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Rune's page

Pathfinder Society Member. 536 posts (2,325 including aliases). No reviews. No lists. No wishlists. 16 aliases.


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Hey JJ have you heard the "Lore" podcast? Each episode is about a "true life scary story". I'm completely hooked on it and thought it should be right up your alley.

MeanMutton wrote:
After I wrap up my current campaign (end of this year, most likely) I'd like to use either E6 or DD5 for my next one. Not sure which yet.

Sorry, but a google search did not return information about DD5. How is it different from E6?

12 people marked this as a favorite.

Do not steal from the party. It is not cool and always leads to bad feelings all over.

James Jacobs wrote:

10 Cloverfield Lane is a great movie in that regard; the heroine does face some harrowing scenes, but she is VERY much the heroine of the movie and is never once played as a victim. She's smart, resourceful, quick-witted, and admirable; one of the best leads in a horror movie for a woman in a long time, in fact. The danger she faces is real, but the fact that she faces it head on makes her all the more awesome of a character.

There's no actual sexual violence in the movie (but the implied threat of it does provide one of the ongoing building dread elements of the movie).

Thanks JJ. I myself have returned to the horror genre following your many indications here on the boards and so that's a double thank you.

Hey James, Cloverfield Lane just premiered in my town and I'm thinking about taking my girlfriend to see it. I've been slowly introducing her to horror movies in general (we loved The Witch) but she strongly dislikes depictions of violence against women. The trailer implies an abusive relationship between the characters, so my question to you is: Without spoiling the story, does the movie contain trigger scenes, themes of sexual violence and such? Would you recommend it for a somewhat newcomer to the horror genre?

Is there any chance we can get a consolidated skills version? Your sheets are simply the best and I'm torn about choosing different rules or these sheets.

Chess Pwn wrote:

Thanks for the quick response.

Is the penalty always a -2?

James Jacobs wrote:
I actually try to avoid doing design work here, mostly as a time-management thing, but also because it starts to open a door to me doing free work that doesn't sit well with me... sorry!

Not a problem, thank you for the quick response and for an awesome adventure!

Regarding that Arueshalae question, could I bother you for any other suggestions? I'd like to offer some to my group so we can decide on it.

Wrath of the Righteous spoiler:
Dear JJ,

Given her free choice of any class/career to follow within the Crusade, which one would a redeemed Arueshalae choose?

Our group is very small (only 3 PCs) so she's a major character. She's been helping us mostly by scouting and providing privileged information about demons/the Abyss; we don't use her as a spy per se since we don't want to subject her to potentially traumatic experiences. Due to the terrible dangers we face, the group pooled a lot of resources to provide her with protective magic items and bring her closer to our power level.

The GM is fine with us running Arueshalae as a fourth PC, and offered us the possibility of rebuilding/retraining her. I've been tasked with doing just that, but I'd rather provide an organic evolution of her concept than just an optimal mechanical choice.

So far I've been leaning towards Ranger (which includes themes of exploration/travel, slight divine magic and demon favored enemies but I'm open to ideas.

One small suggestion on the Spellfire feat/ability: The reaction Absorb Spell is way too good. In itself it could very well be a feat (targeted by a spell, counter as a reaction?); as an incidental means of recharging is just way too much. It also encourages Spellfire users to spend all charges as quick as possible and walk around with 0 charges, thus becoming almost immune to spells.

Make it like 3e: You need to Ready an action to absorb spells as they're cast. It pretty much sucks (you have to be lucky enough that the enemy casts a single-target spell focused on you), but, honestly, the spell-absorption isn't the main draw here.

Compare it to Defensive Duelist and you'll quickly see it never scaling back.

Cay anyone with the book comment of the feasibility of playing an all-Vigilante party on Hell's Rebels? How do they measure against cleric/wizards?

Wouldn't he still attack with Str?

BretI wrote:
Just a note: that spell is not on the normal Magus spell list. They would need to take the Spell Blending arcana to get Resist or Protection from Elements.

Rhedyn's suggested Magus fix (the one I was commenting on) draws spells from the Wizard's spell list.

In my experience, the class as-is is not overpowered (in our Wrath of the Righteous campaign it is severely underpowered due to demons and their pesky resistances/immunities/SR) even with Spellstrike.

At mid-high levels they are probably balanced with the rest of the classes due to facing many hurdles to perform their shtick. On the rounds they do manage to crit their shocking grasp they are head-to-head with the pouncing barbarians (provided they don't face energy resistance or fail a concentration or SR check).

Lemmy wrote:
You no longer have the image of a warmage casting enveloping his weapon in magic before striking and you lose cool combat spells such as Bladed Dash.

Not that I'm defending Rhedyn's suggested fix (I think it would perform underwhelmingly, since so much of the Magus' efficiency depends on those crits) but that guy would still be "enveloping his weapon in magic" by using the Arcana Pool, Greater Magic Weapon spell and many many others.

Conceptually, the thing that would change is that Spellstrike-less Magus would have to make *gasp* choices on which spell to cast each round. I missed my last attack, should I buff myself more? Maybe an energy resistance spell to protect against the dragon's breath? Or should I capitalize on its fire vulnerability with a scorching ray?

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Wolfgang Rolf wrote:
That free attack that seems to be bothering a number of posters can only be done for as long as the magus has spells.

I do not care about the extra attack. I care that that ability pigeonholes an entire class into one true build with little variation (Strength vs Dexterity).

I care that that build needs so many resources (traits, feats, spells, arcana) to function at its basic level that it leaves almost no space for customization.

I care that the concept of a "functional spellcasting warrior" has become reduced to "that guy using a scimitar to deliver shocking grasp criticals".

That's bad design.

Do we have any information on the Glorious Reclamation aside what's written in Hell's Rebels/Vengeance?

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First, I love the concept of the sword-and-spell warrior. For me, a spellsword would mingle spell-use with swordplay, buffing while attacking or throwing fire rays. Conceptually, my problem with the Magus is a single ability: Spellstrike.

It is so damn good that it shoehorns an entire class into the cookie-cutter mold of high-damage touch-attack spells fishing for scimitar crits. It forces the whole class to focus on one specific (and boring) kind of spell. If magi didn't have Spellstrike, they would be buffing themselves mid-combat, throwing around a few blasting spells or dispel magic to debuff enemies. We would have buffer magi, blasting magi, debuff magi. Note those are all somewhat possible but are such inferior choices than the regular magus that they are generally ignored. It introduces those awful damage spikes (1d6/level spells were never supposed to crit on a 15) that most people negatively associate with the Magus.

The second part comes from my experience playing alongside one mid-level magus (on Rise of the Runelords) and playing with a high-level one (on Wrath of the Righteous). They tend to be one-trick ponies inside and outside of combat. Their skills are limited (they perform the "arcana" side of skills well enough but that's it), they have very few utility spells. They are too limited to fulfill a wizard's role in a group and too redundant if the party has an actual wizard (their skills simply overlap too much and the wizard will have a better bonus/more skill points/better knowledges).

They depend on too many rolls to function normally in combat. In order to achieve that "big burst", the magus has to:
1) Succeed at an attack roll (with Spell Combat's -2 penalty on top of its 3/4 BAB).
1a) Succeed on another attack roll to confirm that juicy critical (not a given).
2) Suceed on a concentration check (ALSO not a given).
3) Suceed on a caster level check against spell resistance (a swingy roll most times, specially because magi generally don't invest in this).
4) Check physical damage against DR.
5) Check energy damage against energy resistance/immunity.

Most high-level enemies have a lot of incidental resistances, spell resistance and even random immunities. Most demons have damage reducation, SR, electricity and cold immunity and other resistances valued 5 or 10.

A single bad roll can throw your entire turn out and you're left with the rest of your attacks with a low bonus and mediocre damage. When the magus works well, it does it too well for some. The rest of the time it is mediocre.

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Out of curiosity, Fallyrion, where do you guys play? Outside of my group I honestly haven't met another Pathfinder player here in Brazil.

I got disconnected at the end of the game yesterday so my curiosity demands: What was written in the pot?

Aside from racial options, the players in my group always take the extra skill point. I've seen maybe one or two characters taking the HP option, but they were always one-trick martials that ended up feeling useless outside of combat.

How much would Desna like to visit this place?

James Jacobs wrote:
Strange Aeons is the AP after Hell's Venegeance; it's a Lovecraftian-flavored Adventure Path that starts with your PCs being amnesiacs imprisoned in an insane asylum, and follows their investigation into what caused this situation and their growing fight against an eldritch ancient evil.

Is there any chance that the campaign traits are going to be different mental disorders, like "Schizophrenic" or "Pyromaniac"?

I'd love to use those but I need to translate the text into Portuguese for my group. If any of the artists could provide a textless version of their art I'd be tremendously grateful.

I love gish-types, but they always seem to underwhelm compared to either full casters or full martials. It took me like 7 levels to notice my Finesse arcane duelist bard simply didn't compare to the archer ranger or the sword-and-board cavalier in terms of damage. I always thought "Well, when I get to use all my buffs I'll get there." The time finally came and he came short.

At least after that I had found my niche - buffing and supporting the party while dealing medium amounts of damage.

We converted some AD&D characters to 3rd edition and mine ended up something like a fighter 5/sorcerer 5 (he was a fighter/wizard with the swashbuckling fighting style). I had been DMing 3e and made the most of it.

First serious combat, I buff myself to oblivion (including a true strike). I charge, Power Attack AND Combat Expertise to the max, hit the monster, and deal something like 25 damage. The group's wizard casts a magic missile. 23 damage.

Awesome map, Narolas! My entire Kingmaker group loved it and asked me to convey their thanks for your hard work. Merci encore pour tous ce que vous avez fait!

James Jacobs has stated repeatedly that the aasimar age categories on ARG were a mistake and should not apply to Golarion, since at least one official storyline (one central NPC in Rise of the Runelords) depends on them having human lifespans. The same thing has been said about tieflings (albeit considering a different Adventure Path).

He has announced it will be corrected in the future, but Golarion DMs are encouraged to just use human age categories.

I'm fishing for a new game after leaving Neverwinter and would like to jump into this! Does anyone still have an invite?

Necromancer wrote:
I don't know about you guys, but I just found my "Welcome to Numeria" theme. Either that or this will announce their first encounter with hostile robots. Production music FTW

Holy moly! That gave me chills!

Yeesh, I'm sorry everyone. I took a temp job entering data into a databank and it consumed every second of my days for the last month or so. I still have a couple weeks left in my college vacation, so let's roll!

Out of curiosity, why is one (or two) of your players mythic while the rest aren't?

I admit I have used the threat of rape as a way to make it clear one of the bad guys was really an evil a+#$!$@.

In my Rise of the Runelords game, the subject came up a few times during the Hook Mountain Massacre adventure. The ogres spouted "fresh meat" and similar threats to the whole group (not only the female character) a couple rounds before being completely disemboweled. When the characters found the ogres' three unconscious prisoners, they discovered signs of sexual abuse on one of them. The G family is really disturbing, yo.

wraithstrike wrote:

I don't know enough about guns to check the build so I will just assume you are correct.

Is the precise strike damage multiplied on a crit?

I am asking because 1d6+39 should be 2d6+78, but you said the crit damage is 2d6+60.

The build (and the class as written) does not utilize guns in any way. But since the focus of the class is getting critical hits (since they get Improved Critical for free at level 5 and their point pool recharges on a successful crit), their main damage ability (Precise Strike adds their level to damage, double that if they spend one point as a Swift action) is not multiplied in a critical hit. That's the reason for the weird critical damage.

James Risner wrote:
Rune wrote:

[b]Valerya, human swashbuckler 10

Fort +7, Refl +16, Will +
I'm showing your Will at +2. This makes fort and will below the minimum of +8.

Actually it should be +5 (+3 base, -1 Wis, +3 resistance), but remember that 5 times per day she can get a +4 bonus on top of that (for a +9 total). If you do care enough for saves, you may switch Valerya's Intelligence and Charisma values for no DPR loss and +1 on her Will. I personally dislike dumping Int, though.

edit: I also avoided boots of speed due to the rules of the thread.

I wanted to contribute with a simple build from the ACG playtest document just to compare it to established builds. I'm running almost this character in a Wrath of the Righteous campaign and it's been fun.

Valerya, human swashbuckler 10
Material used:
Mainly Advanced Classes Guide Playtest, one feat from the Inner Sea World Guide and another from Advanced Player's Guide)

Character Sheet:

Ability Scores:
Str 13
Dex 22 (15 base, +2 racial, +1 level, +4 enhancement)
Con 12
Int 10
Wis 8
Cha 18 (14 base, +4 enhancement)

HP 79 (10d10+10+10 favored class)
Saving Throws (5/day, +4 on check as immediate action): Fort +7, Refl +16, Will +

AC 23 (+6 Dex, +5 armor, +2 dodge)
* 6 times per round, may parry using attack roll of +20 as AC.

Attacks (with swift action Precise Strike adding +20 damage and Power Attack): +3 scimitar +20/+15 (1d6+39/15-20).
Critical Damage:
2d6 + 20 (Precise Strike), +12 (Dex), +4 (Swash. Weapon Train.), +4 (Weapon Spec), +12 (Power Attack), +2 (Killer trait), +6 (Enhancement).
Total critical damage: 2d6+60

Class Abilities:
Deeds (of note: Precise Strike as a Swift action adds +10 precise damage at the cost of 1 panache)
Swashbuckler finesse
Charmed life 5/day
Nimble +2
Bonus feats (2, Weapon Specialization, Greater Weapon Focus)
Swashbuckling Weapon Training +2

BAB: +10 CMB: +11 CMD: 17

Human Bonus Feat - Combat Reflexes
1 Weapon Focus
3 Dervish Dance (Inner Sea World Guide)
4 Weapon Specialization
5 Power Attack
7 Extra Grit/Panache
8 Greater Weapon Focus
9 Critical Focus

Killer (+2 damage on critical hits)
Purity of Faith (+1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype).

Scimitar +3 18320
+1 mithral chain shirt 2100
Belt of incredible dexterity +4 16000
Headband of alluring charisma +4 16000
Cloak of resistance +3 9000
580 gp in consumables, fancy clothes and booze.

Sadly I'm terrible at math and couldn't figure out the equation. If anyone would like to help, I described Valerya's attack routine and damage bonuses up top.

In my groups people seem to prefer the martial melee characters (me included). On my Kingmaker campaign we have a both a high-level fighter (who is the Ruler of the kingdom) and a rogue, and both are real strong at skills and melee combat.

The rogue deals damage enough to trivialize most encounters, is capable of sneak attacking by himself, and has insane AC if he manages to get a hit in. The fighter (tactician/swordlord) deals a good amount of damage and has strong defenses (including an unbeatable AC for most enemies). Between the wizard's haste and the oracle's blessing of fervor, it's pretty rare for anything to survive a full attack from either of them.

Dazzling Display is also a requisite for the Aldori prestige class.

I've built a character like that, but he went Magus X/Aldori 1. I believe there aren't that many important abilities that justify an even lower spell progression.

My 4-player group is at the end of book one, I think. We got a player who's playing PF for the first time, so there's been a LOT of rules-teaching.

Aurora Dawnsong, human oracle of life [burned hands] probably going Hierophant. The daughter of crusaders (half chelaxian and half sarkorian), was handed the Divine Fire of Sarenrae when very young. A great support, she heals well and has a few buffs, but hasn't got many tricks up her sleeve.

Iulius "Fiendflayer", tiefling magus (bladebound, fiend flayer) going Archmage. Interesting character - his ancestry makes him extra violent and bloodthirsty, and he uses his somewhat misguided faith in Iomedae to temper his urges. Kind of like a dervish-dancing Dexter.

Mayer Maeroth, human rogue (scout) going trickster. This is the new player's character, and despite all the rogue hate he's been having a LOT of fun. He's the party's foremost damage dealer, simply using common simple weapons two-handed (this adventure has a LOT of maces) combined with fairly reliable sneak attacks (due to the melee-heavy presence in the group).

Valerya Godfrey, aasimar (angel-blooded) swashbuckler/paladin. Left at the altar of an Iomedean church, Valerya was raised to be a chaste, faithful warrior-saint. Breaking under the heavy expectations forced upon her, she ran away with a duelist for hire and spent a couple of years touring Brevoy as a mercenary. Although foul-mouthed, immodest and somewhat lascivious, she was finally accepted by Iomedae as her own person when finding a legendary sword during the adventure and began progressing as paladin.

Would you give me one too? I'll probably not be able to join, but I'll welcome the mental exercise of crafting the character.

Misspelled Torment as Torrent. D'uh.

Date nights are never deserving of a :(

Go and enjoy your gal :D

Aerieth Deventis wrote:
I have a RL friend who I am pretty sure is a cross between a Kender and a Minotaur.

Yeah, thanks for that disturbing mental image. I'm sure to sleep peacefully tonight and not have any nightmares at all.

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I feel that pain about Planescape: Torrent. I spent years trying to get it, promptly forgot about it for some time and now that I can play it, it feels too weird. And that coming from a guy that played Fallout 1 & 2.

Now that's a nice punch to the face!

If you think this character is an oddball, consider he also has a pet dog called "Little Thunder" which he insists is his faithful hound servant won on a bet with Cayden Cailean. It is also his divine bond (oh, and it has the Bodyguard archetype!).

YogoZuno wrote:
That is kind of the point. Cleric's HAVE to be no more than one step away from their deity. You are right that the rules don't specify about Paladins, although PFS added a house rule about it. But, if a Paladin is going to follow his code (and be unswervingly Lawful and Good), then this is highly likely to conflict at some point with the dogma of a True Neutral deity.

Possibly. And that should be a fun moment to figure out (Itend to think that conflict provides awesome character development). As-is I'm having more trouble with the "Respect authority" paladin tenet and the whole AP (that's basically focused on "kick the current authority out of its seat, acting as outlaws all the while").

CalebTGordan wrote:

You need to ask what is evil in the context of the religion you follow.

Typical topics of interest:

What is the religion's definition of murder? When is killing something justified? Does the concept of murder only pertain to intelligent humanoids?

What is slavery? Does it apply to only intelligent humanoids?

How does this work in relation to nature?

This is more about the creation of abominations and mating outside your kind. Are there types of creatures that are evil in relation to the natural order? What happens when they are actively trying to be more in line with the natural order?

You should also ask what the concepts of justice and mercy are like in relation to the natural order.

OK let's take a good look at those.

I believe by Gozreh's standards, killing (anything) both as defense and to achieve a purpose (feeding, protecting territory, etc) is accepted as a part of the natural cycle. Relishing in the kill, dragging it out or torture, though, are considered "sins". You should have a purpose to justify killing someone and preferably the body should be "naturalized" (left for animals to feed, buried so it will decompose, etc).

Slavery as-is I feel is mostly a civilization issue which Gozreh probably doesn't cover. But enslaving an elemental or "nature spirit" (fey/kami) is a disruption to the natural order of things (since they aren't doing their job on the natural word once you control them) and a major sin.

If you take a bone from a wolf, it will come back and bite you to recover that. Or it might not. Either way, I don't think Gozreh cares too much about property. So stealing should not be a sin in itself (although if you don't have a pretty good reason to steal that thing you're probably stealing for greed's sake and that's sinful).

Nature generally finds a way. There are a lot of hybrid species out there. The creature types I feel are "evil" (and by that I mean must be destroyed) in Gozreh's eyes are mainly those that are "warped" versions of natural creatures (generally by an outside force). Undead by definition are not alive , and instead of occupying their place in the natural system (i.e. rotting and moving on) exist indefinitely. Most aberrations should fall on this category. Magical beasts, although themselves not natural by definition, tend to coexist with their environment, finding a niche and sticking to it.

The thing is; just as easily as a worshiper of Gozreh should kill a dozen wolves (or foxes, or big cats) to ensure they do not deplete a region's resources he/she will destroy an undead or magical beast (or humanoid) that threatens the balance of a region.

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