Hialin

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Organized Play Member. 114 posts (351 including aliases). No reviews. 1 list. No wishlists. 1 alias.


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Agreed, I'm willing to wait, the new year may have cause some disturbance. Looking forward to continuing this wonderful campaign


The double hackbut reinforces the cannon concept as well, the required set up and the extreme damage is so fitting. Vital strike works well, so it seems there is already some basis for the idea.

Buffing deadshot would make also make it good too, would it be 2x Wis per hit or... also perhaps spending more grit for more damage as well, along with the increased grit pool suggested earlier.


For those who opposed his sudden alignment change I see that it likely should have been long, but his character was crushed. And now he seeks vengeance upon the city, as I learned was legitimately his plan, thus he changed to rogue. I'm thinking of letting that be, it seems to represent his mind for good being utterly crushed, much like his arm, but ignore that for now.

Assuming that the arcanist and warblade turn him into the authorities, what should this punishment be. The stolen objects were from a local noble and included jewelry, some
Gold bars, and a nice, dark coat. The warblade may return the items and handle it himself, but if he doesn't, what should this punishment be, extended incarceration? That he may escape from and become a fugitive, but in the process make friends in low places?


The setting they are in is high powered and they were in the market district of a metropolis, the HD wasn't a problem, just the bar itself was a place criminals hung out, in a large, bustling market with exotic goods. Well those who weren't convicted anyways.

Fun is there for all, except him when he is caught. In the past we explained that paladins as a whole are not "All evil dies always", even with the example of the "evil" bartender who doesn't explain the "special ingredient" in his beer (hint: it's bad for you) that his patrons love so much.

I considered on the next crime's punishment going with mark of justice or some such, which, considering his decent diplomacy, he may be able to get removed, for a price. I also considered giving him a handler of sorts, having then watch him. Or asking him to work for the guards, to pay his debt to society.


This is just seeing various opinions on how one would handle a situation. A paladin walks into a bar with detect evil active and everyone but 2 people in the bar pings as evil, at least, everyone he examined, at least 30 people. He walks up to the two and says "I am seeking to cleanse the world of evil, will you help me slay these ne'er-do-wells in this bar"

The two non-evil people are bouncers working for coin, not evil, just a job. They tie him up, and turn him into the city guard. He is punished for conspiracy to commit mass homicide in a way that doesn't instantly kill a character literally 15 minutes into a campaign, they break his sword arm, giving combat penalties until healed.

He trades his paladin levels for rogue levels, asks to change his alignment to LE, and goes along his way. He rejoins the party and begins to hunt down the people the group was hired to with his new found street smarts.

Two other party members are waiting for nobility to answer them at the door. He sneaks into the estate, steals dragon scale tapestry (it was an eccentric home), and leaves. The party finds out who the next target may be and, not knowing about the rogue's theft, offers their protection to the next likely target. He is left to guard the roof, he abandons his post, and steels gold and a trench coat that he insisted on.

Returning to the roof the thief, a shadow dancer pops in on him. They fight, he nearly kills the dancer who runs away into the night never to be seen again. The players meet back up and try to track the shadow dancer but fail.

The rogue attempts to lie to the other players, saying that the shadow dancer made off with plenty of nice, expensive things. They pass sense motive and he runs away, jumps on a horse and runs. The party warblade/spellslinger(weird I know) takes a shot and hits for 39 damage. The party arcanist summons a mount and goes after him. After getting out of the city into the surrounding farmlands the arcanist casts gravity bow, making the concentration check on the galloping horse, and shoots the rogue, knocking him unconscious.

I ask for your opinions on the players actions, was the punishment for the mass homicide excessive? Death would have been bad for the player so I avoided that. He then becomes a thief, acceptable, but then he ends up lying to the party and they had to chase him down.

How should I handle this in the future? I am trying to keep with the fact that actions have consequences.

This being a metropolis city the warblade asked if it would possible to find a wizard to curse him to prevent it all, as the party is only level 7 and the arcanist cannot do so yet.


Seriously, good job


Gideon, seeing the crowd around the food and attempts to squeeze through any opening available (escape artist?)
escape artist?: 1d20 + 10 ⇒ (8) + 10 = 18

For the night Gideon take a look around, trying to keep out of sight for a while if at all possible, then heads off to sleep, away from as many people as possible.


knowledge: local: 1d20 + 8 ⇒ (10) + 8 = 18
After grabbing a quick glance at the fair haired man Gideon joins the rest of the prisoners.


Oh well, thank you, fixes below since i missed my edit window.

fixes:

Add to skills: Disable Device +8
Languages: Common(race, speak and write), Elven(speak and write), Halfling, Dwarven

Backstory: Upon capture the Templar found a paper with jumbled notes on it, the only legible things being "Thief... small shop... north side... new moon", which did Gideon no good in the hands of the templar

The skill and language fix should work, and I'd forgotten about literacy being a problem in lower class, should lead to some interesting situations if I'm not careful.


Stats:

Gideon Marsh
Human Rogue (sniper)
CG Medium Humanoid (human)
Init +4; Sense perception +7

Defense

AC 14 Touch 14 Flatfooted 10 (+4 Dex)
hp 27 (11+8+8)
fort +3 ref +7 will +3

Offense

Speed 30ft
Melee Dagger +6 (1d4+1)
Ranged Composite Shortbow(+1 Str) +6 (1d6+1)
Special attacks Sneak Attack +2d6

Statistics
Str 13,Dex 18,Con 14,Int 14,Wis 12,Cha 10
BAB +2; CMB+3; CMD 17
Traits: Poverty Stricken and History of Heresy
Feats: Weapon Finesse, Point-Blank Shot, Far Shot, Skill Focus: Stealth
Skills: Acrobatics +10, bluff +6,craft (bows) +6, diplomacy +6, escape artist +10, Knowledge(local) +8, Knowledge(dungeoneering) +6, Linguistics +8, Perception +7, Sleight of Hand +10, Stealth +13, Survival +8
Equipment: Metal Dagger, Erldu Chain shirt,Composite shortbow (+1 str), Masterwork Backpack, Artisan's tools (craft:Bows)
SQ: Rogue talents (combat trick: far shot)

Wild Talent: 1d100 ⇒ 43 - Fortify, Lesser

Background:

Gideon Marsh was a poor child, forced to wander from city to city, hunting for his own food. His life was tough, he felt so alone, and this was made even worse at a young age, when his older sister died, leaving him without someone to share the pain with, as his parents were often gone, searching for work.

He did his best to meet people, but every time they were revealed to be nothing but low lives who couldn't make an honest living. He tried to stop them, tried to turn them in, but no one responded, or the crooks skipped town before anything was done. After this occurred a multitude of time Gideon took their punishment into his own hands, for the Templars and gods had failed to listen to his pleas. He would make false friends, and follow them to their next target. Hiding in the shadows he would take a shot with his shortbow to injure the one who once thought him a friend, this often wounded the target to unconsciousness. He would then bind the wound and leave the target tied up at the scene with a note explaining the situation.

However, once during an operation things did not go as usual. The target survived the initial shot, and screamed for help. Being unprepared for this, Gideon panicked. A Templar quickly arrived on the scene and noticed Gideon, and his bow, and it didn't take long to connect the dots. As the target survived Gideon was only sentenced to the pits, instead of death should he have been caught successfully murdering someone.


Ok, Thank you, how I have seen some interpret past rules and stealth in general was that attack from stealth didn't work and couldn't be done, which is why I was checking. I do believe that this was changed to what it is now, but I may just be insane, I should have a character up tomorrow if all goes well.


I am tempted to make a character that is on the stealthy side, but I must know, how do you treat stealth? Is it simply for sneaking past a person, or if I make an attack with it will i be revealed after i attack? There was the whole stealth rules revision and I don't know how most have responded to it, my closer friends running it like we always have and ignoring the changes, but that doesn't apply here.


In order I would say:

probably
no
depends (I would say yes, usually)
probably
yes
no
yes (but again, no using it as a weapon)
yes, but not helping to wield it to be used as a weapon

but that is just me, others will say otherwise


cheesedoodler wrote:
What in the world are you talking about? Wearing armor by itself does not provide any DR at all. Are you confusing Armor Class (AC) with Damage Reduction (DR?)

He speaks of the armor as DR alternate rules, which don't have issues with and I find the best thing you can do is not use goblins but instead other medium creatures to deal actual damage.


I love playing monks and have never experienced them being underpowered excluding a gestalt game where a player tried to be a monk// sorcerer, so not really the monks half's fault

When I GM I am very lax with paladins and their code as long as they do everything for the greater good and act within reason.

I see very few problems with rogues and fighters other than the fact that fighters apparent lack of working abilities desporte representing people from all walks of life, but balance wise I see fighters as fine and rogues are just gimped because everything at high levels knows you are there without a perception check (tremor sense, blind sense, anything else sense)

I enjoy making broken characters an implementing 3.5, but I refuse I play them. (To name a few, a gestalt monk/rogue//various 3.5 classes that with dimensional dervish ended up getting 2k attacks in one round, tiefling paladin that is nigh unkillable with lay on hands an other feats, barbarian/alchemist/sorcerer/dragon disciple with stupid high strength. None of these will ever be taken to the table to play as)

I have actively killed player characters and sometimes still do.


I have a friend and Co-GM who likes to make broken things, we worked together and made a gestalt character with something like 178000 attacks a round simply by using dimension door and some 3.5 shenanigans, after that we both stopped even playing with super broken stuff. No one else in my group really has the system mastery to make an effective character without help, let alone break the game so I don't really have any problems.


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I have been told that this list is a bit excessive but here is what my level martial artist monk has with him. The campaign fell apart but he was so ready. Not all specifically needed, but being prepared is better than not, and lets be honest, when you are told the campaign will be based on testing your with and ingenuity then this list is reasonable. He only got 3 magic items(belt for strength, ring of protection, ring of sustenance, only had to sleep 2 hours every 2 days though) and the party had one caster who knew what they were doing so yeah nothing to add on that list.

2 heavy horses, one with a pack saddle, one with a military saddle.
5 bear bags
saddle bags
600ft of hemp rope
signal horn
signal whistle
5 sunrods
hot weather outfit
cold weather outfit
a locket with a false compartment and in the main it has continual flame cast on a pebble inside
poison pill ring
swarm suit
40 shuriken
5 healers kits
5 alchemist fires
5 acid flasks
5 defoliant
5 tanglefoot bags
5 alkali flask
2 blood block (had to use 1 of his starting 3)
3 water purification sponge
2 anti-plague
1 thunderstone
2 ladders
2 air crystals
dagger
5 smokesticks
3 potions of cure light wounds

I ran out of money, all the way to 0gp, he gave the extra silver and copper to the church for their kidney harvesting efforts.


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.


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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.

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