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RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter, 2015 Dedicated Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,472 posts (4,525 including aliases). 1 review. No lists. No wishlists. 10 Pathfinder Society characters. 18 aliases.


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*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

2 people marked this as a favorite.

I think there could, theoretically, be a way to make crafting work so that it wouldn't wreck the campaign. But what is there to gain?

The main points in favor of crafting in a regular game are that it:
-Lets you make custom items (which would have to remain banned in PFS because there is no GM supervision to prevent abuse)
-Makes sure you always get the items you want regardless of what loot you find (which is irrelevant in PFS, because you can buy anything you can afford, any time between scenarios)
-Saves money (which everyone is trying to think of a way to balance so it's not an advantage after all)

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

If you need to stay non-good (probably because you worship an evil deity or something like that), then realistically, you're going to have to police that yourself.

Although, I did once mark a chaotic alignment infraction on a monk who punched out two hired thugs that had already surrendered.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
Matthew Downie wrote:
If you want to have the giants use dilute super-sized potions, and a medium creature uses 1 oz potions, then a large giant might make 8 ounce potions, and a huge giant might make 64 ounce potions. The 8 ounce potions could reasonably be drunk by a human as a standard action. The 64 ounce ones would be... difficult.

Now we need potion distillation rules ("your separation column gets a number of theoretical plates equal to the result of your Craft (alchemy) check..."), with a table of azeotropes for every legal spell.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There's no rule against casting multiple spells in a round (although I think such a rule was alluded to in a previous version of the description of Quicken Spell, it never actually made it into Pathfinder). So it should work, just as if you cast as a swift using Fervor, then cast as a standard.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

houser2112 wrote:

Well, that's why I (essentially, not in so many words) asked whether you want to be a spellcaster that can shoot arrows, or an archer with spells.

First, not that it's a huge deal (only +1 average damage), but Rangers are proficient in longbows, why aren't you using one? (small race, perhaps?)

Second, I'd suggest the Sharpshooter feat, if your campaign has feats available. The +10 damage alone from Sharpshooter is huge, but the cover penalty negation is just as useful, and the long range Disadvantage negation is nice too. The +10 damage absolutely scales with number of attacks. I took Horde Breaker instead of Colossus Slayer, so with swift quiver, I'd have potentially 5 attacks a round, each doing 1d8 + 15, potentially more if using Volley. That's a lot of damage, and I think it would outclass sunbeam or wall of thorns.

5E is designed so that the martials are the kings of single target damage, use the power you've been given. :)

I'd like to be an archer with spells, but looking ahead, I don't see how that's a viable playstyle vs. a spellcaster with arrows instead of cantrips.

Yeah, my Ranger is a halfling, so shortbow for me.

I think the Sharpshooter feat is going to be necessary to keep my damage up eventually, but aren't feats supposed to be optional? I shouldn't have to use an optional rule just to keep relevant at higher levels.

Is that really the only damage boosting ability for my arrows? I haven't seen the DMG, so I don't know what kind of magic weapons or other items I might find that could help me out.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

houser2112 wrote:

My Ranger just hit 9th level. I mentioned above the class features that I've found (or expect to find) useful.

For 2nd level spells, although they don't explicitly support archery, spike growth (which I think is also on the Druid list) and pass without trace (which I think is NOT) have proven to be extremely useful multiple times.

3rd+ (I have no direct experience with these): conjure barrage, conjure volley, and swift quiver look to be very good at supporting archery, although they from what I remember overlap somewhat with the Hunter's Volley feature.

If the only reason you're considering Druid is for gaining higher level slots sooner, and not for the Druid's spell list, I'd advise against it. All of the Ranger's spells I've mentioned use Concentration, so they're vulnerable to disruption and you might want to end one purposefully to cast a different one. In practice, casting them at their base level, I haven't run out of spell slots at all.

But compare those 5th-level Ranger spells, which you get one of starting at level 17, to the 6th-level Druid spells (which you would have one slot of, plus a 7th-level slot to cast in, at Ranger5/Druid12). How does Conjure Volley compare to Sunbeam or Wall of Thorns? I admit that Swift Quiver for two attacks as a bonus action sounds attractive, but it's only once per day, and my arrows are still only doing 1d6+1d8+5 (average 13) per hit (assuming Colossus Slayer in there) at 17th level.

Unless I'm missing something (granted, I haven't actually played at higher than level 2), getting more attacks per round isn't a winning strategy at high levels.

EDIT: Forgot Colossus Slayer is only 1/round. So my arrows are still doing 1d6+5 damage at level 17. Yay?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

houser2112 wrote:
RainyDayNinja wrote:
I'm playing an archer Ranger in a PbP, and I'm considering multiclassing into Druid after that for the spells. I just don't see much to interest me past level 5 in the Ranger.

I'm the archer Ranger (Hunter) that SmiloDan has mentioned here and there on Paizo's boards. Whether you should multiclass out of Ranger into Druid depends on how archery focused you want to be. If Extra Attack is all you want, and you want the Druid's more generally potent (but not as archery-focused) spells, go for it.

If you want to be an ARCHER, I'd stay in Ranger. Escape The Horde is awesome for when some monster gets in your face and you don't want to make your ranged attacks at Disadvantage. Just move away and let him try his OA at Disadvantage. Although I'm not high enough to have Volley yet, it looks awesome as well. As I said above, the Ranger's spells are very good at supporting the archery style.

Maybe I need to study it more, but I didn't see much in the higher-level Ranger spells to boost archery. There were some 1st-level spells (Hail of Thorns, Ensnaring Shot, Hunter's Mark) that I'd like to cast from higher-level slots, and going full caster will get me those higher slots faster.

What high-level archery stuff have you found useful?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

SmiloDan wrote:
I would probably try to multi-class in batches of 4 levels, if only to keep gaining feats and/or ability score improvements.

Well, I can't very well pass up that extra attack at level 5, now can I? Granted, that only puts me 1 level behind on my improvements, but it's still annoying.

Jiggy wrote:
Get ready for a lot of homework on multiclass spellcasting, then. :/

Seems pretty simple, really.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

As I understand it, ability score improvements are tied to class level, not character level. Doesn't that make multiclassing rather unattractive in a lot of cases?

I'm playing an archer Ranger in a PbP, and I'm considering multiclassing into Druid after that for the spells. I just don't see much to interest me past level 5 in the Ranger.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Artoo wrote:
Yes, it's a legal weapon for PFS. However, it's not a weapon that can be finessed. So keep in mind that finesse training would not apply.

Unless you take Slashing Grace and a dip into Swashbuckler, that is. But keep in mind the Unchained Rogue's Dex-to-damage will be halved on the off-hand.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I would say no, because you don't actually have those feats (permanently). You just have the ability to access them very briefly a few times per day.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Residual Tracking
Heightened Awareness
Blood Biography
Create Treasure Map
Detect Secret Doors
Cultural Adaptation

Not actually divination, but up your alley:
Speak With Dead
Investigative Mind

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I gave up on "Ancillary Justice" after five chapters, because I still had no idea what the main character wanted, or why, or really anything about her except that she didn't understand gender pronouns, used to be a spaceship, and didn't understand gender pronouns. (Did I mention she didn't understand gender pronouns?) I got more description of a millenium-old fishing rights dispute than I did of the personality of the protagonist.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Zurias wrote:
Jacob Saltband wrote:

So in your opinion what bogs down combat the most

My opinion, its people not knowing their basic numbers up front. One vetern players would calc his to hit bonuses every time he attacked.

Another is people being distracted by cell phones.

what else?

  • People who don't roll their damage dice with their "to hit" die.

This one doesn't bother me so much, because I've seen the ugly version of the alternative.

Player 1: "I attack." [starts shaking d20 in dice cup, is about to roll when...]
Player 2: "Put your damage die in there! It'll be faster!"
Player 1: [Hunts in his pile of dice for a d10, picks up a d12, examines it for a few seconds, starts to put it in dice cup]
Player 2: "No that's the wrong one. You need the d10."
Player 1: [Hunts for several more seconds, finally finds the right one, adds it to his dice cup, shakes for a couple of seconds] "Wait, what was my attack bonus again?" [Hunts on character sheet for several seconds to remind himself what he was about to roll in the first place, then rolls] "I got a 2. I miss."

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I have a Swashbuckler/Magus multiclass myself in PFS.

She's a Tiefling, with Dex and Int jacked through the roof, and Charisma dumped to 5. But with the Extra Panache feat, that's still 3 Panache Points. She uses a wakizashi (keen of course), and the Kensai archetype adds her Int to AC, which combined with Armor of the Pit and mage armor gives her pretty insance AC. Kensai also gives you EWP with one weapon, so you wouldn't have to go half-elf, or you could take the Skill Focus (for UMD, perhaps?) or Dual-Minded.

Fatima al-Izarin
Female Tiefling Swashbuckler 1/Magus (Kensai) 5
7/22/14/20/10/5 (after stat boosts)
Sw1: Swashbuckler's Finesse, Extra Panache
Ma1: EWP (wakizashi), Weapon Focus
Ma2: Piranha Strike
Ma3:
Ma4: Armor of the Pit
Ma5: Arcane Strike

That being said, I'm holding off on playing her until the Arcane Deed arcana is clarified, because if I can use that to add my Magus level to damage, I'll retrain out my Swashbuckler level and go full Magus, using arcanas to get the Swashbuckler flavor.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Use the original weight for pricing with mithral.

I second Dorothy on Power Attack not being a priority. You'll want to rely on static bonuses like Weapon Specialization and Weapon Training for your damage boosts. For those times when you get a single attack, it could be good though.

I'd recommend toning down Dex to 15. You can work toward a belt of physical perfection +2 to get where you need to be for ITWF. And that frees up 3 build points for shoring up your Con and Wis for survivability, or Int for out-of-combat utility.

I'd go with Weapon Focus at level 2, and Weapon Specialization at level 4. For level 3, maybe Power Attack, but it's probably overkill until level 5 or so.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If the Sword is telling the truth, then the Lance is lying about the Shield lying, thus giving us two truthful statues. So that's out.

If the Shield is telling the truth, then the Sword is lying about the Lance lying, and we're in the same situation.

If the Lance is telling the truth, then not only is his own path "your path" (I assume that means it's somewhere you want to go), but the Shield is lying about his path being dangerous.

So the Lance is telling the truth, and we also know there are two safe paths. It's up to interpretation if both contain "wealth," or one is only safe, and if the latter, which is which. Just avoid the Sword's path.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Heroism subdomain is awesome. You get Heroism as a domain spell, and an aura that duplicates its effects for allies within 30 feet for a few rounds per day.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

3 people marked this as a favorite.

Also, re: Eddie

Spoiler:
When Eddie shot himself, Eobard was standing pretty much completely still, and not paying attention. Eddie could have just shot the bad guy, like a normal person.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

3 people marked this as a favorite.
Lemmy wrote:
Spoiler:
And instead of dying, why the hell didn't Eddie simply have a vasectomy or, if he was feeling dramatic, shoot his own testicles?

I thought the same thing. But Eddie was really never that bright. Of course, if he did that, the next scene would have played out different...

Spoiler:
*The team goes outside, and watches the black hole sucking the tops off of skyscrapers*
Eddie: [Rolling on the ground, clutching himself in pain] "F@&!, there's going to be a line at the hospital, isn't there?"

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I think you'll run into a lot of table variation regarding how Potion Glutton works with extracts. Personally, I wouldn't bother. Also, for my bomber alchemist, I skipped Rapid Shot and picked up boots of speed for when I want an extra bomb. I also didn't use Combine Extracts, because most of your buffs are 10 min/level or more, so you don't need a lot of in-combat drinking. On the other hand, you definitely want Confusion Bombs and Splash Weapon Mastery, so I'd squeeze that in somewhere.

Another thing to consider: Darkvision from your race isn't that important, because you can make that up with an extract fairly early on. Also, Wayangs have that Wis penalty on a class with bad Will saves. Picking a hedgehog for your Tumor Familiar helps, but you Will saves already need shoring up. So those are a couple more points in Human's favor.

Lastly, if this is for PFS, then minimizing collateral damage from missed bombs is probably more important than it would be in a home game. You don't want to be responsible for another character's death, because you chose not to get Precise Shot, when that character is played by a stranger at a convention and can't be replaced.

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Jiggy wrote:
Giygas.

Giygas would be a pushover, as long as you have a divine caster in your party.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd go Fighter/Oracle (Lorekeeper, Lore mystery, burned curse)

Fighter gets you heavy armor, and Oracle spellcasting won't be messed up by it. You can use admonishing ray to represent repulsors, and the burned curse gives you scorching ray as well. The Lorekeeper archetype lets you pick up magic missile as a second-level spell, and overland flight as a sixth-level. Lore mystery gives you Intelligence- and Knowledge-boosting revelations

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

wraithstrike wrote:
People being indecisive on what to do when their turn comes up. Even with something as simple as fighter some people struggle. I have only had one of these at my table, but it was really annoying.

I was GMing a game with a Barbarian once in a low-level game:

Me: "OK, it's your turn, and there's a mook right in your face. What are you going to do?"
Barbarian: *strokes chin thoughtfully for 15 seconds*
Me: "Um... so what are you doing? Don't you want to attack him?"
Barbarian: *stares intently at map for a while* "I'm trying to decide..." *breaks off to stare for a few more seconds* "...if I should rage or not..."

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I don't think it's a meaningful difference. If your spellcaster invested in Improved Steal (especially with that feat tax), I wouldn't have a problem giving him the benefits on a spell.

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So I've heard a lot of people and articles claiming that "MRAs" are complaining about the movie, but has anyone actually seen these complaints? I remember a similar press barrage when the Star Wars VII trailer had a black stormtrooper. Everyone was talking about how upset racists were at the black stormtrooper, but someone went to look for these upset people and found only a single messageboard thread on the IMDB page.

Was there really any meaningful pushback, or is this just a new form of viral marketing? "We made our movie progressive with this one weird trick! Bigots hate us!"

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

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Kerney wrote:

Grippli bard

His girlfriend, half orc martial artist.

Tengu alchemist/gunlinger who likes to propel himself through space.

Random player added to these three who usually play together. AKA, The Special guest star.

Party name: the Muppets.

You forgot the 7-Int half-orc Skald with Perform (drums).

And the Bear Shaman Druid with Profession (comedian).

For one game, I actually played a Human Summoner, whose narrow, tubular eidolon had good Knowledge skills and only spoke D'Ziriak (which I decided sounds like "Meep meep meepmeepmeep!")

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Costs in plusses mean that you price it as if you were adding that much to the enchantment bonus of the armor. For instance, +1 armor costs 1000 to enchant, +2 armor costs 4000, +3 for 9000, and +4 for 16000. So to upgrade +1 armor to +1 Wild armor, you pay the difference between the cost of +4 and +1 armor, or 15000 gold.

If you instead started with +2 armor, upgrading it would cost the difference +2 and +5 armor, or 21000.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I'd love to play a Merfolk, although the Strong Tail racial trait should probably be banned to keep it balanced.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Samasboy1 wrote:

Since you aren't sure about archetypes, I will mention Scarred Witch Doctor Witch.

Highest score in Con, second highest in Str. Spells, Hexes, and a falcion for backup.

To add to this, use the Strength patron to add divine favor/power to your spell list. And consider using an Orc double axe, since you can take advantage of flat damage bonuses like divine favor and Arcane Strike with TWF. Plus, Fate's Favored will boost divine favor and the Sacred Tattoo alt. racial trait for great saves.

The main weakness is the lack of defensive buffs, but the high Con and party of spellcasters should make up for that.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

An Alchemist with resist energy and detonate.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I got my character started up, and I'd like to sign up with the Emerald Lodge. How do I do that?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I'm kind of confused on the timeline of the last episode and the Arrow finale. At the beginning of "Rogue Air," Barry didn't know where Oliver was, but by the end, Oliver was apparently finished with his business and came to help out. But in Arrow, Barry saved the day while they were still at the League HQ, before Oliver was done. When exactly did that happen?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
Tinkergoth wrote:
Just watched the Legends of Tomorrow trailer, Rip Hunter is being played by Arthur Darvill. I am 100% on board with this show.

Ten bucks says someone asks him:

"What did you say you were? A Time... Lord?"

"No, Time Master! Why does everyone keep mixing that up?"

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

mplindustries wrote:
My first piece of advice would be to play a class that gets the inflict spells faster, like Oracle or Cleric.

OK, but how do I continue to boost damage? Faster spell progression isn't going to make up for the sneak attack.

Also, the Crocodile domain would give a little more sneak attack (at 6, 11, and 16), so at level 7, I could be hitting with IMW for 2d8+11+4d6, or about 34 on average with a DC of 21.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Just a bit of theorycrafting here: What's the best way to build a character specializing in the Inflict Wounds spells?

Human Inquisitor (Sanctified Slayer)
8/16/14/8/19/7
1: Weapon Finesse, Spell Focus (necromancy), studied target +1
2:
3: Spell Specialization (ILW), Precise Strike
4: (change SpSpec to IMW), +1d6 sneak attack
5: ???, studied target +2

I'm not really sure where to go from there. Precise Strike and sneak attack keep damage up if you can get flanking, and studied target boosts your touch attack, damage, and save DC.

Any other ideas?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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lemeres wrote:

They went back on the original FAQ, and now, it only works for prerequisites that specifically call out for that spell (like dimensional agility and dimensional door via things like abundant step).

So at least you can still use that Minor Magic talent to satisfy the mage hand prerequisite for Arcane Trickster, and use Witch or Bloodrager for your arcane class.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Arcane bloodline Bloodrager.

Use Greater Bloodrage to get long arm on yourself when you rage, and add a reach weapon to get a 15-foot reach. And you can enlarge yourself when you need to for even better reach. The Arcane bloodline also lets you gain other buff spells whenever you enter rage, without using up spell slots. Bull Rush lets you knock back people who have already made it through your threatened area.

Human Bloodrager (arcane) 12
18/14/14/10/10/14
1: Combat Reflexes, Power Attack
2:
3: Improved Bull Rush
4: +1 Str
5: Furious Focus
6: Iron Will
7: Greater Bull Rush
8: +1 Str
9: Quick Bull Rush, Improved Initiative
10:
11: Raging Throw
12: Disruptive, +1 Str

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2 people marked this as a favorite.

I GM'd "Mists of Mwangi," and the PCs walked into a room full of stuffed monsters (chimeras, large bears, etc.) that would have easily outclassed their low-level party. I placed minis on the map to represent the stuffed creatures, and as experienced adventurers, the PCs assumed they would spring to life at any moment and attack. I stayed quiet while they all jockeyed for the perfect position, ready to pounce if any of the things so much as twitched.

Once they were all settled, the masks mounted on the walls (which I had not placed minis for yet) animate and get them from behind.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Alistus wrote:

Level 1 Human Crossblooded(Orc/Dragon)Tattooed Sorcerer

Traits:
Gifted Adept(+1 CL with Snowball)

Feats:
Mage's Tattoo(Bonus)(Conjuration): +1 CL with Snowball
Spell Focus(Conjuration)
Spell Specialization(Snowball): +2 CL with Snowball

So that's 5d6 + 10 damage you can do 4, maybe 5 times a day at level 1. Fun stuff if you're just looking for a character to play as if the build you're trying in PFS doesn't have a great level 1.

This also works with Burning hands for 5d4 + 10 AoE damage, just be careful you don't OHKO one of your parry members.

I did a similar build once, but I went with 18 Strength and shocking grasp, so even when I ran out of spells, I could still hit hard with a longspear for 1d8+6 with reach.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Apple Fetish wrote:
The Fox wrote:
AppleFetish wrote:
...any tips on character creation?

...The tenets of the Pathfinder Society are Explore, Report, Cooperate!

Build a character that is prepared to do that.

The Pathfinder Society is a gang, er, I mean group, of adventurer-explorers. You don't really know who will be in your party from one table to another, so you want to be able to fill a variety of roles...

...Have fun! :)

I like that! Thank you, very much!

Once you come up with a character build, feel free to post it in the Advice forum (not in the PFS forum). Put something like "[PFS]" in the title, so people know it's not for a home game, and you're sure to get more specific advice.

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Lord Snow wrote:

On another related matter, the other "chikification" in the movie, with Romanov being held captive by Ultron? yeah, that's not convincing either. Romanov is kidnapped after a scene where she is incredibly compatent (she was snatched out of the air during leaping alongside the cargo she was after between aircrafts, after all. Hard to say she was passive there).

If you want to have Ultron kidnap someone, it has to be one of the normals (try holding Thor imprisoned, why donthca) - Tony Stark, Hawkeye or Romanov. It can't be Stark because he was needed to create Vision. It can't be Hawkeye because he spent the entirety of the previous movie mind controlled by the bad guy so this movie was all about returning maximum heroic screen time to him. That leaves you with Romanov.

Really, she spent a lot of her screen time coming face-to-face with how out of place she really is. She can't fight as well as all the powered heroes, and she can't have a family like the other non-powered hero. At the party at the beginning, she listens to two of her teammates bragging about their girlfriends, but then she (the master manipulator who outwitted Loki), can't even get Banner interested.

When she's captured, she's faced with the possibility that she is just as much a liability as an asset to the team. But when she gets the chance to run off and find Banner and try to live happily ever after with him, she instead decides to stay behind and use the one thing she does have to offer, to train the new people. It was really a great character arc for her.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Just finished A Long Time Until Now by Michael Z. Williamson. Ten U.S. soldiers get zapped back in time to the Stone Age, along with military units from other eras (such as a Roman Legion, and Mughal musketeers).

The premise was intriguing, and the interpersonal dynamics seemed pretty realistic, but mostly it ended up as survivalist porn. It's full of long and repeated explanations of how they plan on building huts, latrines, a basic forge, etc. The attention to detail was interesting at first, but dragged on for quite a bit, especially since they faced very little actual threat from anyone, until the Romans show up at the halfway point (and even then, the fights are incredibly one-sided).

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For those who have seen it, is it necessary to see the other movies first?

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1 person marked this as a favorite.

Have you checked out the Sleepless Detective prestige class? It gets a handful of investigative SLAs, moderate skills, and a bit of sneak attack. Could be pretty good going off of a Sleuth Investigator.

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Animate Objects on their cannons.

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Last night, my wife speculated that now that Eddie knows he's destined to lose Iris, he'll heroically kill himself to keep Eobard from ever being born. That would be an... interesting way to beat him, for sure.

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ElterAgo wrote:
Secret Wizard wrote:
... to deal with swarms really... I guess one of them could optimize their Inflict Light Wounds? ...
Will inflict wounds work on a swarm? Isn't that single target like a weapon or ray?

Yeah, that won't work. Just give somebody a Swarmbane Clasp.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

For a caster, the Sanctified Slayer archetype could help. The Studied Target feature boosts the DCs of your class abilities for targets, and spells are one of your class abilities...

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Go Gunslinger, but take a one-level dip into Zen Archer for Precise Shot as a bonus feat, plus Wis to AC. Gun-fu monk.

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