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Hungry for adventures you travel to the frontiers of the kingdom to a place called Ambervale. In centuries past the vale was the site of a great battle, A immense monstruos horde was stoped by Human and dwarf army, or so the minstrels sing.
Since then the vale have offer resistance to colonization. Only recently have permanet settlements been founded. The biggest is called New Aldwall.
You enter New Aldwall in the afternoon of a summer day. You and others haveanswered to a call for adventurers.
It seems that you made a good choise, if you are looking for jobs that let you make a name this is the place. Cartels offering bounties abound, 200 gp for the anihilation of the Thundertusk clan in the north mountains, 5 gp for every zombie or squeleton destroyed in the whispering forest, and so on.
But the sunset aproach, what do you do?.
You have made good profit recently with the hunting of monster, The city of New Aldwall pays well. As the sunset aproach You find yourself finishing your watch when a sharp cry breaks the stillness of the forest. Not far from you, you see a female goblin is running as if her life depend on it.
All hardcovers, 25 PB, 2 traits, character wills tart at level 2.
So, I'm thinking about an evil assassin that use bluff and disguise to make everyone believe he is a good guy and not a treat but that is efficient by killing others in melee (by surprise if posible). As you can see is not a very narrow concept since it does not need any particular class mechanics to do it.
So, what class would you recommend and why? (I'm open to multicalss too).
I start with
- TWF requires two "hands" but not necessarily two hands (as you can loanword/unarmed strike)
- THF requires two hands and two "hands".
- A shield requires a hand but not a "hand" (as you can twf longsword/unarmed strike and still benefit from the AC bonus to AC)
- Vestigial arm give you a hand but not a "hand"
- When you are grappled you have one hand unavailable. Not clear if it is a hand, a "hand" or both.
- Lay on hands requires a hand but not a "hand".
- Spellcombat requires a free hand but not a "hand"
- Unclear if precise strike requires a free "hand" or not.
Aka, a 19th level pathfinder wizard with at least full WBL, how would you use PF rules to...
(a) Achieve inmortatlity?
Disclaimer: This post was made with total Ignorance of relevant information in AP, single adnvetures or PF tales.
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift immediate action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it.
This came up in pbp campaing. I'm on hte opinion no touch attack roll is needed to deliver the spell, my players disagree.
have been there any definitely ruling on this?
I understand that for backward compatibility reasons combat expertise is the prerequisites of several core feats, (whirlwind strike and improved trip as the most important examples) even if those feats have nothing to do with fighting defensively. Effectively CE is a feat tax that you are forced to take even if you do not plan to use it never ever.
That is bad enough. But why in the name of Calistria's honeyed thighs is that feat still used as prerequisites for combat feats that have nothing to do with fighting defensively?. Combat patrol, swift aid, snoutgrip, Disengaging Flourish, moonlight stalker, gang up, merciless beating, Merciless Beating, kobold style, Butterfly's Sting ...all Those feats have nothing to do with having a penalty to attack in order to have a bonus to AC, and the only feat in the game that make good synergy with it, stalwart, do not have CE as a prerequisite, it is crazy!.
But the feat that made me make this thread is slayer feint, a brand new feat in the ACG. How the heck is combat expertise related with being acrobatic?.
Combat expertise is a fun sponge, seriously, It sucks, it is an horrible feat tax, is the most awful and annoying feat tax in the game. "uh, is so fun to take this feat tax so 2 levels later I can start triping people!" - say no one, ever.
Please paizo, do not use combat expertise never ever again as a prerequisite for any feat.
Mounted Combat (Combat)
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
I'm inclined to say that you can not use the mounted combat feat if your mount is paralized (stunned or dazed) due to the descriptive text, not sure though.
- Sun xiao and Auron traveled to Riatavin a city of Thetyr for the funeral of Tandall. You meet there Danissa Ironsould and her husband *cough* Castien telendil *cough*
- You learned that Fivination failed to reveal what killed Tandall. Fughter, the clerics were unable to find Tandall's soulds and could not raise him from death.
- There is nothing really remarkable in Tandall´s body. There is no magical aura that indicates magic that kills without causing physical harm like Phantasmal killer. The cause of death is most likely the single sword injury he have in the chest.
There are, however, several lingering magical auras (mostly necromancy, the others are blurry) but you can not tell is the aura is because Tandall cast a spell, somebody else cast a spell upon him or the attempts to communicate with his soul and/or revivify him.
- Miranna the Watcher. came and told you that Tandall's soul was not in Helm (his deity) realm. Then she left with the promise of keep looking for answers.
- You foudn that Tandall was involved in a fighter with basically a nobody named Guld
A quick interrogation tould you this
Q: " How did you knew him" ; A: We drink togheter from time to time, the old man was poor but always have some money to spare in alcohol
(This is completely weird, He never drank too much, one of the most sacred tenets of the cruch of Helm is to be ever watchful)
Q: "why did you fight" ; A: That day he did not want to drink, he was like meditative, I get angry I insult him then I insult his daughter, big mistake for me, the man was crazy
Q: "Why do you say he was crazy" ; Well, because he was, he had nigtmares constantly, and when drunk he always talked of the "reality behind" and the "nightmares of the dead gods" or something, I do not know.
"I just take avantage when he was spending money in alcohol, He drank with wichever was avaliable at the moment, I swear I d not know who kill him, he was like a bull I know of noone that coudl have kill him"
- The interrogation was interrupted when the group noticed that a small cacodaemon was Spying you. Sun K.O it, but you were worried because cacodaemos eat souls. However, you could not tell for sure that the daemon ate Tandall's soul.
After the Paragon surge and known spell nerfs, I wonder if those FAQs were isolated changes of if they are part of a bigger plan to tone down some of the broken things caster have, like blood money or the dazing metamagic.
Anyone know something?
My DM will allow my 6th level NE sorceress to chance her arcane bond (Item) to arcane bond (familiar), And I want to take Improved familiar at level 7th.
I know about the wand user Familiar and all that, what I am looking is one that could serve as a bodyguard. You know, taking damage, protective and restorative abilities, and a bonus point if the familiar have an ability to hel her avoid/scape grapples.
There have been more than one FAQ answer that is actually an errata, like Spell-like abilities as prerequisites for Prestige classes and the new one about paragon surge.
I think it is somewhat confusing that they are called FAQs, then they are clearly explicit changes to the rules.
However, It seems that the Dev team have no place to put those changes but in the FAQ section and waiting to a next print could take too much.
So, any chance to have a new place for this kind of changes to the rules that distinguish them from actual FAQs?
As the title say. Before level 13 the learned duelist abilities seems to be designed for light armored, dex based intelligent fighters but the abilities does not seem to be good enough IMHO.
Duelist training do not support dervish dance, or THF with an elven curved blade,or TWF with light weapons. BAsically without agile weapon the DPR output will e lower than the rogue.
Armor training seems odd since duelist stance requires light armor. Precise thrust is almost worthless since light weapon have low dice.
The only good abilities are dirty trick with a weapon at level 13** and ability damage at level 17 (**the disarm and trip part are redundant)
So, it is just me or the archetype just fails? If not, then how to build a good one?
Quite recently I was shocked when I discovered that a good portion of the population of a couple of first world countries strongly believe in geocentrism. In retrospective I suppose I was too naive, human silliness should have always be remembered. Of course, a big part of this movement have religious origins, they do not believe it because a a rational thought but because of faith.
Still, after the initial shock, what truly let me thinking was the amount of misinformation about the Ptolemaic system and modern conceptions of astronomy. It was like a question of some sort of faith for many. "Heliocentrism is true because scientist, my school teacher and my school books say so" could basically summarize the point of view of many of otherwise literate people.
For example, when confronted with the following cite from Einstein and Infeld
"The struggle, so violent in the early days of science, between the views of Ptolemy and Copernicus would then be quite meaningless. Either Coordinate system could be used with equal justification. The two sentences, 'the sun is at rest and the earth moves,' or 'the sun moves and the earth is at rest,' would simply mean two different conventions concerning two different Coordinate system."
The most common answer was like "of course that seeing from the earth the sun is revolving, but when seeing from the point of view of the empty (static) space it is the earth that is revolving around the sun". Which is just wrong (according to relativity).
Of course, the fine details of a scientific theory are, generally speaking, far away from the layman. I, for example, do know some general facts about evolution theory, but I have no Idea of the modern trending of the theory, and I am completely ignorant about the statistical calculations to prove/disprove the evolution theory, to give just one example.
So, I just wanted to say/rant
and to point out that important ideas of modern cosmology (althout almost 100 years old) have not been widespread to popular media.
END OF COMMUNICATION.
So, you and your party wants to spread a rumor in a city. The party have high bluff, diplomacy and intimidate. You also have access to several hat of disguises, charm/compulsion and illusions spells, and you plan to use them all to achieve your goal..., but then the DM say "sorry, there is a mechanics for that, and none of you have the rumormonger rogue talent". What would be you do?
After two readings of the new fighter archetypes I have to honestly say that they are extremely disappointing.
BlackJack: A cool concept totally but why they can not share their combat feats with other non-black jack before level 8? I mean, come on, if you are the only blackjack in the party you have to wait 60% of the game to use your main class feature. From Level 4-7 you are basically a standard fighter with one less feat.
Learned dualist: Another duelist-like archetype that is just bad. They do not lose armor training but they are encouraged (forced) to not use medium/heavy armor. There is also no way to add dex to damage, dervish dance is off the table.
The improvement to vital strike is meh but decent. Of the three things that science of the blade let you do, you can already do 2 of them (trip, disarm), and it is not uncommon for DMs to allow weapon enhancement for dirty tricks too. The 17th level ability is great but too late.
Vengeful hunter: Everything that requires you to be hitted first just sucks, you win initiative? pff, enjoy not having yoru main class feature this round.
Would it not be just easier to gie the horseleord ride by attack as a bonus feat?
At 9th level, a horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount's movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the cavalier can benefit from those feats only while mounted.
Currently I am 6th level barbarian with the spirit totem (lesser and normmal) adn intimidating glare rage powers and cha 14.
So far the spirit totem have worked just fine. But I fear that with more levels the ST attack would be so low that it woudl basically never hit.
Anyone have plaeyd with thes rage power chain in the high levels? was the damage of the spirit totem relevant?
I think this ability for the learned duelist is redundant and basically not needed
Science of the Blade (Ex)
At 13th level, a Learned duelist is able to apply his specialized knowledge of anatomy and physiology to his bladework. The duelist can make dirty trick, disarm, and trip combat maneuvers using any one-handed piercing or slashing weapon.
This ability replaces weapon training 3.
I am DMing a campaign where the Pcs have just one level of a NPC class. They are participating in a fair. Last time I asked for advices about how to do anobstacle racing, everything worked just fine.
This time they want to participate in a pig wrestling contest. How to do it using the rules of PF?
I am thinking about CMB (Grapple) against the CMD of the pig, but the issue is that just rolling dices is boring. The fun comes with the choices.
I would like that the game have some tactical choose, not just move action (move) and roll CMB (catch the pig).
For example I would like that they can interfere with each other (perhaps bull rushing or tripping the opponents).
So, any advice?
The Pcs are level 1 with NPc classes and they re about to participate in a festival in order to gain some money in the competitions the festival have.
I am planning to do an obstacle racing, in fact two of them. One about endurance and strength and the other about agility and speed. And if possible a version where they can participate individually and another where they have to make it with a group.
The method to deal with the obstacles is to use their skills, but the problem is that I do not want to just ask for rolls.
Roll acrobatics, then roll climb then roll acrobatics again...,nah.
A skill challenge is not fun if you have no choice but just roll.
So, how to design skill challenges without railroading everything? And what obstacles (and associated skills to solve it) can I use?
The rogue can not be good at figthing because that woudl be umbalancing taking into account his skill points and trapfinding. But the bard, the inquisitor, the ranger, the wizard, the magus can totally shine on both, including be better out of combat thann the rogue.
The fighter can not have more skill points because that woudl be umalacing taking into account the huge advantage he have in combat. Except that suchh advantage do not exist, and every other class have recieved a lot of power creep since core. And of course, everyone else have more out of combat utility.
This question was rised in one of those threads that should not be named for mods sanity.
So, it should be crystal clear that the prowess of barbarian just rised by a lot since core. I wonder if the DEvs like it or they regret it. WOuld they change it if the have a time machine?
ps: I am not asking it directly (naming devs) because It haves been stated to be rude action.
This spell totally and utterly negates and style of combat. There is no way around it besides asking your caster friend to dispel it.
So, as it is like the old crane wings problem but works on whatever arbitrary numbers of attacks per round, I wonder, is there any change this get nerged in the near future?
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?
Every year it seems to be one more nail to the rogue´s coffin. Just when you when it seems that the coffin can not allow more nails *BAM!* there is one more.
Witht he archeologist, the slayer and the trapfinding trait I can not guess how the rogue could be more outclassed in the future.
With a couple of notable exception (thug, scout, a couple of decent archetypes) it seems like the rogue class is not taken seriously.
Have this all been intentionally? It would be weird but How could it not be? Or the answer is "yes" or the universe conspired in a fantastical way to give the rogue their actual status.