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Recent posts by
Rynthief:
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Dear Paizo,
I was wondering if it was too late to apply my in-store credit to the balance on this order.
Any and all help is appreciated.
Thanks!
Ryn, who could really use that extra cash
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Hello everyone!
I work 2nd shift most Tuesdays and have the night off. I remember hearing about online chats with the designers and was wonndering if these chats were still taking place, and if so where.
More Paizo, more better.
Thanks!
Rynthief, who may have used too many exclamation marks...
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Most games are much more cautious than this, but Tracy Hickman did a fantastic article on just what that little used ability is for: Kicking in doors!
He posits that sometimes games can get too methodical, that we start to think of our groups and characters as modern special opps... very conservative, careful, and tactical. The article claims that sometimes you have to kick in a door to jump-start the action.
The barbarian class is all about taking risks. Trap sense is there to add an incentive for this type of play. With the new rage mechanic it gets even better; rage for one round (increased str, hp and saves), kick down the door and absorb the trap. RAWR!
I wish I had a link to the original text. It received a lot of attention on the Dragon Magazine boards (both good and bad) and I think it is one of the best gaming "op-ed" pieces I've read.
Keep Trap Sense. It is a great ability for both the rogue and the barbarian, for VERY different reasons.
Ryn, who hasn't typed RAWR in too long...
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F. Wesley Schneider wrote:
Samuel Leming wrote:
boobs.
"Type Oh." HA!
The farther you get in, the less boobs there are, until you hit here.
Nice art.
Ryn, who's all for it
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Captain Sir Hexen Ineptus wrote:
Tell me, how it is it viable compared to a two handed weapon style, the current version that is...
(A) Barbarian, 2-handed, Overhand Chop, greatsword 2d6+(2x str)
(B) Barbarian, 2-weapon, TWF and Double Slice, hand-axes (1d6+str, both hands)
(A) With the 2-hander you save a feat and do more damage per hit, but run a higher chance of doing no damage at all.
(B) With 2-weapon, you do less damage per hit, but your potential damage is the exact same as with the 2-hander (2d6+2x str).
Double Slice, as written, solves the TWF problem.
Ryn, who always liked paired axes
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One addition I am pondering for "Spires" is adding a safe zone within the lower city. This would give the PC's a relatively safe base of operations, allow for some culture clash roleplay, and when the zone untimately falls to a rune-giant assault give the PC's something to protect.
The explanation involves some spoilers for Hook Mountain, so tread carefully...
I think that this could add to the general feel of "Spires." Native cultures that are not instantly hostile (or mind controlled, or undead, etc). What do you all think? Would this disturb the exploration feel of the lower city?
Ryn, who'd like to explore where monster cultures interact
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theeaterofshades wrote:
I have listed the highlights for standard/dire/legendary versions for the apes vs the tigers below. There is not rule of thumb/consistancy between them.
Legendary animals are a 3.0 attempt to give high-level druids decent animal companions. Under 3.0 there were no rules for animal companion advancement, you just received more HD of companions as you advanced in level. So instead of having 8 dire apes, you got one legendary ape. The legendary animals were also smaller than their dire counterparts due to comments that a huge-sized dire tiger or bear took up too much room in a dungeon. As a direct result of the 3.5 animal companion rules, the legendary animals were never adapted to the updated rules.
As a fun aside (and shameless PFRPG plug) check out the new beta rules on animal companions under the Cleric/Druid/Paladin playtest forums under "[Design Focus] animal companions"
Ryn, who always wanted a legendary horse
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Shisumo wrote:
With a TWF gnome ranger with favored enemy (giants +6), Weapon Swap and a giantbane sword, the only thing that sucked about his melee effectiveness was the rigamarole of rolling through the combats to the inevitable result.
We dropped the campaign before he went into gnome giantslayer and it just became ridiculous.
Yup, this sounds pretty neat!
In our campaign we have a dwarf ranger with Crossbow Mastery, FE giant +4 and the Big Game Hunter feat. He dishes out the damage from 80 feet away. No giant bane yet, though...
Ryn, who like oddly effective builds
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toyrobots wrote:
If this be a "Cheers!" thread, then I must say:
Cheers!
A most emphatic ditto!
We just finished up the Graul farmstead, and I have never seen PC's cringe so much, or fret over what they might find in the next room...
Kudo's to Paizo and Master Logue for a most disturbing ride!
Ryn, who now shudders and every "playpen"
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As for multi-classing saving throws (and BAB) my group fixed this problem by not looking to the class table for the numbers, but to the base table. Each class has either good, average, or poor BAB, and good or poor saves of the three types.
As an example: You are a Ranger 2/Rogue 2/Cleric 3
- You have +2 BAB from Ranger, and combine your levels in Rogue and Cleric (both have moderate BAB) for another +3, for +5 total.
- For Fort saves you combine your levels of Ranger and Cleric (both good saves) for +4 Fort and add the +0 from the levels in Rogue (poor saves) for a total of +4
- For Reflex you add your levels in Ranger and Rogue to get +4 and add your +1 from Cleric for +5 total
- For Will saves, you have +3 from your levels in Cleric and +1 from your combined Ranger and Rogue for +4 total
Perhaps this example isn't thought through thoroughly enough, but leaves you with +5 BAB and +4/+5/+4 for your saves, where using the old system you'd have +5 BAB and +6/+7/+3
This prevents the combinations where all you end up with is ridiculous saves and no BAB that are so common to Elan-esque multiclassing, and also negates multiclassing just to receive the +2 from first level over and over.
Ryn, who once saw a Cleric 2/Ranger 2/Wandering Mystic 2 with +4 BAB and +6/+6/+6 saves...
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FrBen wrote:
I am looking for a post from Mary Yamato (i think) about making Fort Rannick more dynamic less static, with adjustements for patrols
One thing I did was take a page from The Hills Have Eyes. I added two patrols of Ogre Degenerates (Classic Monsters Revisited)to Fort Rannick. Each patrol is made up of two Ogre Degenerates, each with five levels of rogue, Stealthy, Skill Focus: Stealth, and the Nightstalker feat from Classic Monsters Revisited. This ends up with a +15 Stealth check. I also added Brutal Throw and a couple throwing axes each. These patrols are so deranged that even the base Kreegs fear them, as they are sneaky, brutal, Utterly Psychotic, and have throwing axes!
Ryn, who looks forward to killing Vale with an axe from the dark...
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KaeYoss wrote:
Sharpshooter - get your dex bonus to damage with x-bows, and use sneak attack at any range (only if you aim)
This feat exists: Crossbow Sniper (PHB2) - add half your dex modifier to damage with crossbows and deal precision based damage out to 60 feet.
I have played around with crossbows for several characters, mostly bards and artificers with heavy repeaters, and had little success. For our RotRL playtest I am playing Harsk, and crossbow mastery from the PFCS really opens up crossbows as a viable weapon. With a dip into fighter for weapon spec and a flat +hit/+damage build he is really kicking out some damage. He also doesn't need a high str score, as is the case with archery builds, and his focus on straight enhancement bonuses to his bow means that when he gets Deadly Aim he will still hit effectively.
Without Crossbow Mastery, none of this would be possible. Please add this feat to the PFRPG, as it has been the cornerstone of a great and memorable character. And what dwarf would be caught dead with a bow?
Ryn, who likes crossbows that fire like tommyguns...
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I've never personally liked the scythe as a standard weapon in the game. It never felt right as a martial weapon, or one so effective (x4 crit) and always seemed tacked on so the necro-clerics had a fun toy.
But that is a discussion for a later playtest...
As for Devastating Blow and it's prereqs, our RotRL playtest barbarian picked up a greataxe instead of a falchion or greatsword and has had great fun with it. As far as I'm concerned, mission accomplished!
Also, Galenmir from FotSG is going to hurt, a lot...
Ryn, who has always favored high threat range over high multiplier.
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Quandary wrote:
2WF should not DOUBLE the effectiveness of Sneak Attack, IMHO.
Why not? It doubles the effectiveness of the new Paladin Smite Evil as well...
A pally adds his cha bonus to attacks and his level to damage on the rounds that he uses his smite. Against evil outsiders and undead the damage is equal to that of sneak attack. With TWF that reads to me like no penalty to hit (what paladin does not have a 14 cha at least) and an extreme bonus to damage. All with good BAB and a host of other abilities.
My very first reaction to the new smite was "we'll see a lot more TWF pally's." Is this a bad thing? For the paladin, it certainly signals a change in image, though most will probably not go for a TWF build simply for the cost of a 15 dex. The build is sound, though. Almost munchkin in its design. Better, maybe, than TWF rogues simply for the perfect BAB, and easier to use (albeit much less per day) than sneak attack.
Ryn, who drafted way too many versions of this post
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Jason Nelson wrote:
Snorter wrote:
Malor wrote:
Not to be bashing the Paladin. But if I were fighting demons or devils, I would rather be a high level Ranger with Favoured Enemy than a Paladin. It's nothing personal, I just think the ranger would be better, and that's wrong, seeing as demons and devils should be what the Paladin should be best at fighting at higher levels.
I suggested giving Favoured Enemy to the Paladin. It's always 'on', and it sets him up for a bunch of other feats/PrC.
It's a tried & tested mechanic, and it won't take up more than a couple of lines ("see Ranger, page XX").
Maybe FE:Undead, at lower levels, so he can hack through skels and zombies, with FE: Evil Outsider kicking in later?
My similar suggestions were what amounts to "favored enemy (evil)" at half the value of a ranger's FavEn, or that a specific use of "smite evil" would give the bane quality to a weapon for a round (or CHA bonus # of rounds) or some such.
Perhaps FavEn (evil outsider) would work just fine, with the stipulation that it also applied to any fiendish or half-fiend creature. While you don't meet too many true outsiders at low levels, if you run up against evil Clr/Sor/Wiz you have a pretty good chance at them using summon monster to bring in a fiendish whatzit or three that you could use the ability against.
Like everyone else, I'll look forward to seeing the in medias res paladin revision.
Instead of favored enemy, why not have Smite Evil work in a similar fashion? Have Smite Evil be "always on" but only effective against a paladin's true enemies, Evil Outsiders and the Undead. This scales well with the increase in levels, fits the paladin's flavor, and relies on his primary stat, Charisma. The damage may need to be toned down, say "+1 for every two levels, minimum +1" that we see on so many of the domains? This way, when confronted with the Vrock or Devourer, the Paladin truely comes to the foreground, while the Barbarian/Fighter/Ranger shines against the orcish horde.
I love the paladin class, and have faith that Jason and crew will make her shine for all of us.
Ryn, who smites the darkness
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I don't post much, but I've been thinking on this topic since Alpha 2, so here we go...
First let me say that I love and play both gnomes and halflings. My two "iconic" pc's that show up time and again are a halfling wizard and a gnome bard. I see value in each race and the RP differences are night and day to me, similar to elves and dwarves.
What needs to be determined is where the halfling +2 mental stat fits and what to do about both races favored classes. I liked the +2 int for halflings in alpha 1. They are opportunists and jack-of-all-trades by heart picking up new ideas, and what plays to that strength better than +2 int? It is true that this brings them a little too close to elves in stat bonuses, but the str/con disparity and the size difference throw these two races into different roles already. I could also see the viability of rogue/wizard as the halfling's favored class. Again we see some crossover between the elf favored class and the halfing, sharing the wizard class, though the elven magic racial ability and the halfling's luck and fearless abilities combined with the str/con disparity should make for two very different wizards.
But what about Wisdom? For starters, two of the five "inhuman" races already have +2 wis to only one having +2 int. While the elves being the only race to have +2 int sets them apart from the other races, speaking to the antiquity of their culture, having yet another race with +2 wis just blends the other races together. This, I think, is the reason that halflings got lumped into the +2 cha in the first place. Still, halfings with a +2 wis could make for an interesting choice in favored class. Rogue / monk, anyone? And perhaps the dwarf could be moved to the +2 int club, for similar reasons to the elves: ancient lineage, tradition, and racial knowledge. Besides, Craft is an int based skill...
Charisma is where the halfling stands now. That both small races get the -2 to str is a given. That they both get +2 cha (while it makes sense) brings them too close together, an historic problem in the eyes of many gamers. The reason halflings get +2 charisma at all is because their +2 int bonus from alpha 1 (which is still my preference) brought them too close in stats to the elves, also with +2 dex / +2 int. The gnome is set, the +2 charisma playing into their fey nature and their favorite class, the bard. The only reason I can see the halflings keeping their +2 cha is to play to their paizo iconic as a fovored class, something which no other race does. Not one race / class combo (elf rogue, dwarf ranger, and gnome druid) falls into their respective game stats as a favored class. Further, while the elf and dwarf make odd if appropriate choices for class, the gnome druid is just a bad choice statistically (though my second favorite iconic, behind the dwarf). Even removing the +2 cha and replacing it with +2 int does not hurt the bard overmuch, simply changing it's focus from performer/spellcaster to the aforementioned jack-of-all-trades and highlights the bardic knowledge ability. More knowledge skills = more better (bad English, good cadence).
As for favored class, I have tried to address the halfling's choices as I went through my breakdown of the options available for their bonus to a mental stat. I also feel that the gnome's choices are rather weak. While I have always been a vocal proponent of the gnome bard (playing one before 3.5 when the official change was made) I dislike bard / sorcerer (and the halfling's current bard / rogue). The classes are too close together statistically for me. Saying "You play a gnome, so you spontaneously cast and the only stat you need is charisma" seems a little contrived. The other races have a class for their mental stat and one for their physical. The Golarion gnomes are fey creatures of nature that can speak with animals. They are known wanderers, always needing new experiences to keep from aging and to cement them in the material plane (for those of you who are asking "wha?" see the hardcover campaign setting). They are rugged survivors, with higher than average constitution. Why not make their favored classes bard / ranger? And besides, maybe we'll finally see someone use a gnome hooked hammer!
Ryn, who got a little long winded
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just to throw this out there... here's the spellthief that I am playing currently.
lvl 13 spellthief
Base Save +4/+4/+8
After feats (Luck of Heroes, Obtain Familiar), racial bump (halfling), and magic item (cloak +5) his saves are
Final Save +15/+17/+15
All this before adding in spellgrace which adds a +2 vs spells and spell-like abilities
My DM took one look at those and said, "Well someone won't be failing any saving throws..."
Please note that the saves above are without ANY buffs. Add a morale, sacred, insight, etc bonus to these saves and I have more than a 50% chance to save against the lvl 20 wizards being mentioned here.
Buff spells add a huge factor to any high level game. The three PC's in my AoW campaign were a druid, buff cleric, and transmuter. We stopped the campaign early because the characters just could not be challenged when their buff spells all lasted 3+ hours with rods of extend spell.
is a solo rogue going to be able to go against a high level wizard: no. Is a well prepared, teamwork minded party going to be able to take the same wizard: you betcha.
Ryn, who's Druid was disgusting even after a mutually agreed upon nerf.
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