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Quarotas's page

Pathfinder Society Member. 97 posts. No reviews. 1 list. No wishlists.

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I went with mostly fighter for the weapon training, I am also quite averse to the ninja. Fighter will also help if the character with archer max out his perception and screws me over. I was recently informed that I can get hide in plain sight from a "personal skill" along with a 1 round invisibility with a 1d6 round cool-down as a swift action.

The plan on my noble phantasm was to dash into sight visibly, swift action invisible, get to cover or some type of being hidden, then approach, study and next round death attack. Note it is a coup de grace with a x4 critical weapon so with my final damage of (1d6+50)x4 the chances of survival are quite slim, actually about 5% if the 204-224 damage does not kill them (doubt the damage will kill them but if I wounded them it is possible and I can just do it over again.)

He also told me not to optimize too much, sadly, otherwise I would have a +91 to stealth more in crows and urban environments.

As for the armor he calculated the max dex as:
Max Dex= Armor maximum dex after all class feature x master's dex mod

I have started to make the master as an arcane trickster. Apparently you get more points for the personal skills if the alignments are different but it makes the servant less likely to listen so I avoided that.

Apparently other assassins have non-knowledge based noble phantasms. One apparently slashes from three directions at the same time and there is jack the ripper who instantly kills targets when "it is misty, the target is female, and it is night" by having her four knives appear in the heart of the target.


If you happen to know about Fate/ Extra and etc. that would be quite helpful for ideas as I have not taken part in watching/reading any of it but making it into pathfinder was fun last time so a pvp version may be interesting.

The other GM of my group wants to do a pvp game based off of the "Fate/[insert part here]" series. He picked a number of us from the group, one for each servant type. For those not familiar witht he servant "classes" They are Saber, lancer, berserker, archer, assassin, rider, and caster. Sabers apparently focus on standard combat with swords, lancers are apparently fast and use long, piercing weapons, berserkers are basically barbarian+ being totally insane but rock at smashing stuff into tiny pieces, archers focus on ranged combat (or in pathfinder dervish dance) assassins are stealthy and basically what the name says, and casters use magic.

Each player has two characters, a servant and a master, the master is the main character and they summon the servant when they require help. The servant receives a bonus to a stat equal to the modifier of their masters stat. Each master must have at least 1 caster level and is level 10.

There is one player per servant class, I got assassin. Assassins receive a +18 to dexterity, +2 to all mental stats, and -10 strength, they are allowed to use dex for hit and damage, including 1.5x dex mod on two handed weapons.

I have come here to ask you to critique my build. We are level 21 with excessively high stats, as you will see below. My classes progress rogue2/ fighter 19. Feat progression is in the second spoiler below.

Base ability scores before any bonuses from the servant class are a 32 point buy +10 to every stat after the point buy.

I am a goblin, I traded my 30ft move speed for 20ft move speed 10ft climb speed.

ability scores, AC, HP, and Saves:

Strength: 10 (10+ 10
(base stat increase) +2 (bonus from master) -2 (Goblin) -10 (assassin))
Dexterity: 60 (bought up to 18+ 10(base stat increase)+4(goblin)+5(levels)+5(bonus from master)+18(from assassin bonus))
Constitution: 28 (bought up to 16+ 10(base stat increase)+ 2(master))
Intelligence: 26 (bought up to 12+ 10(base stat increase)+ 2(master)+ 2(assassin))
Wisdom: 20 ( lowered to 8 for point buy+ 10(base stat increase+ 2 (bonus from master))
Charisma:26 (bought to 14+ 10 (base stat increase)+ 2 (bonus from master)+ 2 (assassin)- 2 (Goblin))
Hp final: 335
AC:51 (too much to explain but i am wearing +5 fullplate. no mithral allowed but it doesnt matter other than the -1 armor check penalty)
Fort:20
Reflex:39
Will: 11

Note: he has allowed a bit of 3.5 specifically, skill tricks and the level 21 feat below

feats and talent:

1: Skill focus stealth
2 rogue talent: Fast stealth
3b: weapon focus
3: stealthy
4b: dazzling display
5: go unnoticed
6b: weapon specialization
7: sneaky vagabond
8b: shatter defenses
9: skill focus climb
10b: greater weapon focus
11: dodge
12b: mobility
13: (3.5 feat) freerunner: 2 movement skill tricks, Wall jumper and back on your feet
14b: greater weapon specialization
15: (3.5 feat) Urban stealth +3 stealth in urban areas outside, not inside the buildings
16b: underfoot
17: sow terror
18b: improved critical
19: quick draw
20b: agile maneuvers
21: epic skill focus stealth

The game will take place in a modern urban environment so urban stealth and disguise were useful my stealth bonus before the final tweaks to be added when the mechanics are finished is 76 without sneaky vagabond or urban stealth applied.

Also on the mechanics and flavor sides each servant has something called a noble phantasm. Based on description from the GM and others this is embodied by the weapon and it can be used to create amazing effects. Mine has already been approved and it is as follows

noble phantasm:

If someone has seen me in the past 24 hours and cannot see me, or expects to see me in the next 24 hours and cannot see me they are shaken. If I am undetected by a shaken foe I can study as the assassin class feature death attack requires but only for 1 round. After doing so I can coup de grace the target.

Now in a previous campaign of similar basis i was also an assassin but we worked cooperatively so my shenanigans were a good thing, now not so much. Everyone else happens to know about my love of being a sneaky punk so there is that and now the saber and the archer have a focus in finding me. They are more combat able than me only because of servant class and this countering will be an issue.

I request aid in refining the feats and other bonuses, I did not two weapon fight because that is a feat tax that is a bit iffy and our weapons are +15, split between the two if you two-weapon fight, and the grim reaper idea was hard to pass up. I use a naginata for the x4 criticals so that is nice.

Any suggestion on tactics are also welcome, I have not made the master other than a rough draft but I am thinking summoner or wizard/rogue/arcane trickster.


My group is doing a side campaign we may return to occasionally just to have fun away from the main group. I have a DMPC who exists soley to help the campaign along and just be fun.

Now, we rolled stats. 4d6 drop the lowest, repeat 7 times and take the best 6. My final roles came out to 9,11,11,12,12,14. which I arranged as such after racial, including losing a bonus feat and skill rank per level for an extra +2.
str: 14 (12+2)
dex: 16
con: 12
int: 11
wis: 11
cha: 11

Despite these bad rolls i decided to play this to see if I could. As a result I went back to an old idea of mine, the most mundane adventurer ever.

He is a fighter (altered class features to give them 4+ skill ranks, catch off-guard, bonuses to combat maneuvers, and 2 more knowledge skills.) who pre adventuring was a blacksmith and with some discussion and convincing traded his fighter bonus feat for skill focus craft(armor) to match his skill focus craft (weapon). His traits are talented blacksmith and rich parents to help fund his business and and his adventuring.

I plan on making him based on using non-magical equipment in order to prove a well made sword and armor along with a few non-magical explosives is all that is needed. He has a horse that stows his 10 alchemist fires, 10 acid flasks, 5 liquid ice, and ghost salt weapon blanch. I want his feats to help him with his mundane abilities. There are no casters so his lack of magic gear will not hurt too bad but getting the most out of alchemical gear would be nice.

I plan on taking point blank shot, precise shot, throw anything, fire in the hole, and anything else to help but i need suggestions on order and other feats to help out.

I apologize for the poor organization, it is late and I find it hard to put my character ramblings into a concise an organized format.


How are you reducing the penalties that much?

far shot:

Far Shot (Combat)
You are more accurate at longer ranges.
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Arc Slinger:

Arc Slinger (Combat)
You can twirl your sling in a way that maximizes its effectiveness.
Prerequisites: Point-Blank Shot, proficient with sling or halfling sling staff.
Benefit: When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).

Far shot halves penalties to -1 per range increment. Arc slinger reduces penalties by 2. So at max increments it is a -20 without any feats. Far shot reduces that to -10. Then you apply arc slinger for a total of a -8 to hit. Unless i read that totally wrong.


In a recent campaign we are playing as gestalt characters. I decided I would try and play a sniper rogue/ crossbowman fighter. I planned out my build and i decided on all the vital strike things and I can prepare an action to vital strike at 7 to deny dex and get sneak attack and with my heavy crossbow do 2d10+4d6+1/2 dexmod+weapon training and spec.

However, until then I am useless. The others are martial adepts but they are both in melee and range seemed like a necessary thing. (It would be a caster instead but the DM has hatred because of 3.5 but that is a different post.) In combat I do not ever have cover or anywhere to hide. The only time creatures are flatfooted or denied dex is when I go before them. The fights are OK but we never have different lighting and advanced things like cover or other combat modifiers are rarely used. I am almost useless compared to the others(martial adepts targeting touch or flatfooted or dealing an extra 2d6 just because). Our last fight we were level 3 so I had a masterwork heavy crossbow and my total to hit was 9 (3 bab+5 dex+5 masterwork). I was able to sneak attack one creature and that was 2d6 of my 1d10+2d6 damage. The following rounds consisted of me running from the rest of the creatures as they came after me and the other creatures were fighting the other two PCs. I felt totally useless. My melee is sub-par in that I only have 12 strength so hitting is not exactly common. So what should I do to help with getting sneak attack until I hit level 7, or even after so I can get it on full attacks? What gear do you suggest to help.

Also at level 7 I get hellcat stealth which helps but isnt exactly guaranteed. At level 8 I am getting major magic to get vanish and use that to the best of my abilities, but until then I have a feeling I will be extremely useless.

Do I just have to tough it out until 7 or is there a way to get this to work?


I usually have a group of 8 PCs and I despise it. I have played with anywhere from 2-8 though and keeping it below 5 isalways my favorite, it feels right and building encounters or using premade encounters with 4 or fewer seems to work better. Before someone points out that the game was balanced for 4, I know. And really a party of a Wizard, fighter, rogue, cleric can handle intended rules really well.


master_marshmallow wrote:

atheists are extremely difficult to do in pathdinder anyway, sicne the deities themselves are real characters, and to say that none of them exist makes a character seem crazy to the masses

but any character who is an 'atheist' IC would be true neutral, which is what OOC true atheists are

its quite simple, if nothing judges you or your actions (i.e. there is no god) then you have no reason to be convicted of a difference between right and wrong, and an insinuation of either is a philosophical insult to a true atheist in game or out of game

tackling atheism in pathfinder is more difficult than out of game, simply because a lot of people have a very thin and vain understanding of what atheism is

its quite simple, if the alignment system surpases the deities judgment, then the deities have no purpose existing beyond a cleric choosing domains, and if a cleric can just pick domains anyway then the deities have no need to exist

Not an official source I assume the pathfinder wiki says aetheists in golarion just believe that you shouldn't worship the gods beaus they don't really deserve worship, and that ezren (that's the wizard right?) is aetheist.


I think I'm going to say ok to it for now. If its iomedae's paladin, and they are the leader of a charge and then after the fighting stops they were to turn invisible and take pot shots at enemies I think I'd be stricter and make them fall with an atonement available just as a message and the penalty, if say a paladin of irori and they went about using drugs to better themselves temporarily (immune to disease can't be addicted) then they would e punished slightly, especially if they got prideful and said they were great and it was due to the substance that they succeeded and probably if they gave up self betterment for some other ideal (seems like a big thing to irori but it'd be case by case). I'm think era still if they were greedy and self centered, acting like an irori paladin putting self above community and the like. A paladin of ragathiel Fleeing from battle out of just wimping out not for a tactical retreat would be punished and if a trend fall. While using poisons and lying is out (unless lying is better for yor deity's wishes or the greater good, like liberating slaves that were being used illegally). Would a paladin of abadar fall if he bartered for an unfair deal, what if they performed an act that led to the wealth of an area being lowered severely or some other trade thing? And if it's an accident does it count?


Sorry forget its not well known, Mimi is this old old fairy kind he remade.

And I find this reasonable, all the responses. The invisibility is something to be use limited though. What if he were fighting in a duel? Would it be okay then? What if his enemy cheats in the duel? I realize it's not so much the invisibility it's the attacking from shadows that has been so deeply ingrained into my subconscious as "dishonorable" fighting from whatever source. I'm fine but if he uses it to say... Win a duel where the guy had about a 50/50 then it's iffy. If its just a practice then ok. But if challenged to a duel by say a grey guard (CG paladin variant) what then I know it's weird but another thing I worry about is the other players who blindly look at Pallys as lawful stupid.


EDIT: please don't flame against others, this is about being a paladin act like one while responding.

So heres the thing. In my game there is a mimi paladin of sarenrae, they argue that invisibility is a reasonable tactic in certain circumstances because of the herald of sarenrae (sunlord thalachos) will use invisibility if the foe is clearly stronger than him. Is this reasonable? Does this conflict with the paladin code it seems ridiculous that sarenrae will say
"Oh you fought like my herald, I want my powers back, go atone for your misdeeds against my religion and then you can have them back. I don't care that my herald can act deceitful in fights you can't."

I restricted him to "you can use it if fighting honorably would endanger innocents or fighting deceptively would result in the redemption of someone evil. Never to be used against someone you can beat with relative ease."


That is what I have believed and making sure I wasn't insane regarding my reading. I figured its supposed to be used with melee weapons and flavor wise it seems like like bites and unarmed attacks (hamatulatsu) and maybe spears and polearms.


So here's the thing, In my group as filler before we start my next campaign I wanted to do something that would just be fun for the group to try. They have all made level 20 characters on a 30 point buy, 3 traits, and 1.5 wbl (1320000 gp if you're curious). One of the players made a thrown weapon character because now he could afford the dex and strength required to use it. He is using javelins and looking for feats specific to javelins or piercing weapons and we came across hamatula strike.

Hamatula strike allows one using a piercing weapon to make a grapple check when you damage an opponent with a piercing weapon, albeit with a -4 penalty.

Now since he is using javelins (a piercing weapon) when he throws his javelin and hits he can make a grapple check and according to the PRD

PRD wrote:
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).

So if he uses this feat in conjunction with javelins he can grapple his target from a maximum of 30ft with no range penalties but if he uses a distance javelin and eats the range penalties that is up to 300ft. This is cool but a bit unbalancing in regular play.

For this campaign we have ruled it as ok because it is clever and at level 20 you are stronger than the herald of a god and they are +5 speed returning distance javelins but regarding future campaigns should I allow this? I'm assuming not. And also is this RAW or did I miss something?

I apologize for my ramblings, I'm bad about being concise.


Thanks for covering this, general consensus i saw was that frostbite only grants the free attack once. I'll be sure to clear this up.


Kashka wrote:

frostbite attack + spell combat attack = full round action

additional shocking grasp casting is an additional stndard action...

That is what I thought, he said that the frostbite attack in the second round was a free attack, like it is when casting the spell. I pointed out that the free attack is part of casting the spell, which isn't happening on the second round.


So a friend of mine brought a up point in the magus rules and I thought I covered it well but he doesn't agree so I come to the people of paizo asking for advice.

He claims that if a level 4 magus casts frostbite The situation is as follows.

1) Cast frost bite
2) move into range
3) make free attack with weapon
4) enemy goes
5) next turn free frostbite attack
6) spell combat melee attack
7) Spell combat shocking grasp
8) free shocking grasp attack

The extra frostbite attack is an issue, is there anything regarding this, it seems wrong.


Damocles Guile wrote:
Heh - I don't think even paralyzed foes get a penalty to Reflex saves... but if you're shaken or sickened you do.

Being paralyzed is treated as helpless which treats you as an effective Dexterity of 0 so that penalizes reflex save quite a bit.


The only problem that might occur would be if someone burned the feats to get this with a falcata. It may not be a big issue just the first thing that comes to mind.


There's a distinct lack of bards, might I suggest going into pathfinder chronicler, it makes sense and it's helpful, you can buff the enormous party and then record their glories for generations to come. Also who is going to identify everything for weaknesses? How about the bard with that wondrous bardic knowledge.


Big Lemon wrote:
So this thing is unkillable unless you cut off the tumor? 90% of damaging effects will target the tumor, and the tumor can't drop below 0 as long as it is attached, so it effectively cannot be killed.

I think its that the tumor can not die while attached but even after the giant is killed the tumor is still there and healing off the giant but then you can kill it and I guess chop it off.


I'll second panther style, I've seen a member of my group just provoke like crazy and take down targets using only panther style, should you continue the chain enemies will do more harm to themselves than good by taking their AOOs at you.

Crane style can do well also, the same player who used panther style has taken crane style every time he has played a monk except once when he decided he would be more offensive. Crane style has never failed him.


Furious Focus? It will help with hitting with power attack which never hurts right? It's only the first one but that can help if you had to move first.


Well, the biggest thing is honestly we have a sorcerer, a druid, an oracle, and a summoner all level 15, in all honesty id assumed my relatively intelligent group had grabbed teleport or scrying, luckily the druid spell list contains transport via plants so they can actually get there now.


Ok, so heres the thing, last night I was DM'ing a gestalt campaign that is reaching a close. The party had been recruited by a very regal looking man who claimed he wished to use an artifact to help his people and anyone else who agreed to his terms to create what would have essentially been a gigantic demiplane in order to escape the turmoil that is happening in the world (Big war going on, PCs got tired of it).

the situation:
Now here is the biggest issue, I decided to make it so that their employer would end up destroying the world or most of it in the process of creating his demiplane. They went to the temple, got to the room where the artifact was held and found a note that said "Ha Ha, fooled you." Upon exiting the temple they came across a group of secondary heroes that would either attempted to kill had they refused to assist them or traveled with them in hopes of fixing everything as well as revealing the BBEG's plan's side effects. Well they travel for three days and come across a small village of people the NPCs say are working with the BBEG (they were) and as such they killed the enemies therein and found a note confirming suspicions of their loyalty and the side effects.

After all of the roleplaying the Party leader says "Ok, who can scry?" No one says anything including the party they were traveling with. "Ok, who can teleport?" Again no answer, we agreed to just have the other party have a scroll of scrying and next time we get together they will find a means of travel.

We did this because the party wanted to finish the campaign but I want to avoid this in the future, so how should I handle this in later campaigns. This one has been going fo a while the party is a group of level 15 gestalts and they have become fairly attached to them ( well some, one player is on his second character that is just a druid gendarme charger on a lion with nothing about his character)


For the blaster/ archer I didn't see it anywhere but arcane archer anyone? You literally get both and having good int, dex, and str, along with decent con shouldn't be hard really, the biggest issue is the 7/10 caster level advancement, and if you take magical knack you can go wizard 8/ fighter 2/ arcane archer 10 while not great personally I love arcane archer that ends up with 16 bab. That gets you 4 attacks along with magical knack that's CL 17 which gets you 9th level spells, sounds good for me but I know it can be better than that.


the David wrote:

You're all thinking way too small. You should make an awakened blue whale. It is the largest creature on Earth, ever! It should be colossal instead of gargantuan, I think.

And he'd be a wizard, ofcourse.

Edit: Yeah, that's it. Awakened giant blue whale with wizard levels.

Off topic a bit: My friend and I added a bunch of templates to a whale and it ended up being sin from final fantasy X, so yeah hows that

On topic: Out of gunslinger and ninja I vote for Ninja just to give him as many bonuses to stealth as possible, hellcat stealth, and have him vanish from all but the most perceptive characters sight. Think of the look on their faces.


Well I will add that due to it just being cool my group allows Ki blasting. Make a touch attack deal (unarmed damage + wisdom)xnumber of points spent to a single target. Granted I play with people who watch anime , I don't watch so I just role with it it's usually fun.


There is a thing about the whip again, a Balor Lord has 20ft reach with his whip. That puts the whole triple range out right. It's base reach is 10ft the whip reach is 20ft, so how does that work?


DeathQuaker wrote:

Short answer: Skip the arguing and let him see it in practice.

Long answer:
I'm wondering why he has to have it explained to him at all. It's his opinion, does it matter if it's different from yours?

I mean mind, I think he's wrong, and I think yes, it's often easy to be swayed by theorycraft nonsense at message boards. More to the point, I recall the "casters are too uber" crowd (or the adamant class haters of any stripe) being amazingly good at ignoring any reasonable arguments to the contrary of their beliefs ("Zappity's Purple Doo Dah is way overpowered because it makes the wizard into a Flying One Eyed Purple People Eater!" and you reply, "Yeah but you're talking about a 16th level campaign where that can be cast and at that point Gargleons are often fighting the party and they're immune to purple people eater rays" and the only response is "No but it's broken!" and that's all). But that actually gets to my point... it sounds like he's dead set on believing what he wants to believe. What is proving him wrong going to accomplish (keep with me here to the next paragraph now...)?

The real issue is--will he play with you as a GM according to your rules, or will he only play with you if you bend to his demands of the house rules he wants to see.

It is not reasonable for him to expect you to run according to his house rules--any more than it would be reasonable for you to expect him to run games according to YOUR house rules. This is what you should be saying to him. "Look, I'm sorry they piss you off, but this is my game. I wouldn't ask you to change your houserules if you were GM, I hope you can do me the same courtesy."

And the thing is, likely as you keep playing, he will see that what is he is arguing is simply not true. The gameplay in practice will be 100 times more convincing than any argument falling on what are likely deaf stubborn gamer ears. Don't change anything, just let the gameplay speak for itself (from reading your posts, this is happening already, so just give...

thanks for the advice, the talking isn't really getting far so it looks like that's how it'll go down . Hes not really an ass, I'm just trying to stop the looks that cross when he here's black tentacles or other such spell.


Count Duck wrote:

Unbalanncing is a problem in pathfinder but at least half of the time it is the GM's fault.

Common error i have seen that makes my wizard or any caster a true power hous:

1: 1 or two combats a day, I can use the best of my class every time again ! Yee. A Martial class should have the benefit of using the best het has every combat!

2: Don't using magic as a GM makes the magic of the casters even more powerfull. Ray of enfeeblement on the caster with a strength of 8 can be very fun. Greater invisable enemeys, so he has to cast see invisibility to stand a chance. Doing damga to the caster when he tries to cast is a very nasty aciton.

3: MAke spells for roleplay useless. I have seen GM's who just don't want that Divination, Legend Lore, disguise self, ARcane sight, Veil etc, etc. If you have to prepare noncombat spells with a 3,4 or 5 real combats you have to think a lot about what you are using. A Sorcere is hard to create because his spell's know is very limited.

4: Don't know how spell really works so player can make 'errors'.

1: the battle per day in out group vary between day to day and where they are traveling.

2: as stated earlier I've used spell casters twice just recently, once they all shouldve died, and the other time they surrendered.

3: now this is an issue because my group isn't role play savy, they are mostly self conscious introverts and the one who dislikes casters is the biggest role player and his next game he's going to play a low charisma introvert book maniac.

4: I know how a lot of spells work, the few I don't I check after the first week if something seems messed up. Not to mention I've designed multiple wizards, a couple of sorcerers, one or two clerics, one or two Druids, one bard, and a BBEG fighter/ summoner gestalt.


Well we've been playing PF for a while but he played a bit of 3.5 and spends time on the boards still. I've thought about showing him the damage formula with accuracy that i first saw on the dpr olympics to show that casters can't really do enough damage to kill something.

Also the last two times I've used casters as enemies they've caused problems, the first time was a wizard/ fighter gestalt duo that literally couldve annihilated the party if I'd used all the tools, the second was a few cleric that enjoyed rime holy ice so shoul I perhaps back off and make an enemy party that is built around teamwork possibly to give an example of crowd control casting + martial dpr? I haven't been able to get the earlier suggestion sent because of odd phone and email behavior so I'll try again in the morning.


Thank you, now next times get a chance to type my novel of a text I'll be using these explanations.


His issue with wall of stone is that it can lock out an entire battle then the wizard can make a box to summon flying stuff from, the save or sucks he has an issue with the obtainable dc of 24 at level 10 with only the investment of a +6 headband of int. he also dislikes how easily wizards can grow in power though I never got a response to the explanation that it's like math, as a kid starting off it takes forever to learn basic addition, multiplication, subtraction, and division but after the basics are covered you can do more complicated things, in the world of wizards it take like 16 years to get level 1 wizard then they have first level spells but a wizard past the basics can then advance rapidly because he has the knowledge now he learns new ways to apply and shape it.

The highest damaging wizard spell is what? Disintergrate? Clashing rocks? Some other spell I can't think of if I'm correct disintegrate does ... 140 average and 240 max. That's a standard action that requires you to hit touch AC which can be an issue if they are humanoid/ npc enemies and then their fort save to reduce damage.

Another recent complaint is that wizards have minimal feat/ item investments compared to fighters, am I the only ones who sees at least craft wondrous item as essential on one person per party?


Now how do I explain crowd control to not be op. one of the largest complaints is walk of stone and save or loses.


Any of the people in my group stay out, thats you people who are participating in both the gestalt campaign and a fate zero campaign( for those of you who dont know my screen name), dont continue if you're one of them wont end well if you do.

spoiler:
Ok, so i have an issue. This fellow player of mine who also GM's his own campaigns occasionally. He is of the firm belief that casters are morbidly overpowered and horribly unstoppable. I believe this to be bleed over from him reading the Giant in the Playground boards about 3.5 and seeing the broke-ness. though he is wishing a massive over haul, he proposes a change to them reducing power and arguing that martial classes are worthless with them as they are. I believe the have large amounts of power but martials have something they never can and thats the ability to hit something of equal challenge rating consistently with out a daily limit on their main form of offense.

So i ask you is there a way to explain how they arent overpowered, because i tone down my stuff, I make my stuff good but not necessarily optimized, i take cosmopolitan a lot. H plays martials their dps is high and mostly he is annoyed with the battle field control, such as create pit, black tentacles, wall of force, summoning, and other things that make it so martial can hurt them like fly, over land flight during a battle, various other things.

So if you can tell me how to prevent him from despising casters, in the gestalt mentioned at the top for a while he was actually a sorcerer barbarian who mostly used self buffs in the gish style of play. He has also played a bard before helped with designing summoners, druids, and clerics so the biggest beef is with arcane casters with 9th level spells. One of things he brings up all the time is 3.5's chain gating solars and what not (but you know gm what not can screw you on this). most of the time its actually impossible to cast the highest level spell because most campaigns end at like 10.

Any help with showing/ explaining how fighters, barbarians, cavaliers, samurais, and various other mostly martial classes aren't completely destroyed by tenth level would be nice, please no snarky or insulting comments, thanks in advance.


Looking around if you still need higher caster level there is the drug AEther, it's a +1 to caster level and for a few hours you need caster level checks dc15+spell level to cast any spell which isn't that bad.


Well the only arcane discovery that sticks out as great is fast study which is available at level 5. Does anyone know that if with the reduced casting time on symbols if the spells become useful say after you flee and have a few minutes to regroup and setup?


I was wondering if Cyphermage is any good in practice. Wizards easily qualify and it gives full spell per day progression. They can even make/ buy scrolls at a lower level and use them at their level so is there any big downside to this prestige class. I plan on using it for gestalt though it really only has anything to do with the wizard part of the character. Not to mention that being able to make 2 lower level scrolls per day and adding a couple of not entirely worthless things to the summoning lists of some spells.


I left out a direct statement that we didn't fight each other, the DM said it was because it mostly be us silent around the table passing notes. I'm going to go hellcat stealth instead of the dip into shadow dancer because dim light can be scarce though bright and normal light are very common, even in the cave we're in so far its had 2 holes that light up part of the room to bright.

Oh, and I'd thought about berserker then I heard the penalties, drop all mental stats to 1, +16 to strength , can frenzy for +6 un-typed strength and constitution, and possibly large sized (that hasn't been decided entirely) though we don't have one. We have two sabers (one cavalier and one monk), a caster wizard, an archer ranged rogue, and me an assassin two-weapon fighting rogue. The cavalier isn,t using his mount so I use it during travel or during a fight, I may be a goblin but by int mod is 8 so I can justify not loathing/ fearing his horse, it actually was really useful for jumping off and onto ten foot high towers with archers on them.


Well the 11d6 will be total at 20 which we are hopefully shooting for but unless I read wrong 11 levels of rogue is 6d6 and then 9 assassin is another 5d6.

As for the encounters they were other people with stats in th same range though obviously a little lower, they had the same types like lancer and assassin and berserker but they went down easy with their low hp and everyone's high damage, not to mention they weren't optimized and what not. Also that skill focus isn't wasted, now even under the effects of glitterdust I still have a stealth bonus (however it is only a bonus of 1)


I certainly will Vuvu.
I certainly realize that we will be way out of standard territory I was just looking for a little assistance on the feat allocation because I've spent pretty much all my time as a caster or a very different type of melee.


I was using the skill focus for hellcat stealth which should come in handy for both positioning and just straight up sneak attacks.

That archetype looks nice though I'm going to ask about traps and if they will be common at all, if so i wont be going knife master. Also thank you for your suggestions.


I think i' stick with rogue, The only reason I went rogue was to get to a more mundane class because the entire time I have played pathfinder I have only been a noncaster/ mystical abilities once and that is not really true because the closest I've gotten is monk.

Also when would you suggest grabbing MWP for kukri? Unless I'm missing something I would have to take it at level 3+


Well I'd greatly prefer to though I'm open to options, apparently though I left out that starting off we got our weapons up to +5 and these are supposed to be like the weapons we are known for but I'm open to recommendations. I'm assuming short swords are one choice? And how does moving combat expertise to 11 and then piranha strike at 9 sound?


As the assassin I am I get to use Dex instead of strength for everything, So strength to damage is nonexistent for me. I even get it for climb and swim.

Edit: Also should I be worried.


Ok so it's my friends turn to DM next campaign and we are running a high powered campaign. Now this next part will probably sound crazy but for stats we rolled 6d6 each, rerolled the two lowest and any ones. We then picked a high stat which got a +6 and a low stat that couldn't exceed 14 at character creation. Hearing that I decided I could make a really cool rogue (High Dex, Con, and Int I think yes). Then we picked a type that we are which our options were Saber, Archer, Berserker, Assassin, Lancer, and Rider (apparently from something I'm largely unfamiliar with). I went Assassin, which gives +6 dex, a +2 to all mental stats, and you may use dex in placee of strength anywhere it benefits you. I picked Goblin as my race (mostly for the +4 dex, the stealth bonuses, and the fact that my lowest stat was 16 and going to strength so it didnt have any effect being down to 14 and all for the low stat) which after all said and done puts me at 44 dexterity. This game will also have no wondrous items (most likely)
Now here's the issue, I'm not really sure how to build my self, I'm pretty sure I should go two weapon fighting for the maximum sneak attacks. Though I'm not quite sure what all to grab and when feat and rogue talent wise. And then I was also thinking about Going into the Assassin prestige class starting at level 12 in order to get 11d6 sneak attack, is that a good idea?

My total stats came out:
Strength: 14
Dexterity: 44
Constitution: 25
Intelligence: 27
Wisdom: 25
Charisma: 19

This is the general outline for feats I was thinking about.
1: Two-Weapon Fighting
3: Skill Focus Stealth
5: Double Slice
7: Hellcat Stealth
9: combat expertise
11:?
13: Ability Focus (Death Attack)
15: Greater Two-Weapon Fighting
17: Two-Weapon rend
19:?

And for the rogue talents
2: Fast stealth
4: Weapon training(dagger)
6: Swift poison
8: Combat Trick (Improved Two-Weapon Fighting)
10: Feat(Dastardly Finish)

Sorry it was so long, lot of changed rules to cover.


Selgard wrote:
Quarotas wrote:
Selgard just asking but does this mean you disallow monks with the vow of silence? I know that my DM when i wanted to play one said no but that may have been because of the other vows i took (celibacy, fasting, peace, poverty, and cleanliness) which was actually a reasonable decision probably. I'm not disagreeing that its vital I am just curious.

I'd have to read it, to be honest. But if It actually does prohibit any and all speech by the character? yep. I would.

At the absolute very least I'd have a nice long sit down with the group to discuss the problem that having such a character along for the ride, would entail. Afterall- its their burden not the DM's. (why would the DM care if a character is mute? its a burden for the group, not him).

As a player I wouldn't want to group with a mute character anymore than I'd want to group with the deaf one. Same issue, different angle.
One can't hear the problem and the other can't communicate it to the group.

An adventurer would have to ask: Is this person more of a hindrance than a boon? Is having this guy along going to be a serious problem for the group? Going to require the group to substantially alter the way things work in order to function?
Deaf? check.
Mute? Check.
Answer? Sorry dude, stay home.

Not that I'd pitch a fit if the group out-voted me for it, but that wouldn't make it a wise idea.

-S

Fair enough, I've never had experience with a silent character though maybe its fun. Though for the most part I'm generally with you (if a character is useless he is removed, namely I discussed with the party and "removed" a member that was basically causing every non-essential fight in the campaign though he was cool with it after wards and made a quite wonderful armiger afterwards).


Selgard just asking but does this mean you disallow monks with the vow of silence? I know that my DM when i wanted to play one said no but that may have been because of the other vows i took (celibacy, fasting, peace, poverty, and cleanliness) which was actually a reasonable decision probably. I'm not disagreeing that its vital I am just curious.


Ok cool nice to know its not just me here's hoping I can access that later.


Oh, haha thanks, blanked there for a moment though... That is still gonna be some fun.


Based on what I'm seeing if something fails its first save against the witch's death curse they are stuck exhausted forever?

the Death Curse hex

Quote:

Death Curse (Su): This powerful hex seizes a creature’s

heart, causing death within just a few moments. This hex
has a range of 30 feet. The hexed creature receives a Will
save to negate the effect. If this save is failed, the creature
becomes fatigued the first round of the hex. On the
second round of the hex, the creature becomes exhausted.
On the third round, the creature dies unless it succeeds at
a Fort save. Creatures that fail the first save but succeed
at the second remain exhausted and take 4d6 points of
damage + 1 point of damage per level of the witch. Slaying
the witch that hexed the creature ends the effect, but any
fatigue or exhaustion remains. Whether or not the saves
are successful, a creature cannot be the target of this hex
again for 1 day.

I don't see a duration if they happen to pass their fortitude save does that mean they are forever exhausted?

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