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Ok, so we all know about the 15-minute adventuring day and why it's bad.
On the other hand I don't want to chase my party through a dungeon full of monsters and not give them a chance to rest. If they have to go through 20 fights they'll not use any of their resources and just save them for the end. That's stupid too.
So, how many is a good number?
If he'd be using a Bastart Sword as a Martial 2hd weapon, he could then decide to use it one-handed. He would take the -4 non-proficiency penalty on it however, unless he also has the EWP feat for it.
With a Greatsword however? No.
True, my appologies. The main focus of this thread was to find out how Paizo PDFs display on an actual b/w Kindle, because I was curious about that. And I got this answered, thank you.
The whole Roll20 thing is a different thing, and I wouldn't even have mentioned it. I've been talking with a few people on the Roll20 board about that issue, and it seems it's not too great for it.
So a Kindle Fire might be an option, I hadn't even considered it before, so thank you :)
Yes, I do. But when I'm considering the Kindle Fire, then I'm not comparing it to eBook Readers anymore (where the Kindle family wins), I'm comparing it to tablets like the Samsung Tab 3 or the iPad.
However the Kindle HD seems to be really cheap compared to them, so that's an option.
I'm pondering getting either a Kindle or a full Tablet PC at the moment, and one of the things I want to do is read some of the Paizo PDFs on them.
I know that most eBook Readers can read PDFs, but they're usually black/white too. So I'm sure a few people tried it out already, how do the Paizo PDFs look on a Kindle or one of the other readers like the Sony or Kobo?
I just LOVED "We be Goblins" as an introductionary module. It let's them do completely silly stuff and at the same time learn the rules.
It's also a great way to break the ice with a new group.
Here's another one that might make a good first adventure:
I'm not saying I want rules for sinking ships. Well ok, yes rules, but not rules that result in that. I know that most ship to ship combat eventually turns into a boarding fight, and then it's personal combat scale again.
But I want decent rules for the ship combat in front of it, and not rules where everyone thinks "Oh no, not again!"
I run Skull & Shackles and usually the only person that needs to make a sailing skill check is the captain,
That's more or less what I want to avoid.
That being said, I've heard that frog god games Razor Coast setting has some alternate rules that work better. I just haven't taken a look at them.
Hmm... that seems to be this here: http://paizo.com/products/btpy8yfr?Razor-Coast-Fire-as-She-Bears
Has anyone tried that one yet?
Normally I just skip a lot of the chase scenes from Skull & Shackles as it gets boring fast, I have a player that min/maxed for profession sailor so I just say he's that good and they catch up to the other ship. The party enjoys it a bit more than 20 minutes of setup, dice rolling etc.
Thats pretty much what I did in Jade Regent with the caravan after the first two books. But considering that ship combat is far more important to a sea-campaign than caravan combat ever was, I don't really want to do that.
I'm planning to make a ship-campaign, inspired by Skull and Shackles.
So I'm looking for decent ship-combat rules.
Of course Skull & Shackles Player Guide has some in them, but I heard they're not as good, even though I haven't playtested them yet.
UC has Vehicle rules, but the way I understand it, S&S just uses them in a slightly modified form, so not sure they're really any better.
So is there anything out there that makes ship combat work. My criterias on that are:
No idea if such a thing exist...
I've never understood, players get one little thing that they can control in a game world, their characters and said character's creation, why do people want to take part of that away from them?
I'm not trying to take that away from them. Once they reach 1st level they can build their character like normal. They can even build the level 0 ones themselves, they're just a bit more limited in that phase.It's basically supposed to be for the first session or so.
You might want to check out the genius guide to Apprentice level characters. Basically does what you are thinking, with a 0th level character, but does it for all the core classes and the agp classes (as well as a few from the genius guides).
I'll look into that, thanks
I think I read this a while ago, and thought it was an interesting idea, but I have no idea how it plays out and if it's fun.
Basically it goes like this:
Once they reach 0 XP they trade the NPC class for their real class and get max HPs. After that it continues as normal.
I dunno. It sounds interesting, but has anyone ever tried something like that? It would make the first few encounters more dangerous as they lack important abilities and have less HPs, but possibly also more memorable.
I think it might make "random people thrust into a dangerous adventure" more real, instead of when everyone just starts with a PC class already.
Spoilering just in case players are reading this:
Ok, so I got a real problem with the end, namely Kassen's Ghost, Kassen's stuff and Kassen's Curse.
I get why people bury their dead with some of their possession. I get why those people would enchant the items so anyone stealing them would get cursed.
What I have problems with though is, why the heck would a good ghost actually care? He can't use the stuff. It's just lying there, rotting away, probably till some grave robbers come and steal it and either suffer the curse, or manage to break it. Either way after that the stuff is gone and used for god knows what.
Why would Kassen's Ghost be "Ok, thank you for killing Asar and returning the undead back to their rest, but TAKE YOUR FILTHY HANDS OFF MY THINGS!!!"
Why wouldn't he say "Ok, I don't need that stuff anymore, and I wish for you to have it and put it to good use protecting my town" instead?
I'm almost tempted to leave Kassen's Ghost out of the story entirely, have them piece together what happened from Asar's ramblings, the dead tomb raiders and Dimira's report, just so I can avoid that problem.
The problem with interpreting that rule this way is for example:
I can now have multiple +2 Headbands of Intelligence. They're 4k each, in the later game that's cheap.
I put on a +Int item as a Wizard, and suddenly have an unused spellslot?
Sorcerer puts on a +Cha headband and gets an empty spellslot.
I don't think when they said "it works for everything permanent bonuses do" the were thinking of spellslots and the like.
Edit: Found it:
It was asking if a temporary Str would get the 50% damage increase from two-handing the weapon.
Unconscious does make you "willing". Not even remotely a grey area, that's an explicit rule. But note that "sleeping" is not "unconscious".
Ah yes, you're correct. But that same paragraph in the magic rules also explicitely states that stunned, paralized etc, does not make you automatically willing.
And since the OP was stunned, that's really all that matters.
Are you sure it all was supposed to happen in one round.
The GM might have thought "Ok, you're stunned, so you're helpless and I got a few turns to have fun with you".
Well problem with that is, that Stunned condition does not mean helpless. Nor does helpless mean "willing" or "fails all saving throws".
So that's the first problem.
Second issue is that Teleport requires you to be willing. Stunned does not make you willing. Technically even unconscious wouldn't make you willing I believe, though that's possibly a bit of a gray area.
Then of course there's the fact that Nightmare doesn't work that way.
The -10 however could work, the kiss and resulting exchange of bodily fluids could count as "body part".
But seeing how much else was wrong with the entire encounter, that last part doesn't make things right.
I would mention that list of everything that was wrong with it to the GM and straight out ask, what the hell was going on there.
Eben TheQuiet wrote:
Well, I do want to eventually get a few of the other TWF feats.iTWF at some point (not necessarily right at 6, but around 8 maybe).
Double Slice to narrow the gap in damage a little, though now I get told it's not worth it. Maybe that's true, it's not a huge bonus, but it's a bonus.
TW-Defense seems like a wasted feat, Dodge is superiour.
Rend seems nice though, but also fairly late, and I don't wanna plan for that far ahead yet.
Right now my plan if I go Barbarian is either:
The race is the Kuru, +2 Dex, +2 Con, -2 Int (already included above). So that 18 Str would be freaking expensive. (And yes, I know it's not an ideal case for Barbarians, but they're not horrible either)
That way I start with 15 Dex and can easily get TWF.
Ah well, I'm already far overthinking it
Ok, so comparing pure damage is easy. Take 1d12+6 to 2d8+8, it's 12.5 vs 17 average damage and the 2d8+8 wins.
But what if the 1d12+6 is a single attack at an attack bonus of +10, while the 2d8+8 is actually two separate attacks (TWF) at +7 with 1d8+4 each ?
I'm fairly sure the 1d12+6 wins in that case.
What if the 1d12 is a 20/x3 crit weapon and the 1d8 is a 19-20/x2 weapon?
I'm also sure you people here have already developed a formula to calculate all these things fairly easily and compare them to each other.
So my question: Can someone of you tell me that formula (and maybe explain it too)? Would be great.
Eben TheQuiet wrote:
Yes, that's definitely an option I'm considering. Either:- dipping 2 levels of Ranger (but that only gives me TWF, may not be worth it),
- taking 6 levels of Ranger and then full Barbarian again (might take 2 levels ranger for TWF first, then 2 Barbarian for the first rage power then 4 more Ranger for Imp TWF at level 8)
- or mostly Ranger and only a level or two into Barbarian as you said.
Natural weapons are a nice option too and maybe good mechanically, but I don't think it fits the flavor I got in mind.
Disadvantage of going Ranger, I won't be getting Double Slice, but then again the Favored Enemy should make up for it.
The kuru barbarian pirate I'm planning to make, who's probably going to use this weapon, wouldn't be mistaken for a Red Mantis.
It's just a weapon that I think is cool and looks fearsome, enough reason to use it.
Of course the feat requirements for TWF + EWP is quite bad... :(
I'm considering a TWF Barbarian type character. (Barbarian as the concept not necessarily the class).
I know that it's probably worse than a THW barbarian, but I'm ok with that, I don't think the difference is too huge.
Now obviously I want high Strength for damage and high Con for not getting killed, which means I don't really have too many points left for Dex.
Now, are there ways to get TWF without the insane Dex requirements?
- I know Rangers can pick it as a fighting style.
Are there any other ways. Obscure classes/archetypes/feats/races? Paizo only though, nothing 3rd party.
Ok, so I'm looking at the Sawtooth Sabre right now and how it works.
First part seems clear, if I have the EWP for it, it counts as a light weapon for TWF, so I only take a -2 to attacks.
So far so clear.
Now, for all other purposes it counts as a one handed weapon. Does that mean, I do still add my full Strength bonus to the damage, or my normal Power Attack bonus?
Or is the only advantage of using it that you can use a 1d8 in both hands, instead of a 1d6 and still get Weapon Focus etc in a single feat?
Wizards want to be more than "taxi" or "taxi builders". And they certainly don't like other people telling them what to do.
Could they make money with this? Sure. But a 10th level wizard can make money with other ways far easier. If he even still needs money and isn't just content with what he has (or the things he wants to acquire might require something other than money to get).
In other words: Merchants might be up for this. Wizards probably aren't.
So my players (Wu, go somewhere else!) are about to reach the end of Jade Regent now, but the Rebellion Points are a bit weird.
I checked how much RP can they get at the max and I got to 28. Five of that is for actually killing the Jade Regent, so it's 23 before the end-fight.
Now I look at the Teamwork Scores, especially those of the JR and Anamurumon. The events under Sow Discord can reduce their Teamwork scores by 25 and 20 respectively, so if the PCs have done everything, they'll have a Teamwork Score of 25 or 30 at the lowest before the fight.
Since the whole thing seems to be made as a Yes/No trigger - either the score is 0 or below and the alliance is broken, or it's 1 or higher and it's all peachy - that math seems extremely weird to me.
Alright, I'll most likely try to take the actual score into account when determining how the NPCs react, but I still find it weird that it's impossible for two of the NPCs to even break their alliance, and almost impossible for the Raven Prince (he's down to 22 if everything is done - miss one step to get Rebellion Points and you can't break him loose either).
Just be careful with unusual, cool ideas. They might be unusual and cool, but in some cases simply destroy the entire character concept. A TWF with feats and ability scores geared towards TWF suddenly having a hand that can shoot a ray but can't handle a dagger anymore might seem cool, it probably doesn't make her entirely happy though
If your character is one to go with the flow, and accepts such stuff, then cool. However it might be an idea to make the option of a simple regenerate available in addition to the cool idea. Maybe at a somewhat higher cost than the other, but that way your player won't feel like you're herding her character into a direction she doesn't want to go.
Let's say I have a Nalfashnee Demon for example.
It has "Aura unholy aura (DC 23)"
Unholy Aura: http://www.d20pfsrd.com/magic/all-spells/u/unholy-aura
Especially this effect is nasty:
Now... can the caster of the group dispel that Aura? Or at least supress it? It's based on a spell but not exactly a spell, so I'm not sure.
Except for ranged attacks/spells, is there a good way to deal with that creature?
Ok, that is one posibility, but loosing pretty much all my skills for 3 levels is too hefty a price to pay in my opinion for what I get in return.
Bonus feats are nice, but one thing about E6 is that feats are something we'll eventually not lack, as we keep getting more of them after we reach level 6. So while they're nice, the "higher" we get the less useful they are.
Thanks for the idea, but not really what i'm looking for.
Ok, so the old DR rules, with +3 overcoming Cold Iron etc.
I always assumed that you need an actual +3 Enhancement bonus on the weapon to overcome Cold Iron, and that a +2 Flaming weapon would not be enough, even though it also costs +3 to make.
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment.
Under the Magic Weapons section they usually differentiate between Enhancement Bonus (the actual +x on a weapon) and "Weapon Bonus" (the total number for determening price), so I figured it was clear.
Now however, DR/epic in Mythic Adventures states that for DR/epic those special abilities count. A "+1 Keen Flaming Burst Holy" counts as a +6 for that and overcomes DR/epic.
So, does the same apply to normal DR too, or is that a special case for Epic DR?
I'm playing in an E6 game, and we just reached level 4.
I'm a Ninja so far, TWF with daggers. Now sticking to Ninja for the last 3 levels will work easily enough, I know that.
Yet I'm wondering if there aren't any great multiclass options I might give up on.
The world itself is extremely low magic. There are almost no magic items, and magic classes are almost as rare, but not unheard of, so they're all possible for PCs. Only class not available is the gunslinger.
Stat array is: 10/16/12/14/10/16
The role I have in the group is that of face/diplomat/dirty sneaky thief and also some damage in combat, though the Barbarian does a far better job at that then me.
Funny enough one of the classes I'm looking at is the Sorcerer, but then again I think it's quite silly.
As there are only 3 levels left (E6, remember?), I wouldn't want to multiclass more than 1 or 2 levels. 3 possible but only if the option is really great.
Ok, I'm a little confused about Haunts.
a) Dealing HP damage via channel energy/cure spells etc. neutralizes it, but it will reform after a certain time.
But what does Dispel Magic do to it? Neutralize till it resets? Destroy completely? Does it even do anything at all?
Ok, I was convinced I had read somewhere that if you're mounted you can choose the square from which you attack.
However I've searched forever now, and I can't find that. Am I wrong? Is that not how it works?
Thanks for your impressions on the AP, I find it always interesting to read how other groups do things.
After a playtime of one year and one month, with sessions of three hours once per week, our group today finished Jade Regent.
For example this rather surprises me. It makes me feel like I'm super slow.I started my Jade Regent game last December, so we're actually creeping up on the 1 year mark now. But our sessions are usually 6-8 hours long, and we're just getting started with Book 5.
I don't know if the fact we play online over Skype and Roll20 or if I just take forever for combats, or if my players and I simply do more RP in between (but you said you had plenty of that too).
I have to agree on what you said about the NPCs. Ameiko gets the most spotlight, and then there's nothing for a long time. Koya and Spivey usually only get pulled out for Knowledge checks nobody in the party has, to help with Spellcraft to identify loot or to heal everyone up again.
Relationship subsystem is a neat idea, but I agree it kinda feels... strange. I'm more or less handwaving that now and simply go along with how they RP their interactions with the NPCs instead of tracking numbers. Not to mention that if you play it by the book, you have to be a Master Diplomat AND a Master Sense-Motiver to even have a slight chance on seducing any of them before Ameiko becomes Empress.
Don't forget one thing: At least my party would most likely completely ignore the undead and just focus everything they have on the necromancer, figuring once he's dead the undead aren't a big problem anymore.
Doesn't help that they have the ranged attack power to pull it off too.
What I'm saying is, some classes might look good on paper and have great abilities, but if they just get killed in two volleys of arrows and a fireball, it doesn't help.
The problem with this ability is that it's either horribly underpowered, awful and useless if you limit it to 1 per target, or that it is extremely powerful.
It is true, you need seperate ranged touch attacks, and you can save against them. But let me share my experience with them:
Last week I ran my group through the Ruby Phoenix Tournament, where in one fight they face a band of 4 Sound Striker bards. I had buffed them a bit as I did all the enemies as my group is a bit higher and all, and on paper they seemed quite bad.
They ended up doing 10 1d8+6 attacks with a +16 or so ranged touch. I had not really min-maxed them, but they were buffed with Heroism, Haste, Cat's Grace and Inspire Courage for the attack roll, as well as Eagle's Splendor for damage. They're 11th level after all, and all of that are bard spells, so it would be stupid for them to not use that.
So 10 seperate ranged touch attacks turned out to be not really hard at all, considering touch AC is usually pitifully low. Against most players they hit on anything but a nat 1, the monk was the only one that would have been able to stand that. I thought it was higher on the Samurai as well but turned out it wasn't.
When the first of them oneshotted the Oracle (he hit with 9 of them, but the Oracle only saved against 4 I believe), I realised that that ability is far more powerful than I thought.
They managed to win, barely. The Zen Archer Monk was shooting them and usually taking out one per round, and damaging another, and the Samurai and Cavalier were working together and also managed to put one down.
However, if they could just have hit each of them with a single attack? It would have been a slaughter. The bards being slaughtered, I mean.
Here's the relevant quotes:
Trick Shot wrote:
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
It seems fairly straightforward that a Zen Archer could spend 2 Ki points and ignore the total concealment imposed on him by the Blinded condition, right?
I guess I could say "You're not sure where the enemy is now, so you attack the wrong square" Unless he makes a perception check vs the enemy's stealth check I suppose.
Would the enemy gain the +20 bonus for being invisible against the blinded character, because he can't be seen? Or is the -4 penalty the blinded guy gets as far as it goes?
Also could the Zen Archer simply spend 3 ki to overcome "total cover" and simply pinpoint the target that way? I don't think so, but I'm sure it will come up.
As others have said, your math is fine. Two handed figthers who dedicate their build to damage do that very, very well.
How your DM should deal with it? He shouldn't worry too much about it. 1st and 2nd level are like that. Some PCs also have just single digit HPs and can be oneshotted by a lucky hit and maybe even killed by a lucky crit as well. One advice to the GM: Avoid x3 or x4 weapons at those levels, for that very reason.
It will sort itself out in a few levels. Your damage won't significantly increase till 4th level, when you get to the next tier of power attack, but the HPs of NPCs at that level will have aproximately trippled.