Lemmy wrote:
Nicos wrote:
Lemmy wrote:


I don't see how. Between DR, d12 HD and Con boost, I think they take longer to actually need healing. You don't have to heal'em to 100% all the time.

Fighters have better AC, so I guess it's balanced there.

Rangers may need more healing than both, now that I think about it.

I think the big difference is that Barbarian players tend to be more reckless, but that's nothing to do with mechanics.

Not every barbarian out there have the beast totem rage powers, the diference in AC can be huge. Against single BBEG thereis not much difrence, the BBEG tend to have a high attack so he can hit low or high AC, but against a lot of minions the diference can be high. In the red hand of doom example I post before, 8 hobgoblin archers did 12 damage to the 22 AC paladin butdid 40 damage to the raging barbarian.

Rangers get hitter more than fighter but have evasion and healing spells to compensate.

But every Barbarian has DR. Invulnerable Ragers have it since 2nd level. Also, the boost to saves can really help them avoid nasty magical effects, even without Supertition.

Rangers do have healing spells, but they very rarely prepare them, so they need to either spend the Cleric's spells or resources such as wands and potions. That said, they compensate for that in other areas, and good Reflex saves is really good to avoid AoE damage.

The barbarian in the example did have DR/1-, he was not invulnerable rager (Uncanny dodge help him to avoid several sneak attacks in other fight so he can not complain about it).

And not everyone have superstition. It seems like all the options for barbarian are an illusion since superstition+best totems + invulnerable rager is the only really great combo for barbarians.

I do not know about rangers, the ranger in that campaing had a solid AC and a wand of cure light wounds.


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Lemmy wrote:


I don't see how. Between DR, d12 HD and Con boost, I think they take longer to actually need healing. You don't have to heal'em to 100% all the time.

Fighters have better AC, so I guess it's balanced there.

Rangers may need more healing than both, now that I think about it.

I think the big difference is that Barbarian players tend to be more reckless, but that's nothing to do with mechanics.

Not every barbarian out there have the beast totem rage powers, the diference in AC can be huge. Against single BBEG there could be not much difrence, the BBEG tend to have a high attack so he can hit low or high AC, but against a lot of minions the diference can be high. In the red hand of doom example I post before, 8 hobgoblin archers did 12 damage to the 22 AC paladin butdid 40 damage to the raging barbarian.

Rangers get hitter more than fighter but have evasion and healing spells to compensate.

EDIT: The importat thingis that, with the excetion of paladins, fighter do not need more healing that the others full BAB.


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Azaelas Fayth wrote:

A Paladin can fight and heal themselves.

Usually the Fighter ends up needing the most healing out of the Party.

You really haven't dealt with a lot of Trained Soldiers have you?

In my experience barbarians are theones who nees more and more healing.


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Aelryinth wrote:

Nicos, come on.

Why was the paladin slow there?

Because he was likely wearing non-mithral full plate. The barb I'll give you, but if the ranger was using longstrider, then the paladin can get boots of striding. It's all one. If everyone is flying, like at high levels, then everyone moves the same speed.

As soon as he's wearing mithral, be it full plate or breastplate, he and the fighter move at the exact same speed. The fighter's armor training is only useful if he's wearing adamantine...in which case, mithral equals 2 pts of his dex bonus class feature!

As for 'spending 1-3 rounds buffing', that's if he needs to do it. If he has any time at all, he can cast a spell and move into position. His healing is a swift action, and so he can cast a spell as he moves into position, soak an attack from the enemy, heal himself, and guess what? Now he IS buffed with an appropriate weapon (which can be ANY weapon he is using, not a specific weapon or weapon type!) and can unleash, after comfortably drawing attention away from the rest of the party.

Just as likely, he can hang back, weapon bond his bow, and start drilling out full attacks.

Spells are used when it's optimal to use them, and situations can always be set where if you need to cast, then you cast. If you don't, then you don't.

==Aelryinth

you are wrong about the speed in armors

CRB said wrote:


Speed

Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character's speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf's land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

So a paladin in medium armor (like mithral full plate) will be slower than a fighter. A paladin can go in mithral breastplate and retain his speed but will have a lower AC.

About spells. Paladin is a great class, probably stronger than fighter (not by much I believe) but casting spells is not always so easy. Peole can not always buff before the fight, much less if it requires multiple standar actions. And what if the mosnter have reach? a paladin most likely will fail his concentration check.

EDIT 1: About that red hand of doom campaing. At least the paladin have a good Ac an recived just like 12 point of damage. The ragin barbarian with AC 15 in the same situation recived around 40 points of damage.

Every class have its strengh and its weakness

EDIT 2: About mithral full plates. That cost money. why is bad for a Fighter to try to overcome his weakness with money but it is fine for everyone else.

A ranger, barbarian, paladin, cavalier can spend 4000 gp to retain full speed in medium armor. Saving a little more, a fighter with 4,500 gp can buy inmuniy against mental control from evil creatures with a wayfinder.

If the paladin buy a mithral full plate with 10000, the fighter could buy the above mentioned wayfinder, and a couple of skills items to overome some of his lack of skills points.


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I do not understand the OP. The fighter make a mistake so I will make a bigger mistake to teach him a lesson?


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Rynjin wrote:


One, I disagree with your premise. At the baseline Fighter was always worse than Barbarian and Ranger. None of the new options added a significant amount of power to either class, they just gave them more options.

with baseline do you mean core?

Cause lets see what a couple of option the barbarian loses if we remove non-core material:
Mounts, invulnerable rager, furious corageous weapons, all totems rage powers (including wings, natural armor bonuses and POUNCE!), spell sunder and a bunch of other barbarian rage powers.

and now lets see rangers:

Instant enemy. Two handed, shield, mounted and naturar styles. boon companion, a lot of spells.

What figter loses: Gloves of dueling.

if you want to compare classes in core do it fair.


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This one is from the last rogue thread

Grumpy McThug:
Half-Orc Rogue (Thug/Scout) 11
N Medium Humanoid
Initiative +1
=== Stats ===

Str 20 (24),Dex 12,con 14,Int 10,Wis 14, Cha 8

=== Defense ===
Hp: 86 (11d8+33)

AC: 22

=== Saves ===

Fort +8
Ref +11 (plus Improved Evasion)
Will +11

=== Offense ===

+3 Adamantine Falchion: +21/ +13 (2d4+22 15-20 x2)

And

bite +13 (1d4+6 20x2)

Sneak attack: +6d6

=== Feats, taits and talents===
1. weapon focus (Falchion), armor expert, indomitable Faith.
2. Strong impression (intimidating prowess).
3. Power attack.
4. offensive defense.
5. Iron will.
6. Combat trick (furious focus).
7. Cornugon Smash.
8. Slow reaction.
9. Lunge.
10. Improved Evasion
11. Improved critical.

=== Skills ===

Acrobatics +19, stealth +15, perception +18, Swim +13, Climb +12, Knowledge (dungeoneering) +14, Intimidate +27, Sense motive +16, Survival +13.

=== Special ===
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack

that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.

Brutal Beating
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies.
This ability replaces trap sense.

scout's charge, skirmisher, Sneak damage 6d6.

=== gear ===

+3 Adamantine falchion (21 K), Boots of striding and sprinting (5,5 K), Ioun stone (clear spindle) + wayfinder (4,5 K), craked pale grim Ioun stone (attack) (5K), Cloak of reistance +3 (9K), Mithral Breastplate +3 (13K), +1 amulet of natural armor (2K), +1 Ring of protection (2K), +4 belt of Str (16K), Circlet of persuasion (4,5 K), MW tool (intimidate) (0,3 K)

Spoiler:

It is simple
Move and power sneak attack. With the thug abilities and the Cornugon smash feat Grumpy Mcthug impose a -4 to attakcs and saves to the enemies

or if you want to own a lot of encounters then replace some combat feat (proabbly taking power attack at level 5 instead of 5) and take dazzling assault (warning: our fellow teamates could complaing if alot of encounters end afther the rogue turn with the enemies runing frightened)


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Maerimydra wrote:

Can one of you make a character called ''Debby the Debuffer''?

It's a character with the following feats:

-Spear Dancer-
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform 4 ranks

-Cornugon Smash-
Prerequisites: Power Attack, Intimidate 6 ranks

-Shatter Defense-
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon

Also, a 3 level dip into Thug (Rogue Archetype) would grant Debby the following class features: Frightening (Ex) and Brutal Beating (Ex).

A single hit from Debby can inflict the following conditions for 1 round (or more for Shaken): Dazzled, Shaken and Sickened.

Maybe you could add the ninja trick(preasure points) or other similar ninja trick /rogue talent for more debuff.


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Lemmy wrote:


-4 skill points per level.

IMHO, this is the most urgent change to fighter, sadly the devs do not see it. I thik is possible to change the devs mind but it would need a massive nerd rage like the one for the flurry of blow.


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3.5 Loyalist wrote:

Fighters definitely need the deflect breath weapon with shield.

Pf and yes 3.5, sometimes is half realistic (here is your armour penalty) but there is so much cool stuff from martial arts and legend that is not in the game. There was a...

Missile shield is like deflect arrow for shielded fighter, and ray shields do the same for rays .

There should be an easy way to obtain evasion with a shield though.


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Rynjin wrote:

I disagree that Whirlwhind Attack is anything like a decent crowd control though. Disregarding that it's got a hefty feat tax on it, it's just not very good overall. You're getting one hit on a bunch of enemies...in theory, if they're surrounding you within attacking distance (in which case you're in for a WORLD of hurt if you don't knock down/take out a good portion of them) and it's nowhere near as effective as something like Entangle or even something like Fireball since instead of "Everyone make a Reflex save to take half damage" it's "I hope I hit every one of these guy's AC or they take none".

A fighter could have whirlwind attack at 4 level and improved trip at 6 level, that is just one level afther the wizard have 3rd level spells, and at the same time sorceress have 3rd level slots. At low to mid level trip is a good choice. You asked for an AoE /crow control, a fighter with with a reach weapon (and/or lunge) can try to trip everyone in a good radius.

past 10th level when the martial are supposed to becomes almost useless whirlwind strike + dazing assault+ cornugon smash+ability focus and the fighter would daze most of enemies with a full round action. Ifthis is not a good AoE then i do not see what it is.

Other option is a thug with dazling assault.


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To revive DR/+x, is not really a bad idea, Afther the first level DR magic is like a joke.


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LazarX wrote:
shallowsoul wrote:
The problem here is Golems did not function off of MR. That is a 3rd edition thing that involved SR. Golems were completely immune to all spells except for a select few.

And most golems still have that line "Immune to any spell that allows spell resistance." in their stat block. Most casters, especially those bound to PFS rules, still have reason to fear them.

nah, grease or glitterdust to strongly debuff the golem or summonmonster III (lantern archon) to do physical damage.


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Cpt.Caine wrote:


No, it hasn't been explained. Most of this thread is nothing more than a bunch of whining over Conj vs. Evo; no one has sufficiently explained why this spell is broken.

For start It violated the paizo´s own guidelines about spells resistance. And when you compare it to shocking graps it is not dificult to realize it is way better thatn the existing spells, anohter violation of paizo´s own guidelins about spell creation "comparethe new spells with the old ones".


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I dislike the spell and the power creep it represent, but the
attitude of Mr Jacobs of read and think about/ consider the feedback is very laudable.


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How you dare to not tolerate my intolerance?!...uh,oh?


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Elamdri wrote:
Stealth is actually a pretty bad skill if people ran it the way it's supposed to be run.

Stealth is good if you run it the way it's supposed to be run, only when people try to be RAW maniac there can be problems.


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2+int is really low for a totally mundane class. There is no reason for this and it is basically annoying.

To rise it to 4+int is an easy and very effective houserule that I reccomend for every group. But this thread is not about a houserule. I really would like to see an offcial change for this.

A coupple more of skills points will not rise fighter DPR, it will not rise his AC or saves, it will, however, make the class much MUCH more enjoyable for a lot of people.

yeah, I know, changes for the CRB are really unlikely but hey,the monks recived a larger revision, this will be just a change in a number.

I Have low hopes for this but maybe just maybe...


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3.5 Loyalist wrote:

AD&D, 3 and 3.5 monster. Eat magic, laugh at spells, drain spell slots, can feeblemind with a touch--in brief.

To express my point another way, how common is natural armour? How rare are anti-magic monsters?

More of the latter will make magic less of a winning bet all the time.

It do not help that a lot of monster have a high CMD and a low will save.


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I do not think Rynjin´s arguemnt make sense.


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Skeld wrote:

Spells are the problem. There are too many and every new spell that comes out is a net increase to the Wizard's power (and nearly every new book has new spells).

-Skeld

While I love a lot of ultimate combat material I have to say that the section about spells was a waste of space.


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Alzrius wrote:


The second problem is how to make non-spellcasters have more options. This is an area where I think that greater mechanical standardization of the game rules has hurt things, because having rules for what you can do carries the implication that, if something's not covered under those rules, that must mean that you can't do it. Feats are a big offender, here.

So true.

A feat should exist to make you better at soemthing not to allow you to try something that you should be capble of triying anyways.


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Doomed Hero wrote:
Codanous wrote:
Arbane the Terrible wrote:

Play a Totem Warrior Barbarian? While raging, you can have Claws from Lesser Beast Totem, a horn attack from Lesser Fiend Totem, and a bite from Animal Fury (or by being a Toothy half-ord).

Or play a Druid, and get lots of natural attacks from Wild Shape.

Or play a Summoner, and get all the natural attacks (ALL OF THEM) by proxy from your eidolon.

By the way, you can only take one totem tree as a barbarian, so either Beast or Fiend but not both.
Totem Warrior Archetype. It's badly worded, but it's supposed to allow multiple totems. Lots of discussion about that happened when it was first introduced. There hasn't been any official change yet, but the RAI is pretty clear and houserules are strongly encouraged.

There was an official change. Totem archetye is basically nothing.


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well, if you just want to smah the weapon focus, weapons specialization, power attack, furious focus (if you use the shield with both hands),shield slam, improved bull rush,shield focus, missile shield, disruptive, ray shield, improved critical, lunge, improved initiative, and shield master are all good choises.

And if you are a dwarf steel soul is a very good non combat feat.


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That is the worst example of a DM jerkinss I have ever heard about.


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I mean, how much would you say the errata (about FoB, more DR bypasing, and lower proce o the AoMF) increae their power? too little, too much, just perfect?

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