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Sheriff Belor Hemolock

Sauce987654321's page

645 posts. No reviews. No lists. No wishlists.


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After thinking about it, going Monk 2/Ninja 7 works very well. After adding the vampire template (which he is in the anime, the physical benefits at least}, the touch AC and evasion from Monk with swift action invisibility and sneak attack from the Ninja combined with great cleave works exactly like what is shown here. Any thoughts?


p-sto wrote:
Okay, sorry I misunderstood that part. Also is this just out of curiosity or are you thinking about actually building and playing a character inspired by this video? Because if you're thinking of playing the character I would probably lean more towards a strength focused build as opposed to dex simply because it's easier to deliver damage at lower levels with strength and you won't end up waiting ten levels before your character finally has the gear to make the idea work.

I enjoy pinpointing the CRs of characters in anime, movies, shows and such. I like to know where they stand compared to everything else the game has.


When I said stats, I meant how you would go about making a statblock (which you did, anyway) not just ability scores, sorry.

Anyway I appreciate the comment, thanks. I've always enjoyed building people up from anime, movies etc..

Anyone else?


This guy in the video. How would you go about it?


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So he went from having stats and being usable to having no stats and being no longer usable. Yeah, great update.


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A GM can always take the easier way out to have a caster create worlds. A creature with Wish or Miracle (such as a Solar or Pleroma Aeon, which have both) can cast it for the "greater than listed effects" portion and have the spell create a world. Since it requires GM discretion, the GM approves for the full effect and that's it. Which is all RAW legal xD


Ipslore the Red wrote:
Lucifer is therefore invulnerable and invincible if he is not stupid enough to get in melee range.

Why would that be stupid if he engaged the Tarrasque in melee? The Tarrasque can't do anything to him.


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Cast Wish to teleport the Tarrasque to outer space in another galaxy.


Zhangar wrote:

And I think the AP that had that going had some fluff going on about the horrible backlash that comes from abusing wishes like that.

Just because you can legally do it doesn't mean it's not rules abuse. But if your GM is cool with rules abuse, then okay.

It only appears to be rules abuse because of how powerful arcane casters can be. It's not like it's a hard combo to come up with after some spell research.


Yeah, I never liked this statblock. It's just a monster with loads of spell casting abilities with more bloat than any other monster on the site. It does nothing interesting.


@Lessah Rocket launchers don't work with deadly aim. They are considered heavy weapons, not firearms.


Based off what I saw in the video, she could be anything. Her using guns and other high tech weapons doesn't have to mean gunslinger. Gunslingers have grit and can do many tricks with their guns, and I didn't see any of that so...


Arcanic Drake wrote:
What would you define Rovagug as then?

A deity.


James Jacobs wrote:
Sauce987654321 wrote:
Empyreal Lords start at CR 21 according to the bestiary 4, for the person who said they start at 26.
Not sure where Bestiary 4 says this. They should, as with all demigods, start at CR 26.

I don't think it's in the PRD, but it does say this under Empyreal Lord Traits in my physical copy.


boring7 wrote:
Sauce987654321 wrote:
boring7 wrote:

An AC 130 can lay down a withering barrage of DR-beating fire from well outside the spellcasting range of a 20th level wizard.

Plus, it runs into the same problem that villains run into. 1 character is a lot easier to kill than a squad.

An AC-130's attacks are going to suffer from enough ranged penalties that hitting a high touch AC in the first place isn't going to happen. Any siege weapon based attacks are going to target normal AC, which will make it tougher.

An AC-130 isn't outside the range of a caster. They could fly and teleport.

You drastically underestimate the range increment of a 20mm vulcan cannon, let alone the onboard howitzer.

Another factor is speed. A speed of 300 is around 34 MPH. A fighter jet could fly through a wizard's spell range faster than he could finish casting a fireball.

This is all well before you get into the specifics of how PF's fantastical rules (like a barbarian who can HANO jump out of the space shuttle and survive) gel with sniper rifles that make people's heads explode at 2 miles or more.

But I believe we were talking about places adventurers don't want to be.

Well unless the cannon's attacks can hit its mark dead on instantaneously, there's no reason there wouldn't be a range penalty. Even if there isn't there still needs to be some sort of large attack bonus to hit.

Speed isn't too much of a problem especially with a quickened teleport.

Arcane casters have too many options to deal with projectiles, even without the existence of Anti Technology Field (basically makes any sort of tecnological projectile not work against all in radius).

It makes sense to me if a high level barbarian can tank a head shot from a weapon like a sniper rifle. The barbarian can posess statistics that rival Godzilla's, so the barbarian shouldn't be treated differently because he happens to be a medium sized humanoid.

I didn't intend on derailing the thread or anything. I was just having fun by talking about the subject more.


boring7 wrote:

An AC 130 can lay down a withering barrage of DR-beating fire from well outside the spellcasting range of a 20th level wizard.

Plus, it runs into the same problem that villains run into. 1 character is a lot easier to kill than a squad.

An AC-130's attacks are going to suffer from enough ranged penalties that hitting a high touch AC in the first place isn't going to happen. Any siege weapon based attacks are going to target normal AC, which will make it tougher.

An AC-130 isn't outside the range of a caster. They could fly and teleport.


UnArcaneElection wrote:

^Probably depends upon which local police you're talking about. Small town police, probably right. Major City police: That's basically an army you're talking about.

Also remember that modern rifles (which at least the bigger city police will have) have LONG range.

Their weapons aren't going to save them. Any high level character has access to DR especially with a caster around, which 10 is enough to reduce even automatic gun fire to 0 damage.

Even a party of mid level Monks would devastate them. They have great touch AC for dodging bullets, can catch bullets mid-air, can teleport, and have good reflex saves and evasion to evade any explosive they have.


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Someone would have to really sell high level characters very short if they were to think a high level group would lose against local police. The police, for the most part, would just be single level NPCs proficient with a 1d8 ranged weapon that targets touch.

If the group fighting the police were Game of Thrones characters, then I can easily see them losing. Higher level pathfinder characters are more akin to the avengers, really.


Arcanic Drake wrote:

Earth:

(Some how a group of adventurers was transported here.)

-Magic here is dead or lost.

-We have advance weaponry compared to what most Pathfinder characters can get.

-Any race besides humans would find themselves either hunted, captured and studied, or have the label of freak placed upon them very quickly.

-All the "normal" clothing and armor they wear, not to mention the blatant use and carrying of medieval weapons, would quickly label them as odd, fantasy geeks, and/or get them in trouble with law enforcement.

-Also, vigilante justice is illegal here, not to mention the fact that most justice that a common adventurer exacts is a swift death to those criminals.

-And lastly, if magic does indeed work here, we have many scenarios of what would happen if a wizard (or any other arcane or divine spellcaster) cast magic openly here:
Religious movements, capture and study of said spellcaster, witch trials, redefining of modern science, Spellcraft is reintroduced to the populace (if it does work for them), and the restructuring of modern society (if they can use it).

if they happened to be a higher level caster I don't think they would be captured any time soon.

I would feel bad for the police if they tried to arrest or even attacked the pathfinder adventurers. There would be tons of law enforcers missing if the adventures had even a few levels.


Ssalarn wrote:
Sauce987654321 wrote:
Ssalarn wrote:
And Colossal isn't even really that big when you think about it. They take up a 30 square foot area, that's not even the size of a house, or a commuter ferry. You don't think in a magical fantasy world there's going to be things bigger than that? And wouldn't those things be capable of causing proportionally increased amounts of damage?

As far as monsters are concerned, colossal is the biggest size category.

Colossal is actually pretty enormous, at least for some monsters. A Thunder Behemoth, a quadruped monster for example, can swallow whole a group of adjacent brachiosauruses in one standard action and carry them around inside its multiple stomachs. The only reason it takes up a 30 ft. Square is that it's meant to be usable by the GM.

Another example is the sea serpent from bestiary 1 advanced to colossal. It's supposed to be over 300 ft. long, but it still takes up a 30 ft square.

Yes, but as the kaiju example directly above your post shows, there's colossal and then there's massively colossal. Just because the chart ends at colossal doesn't mean it's not possible for an individual creature to become bigger than it already is. If the sea serpent goes from 300 feet long to 500 feet long, it's still colossal, even though it's nearly doubled in size. That doubling may not change its size category, but it should increase its other attributes (like damage die).

my point originally was that 30' space colossals aren't the size of their square and not necessarily small.

While it does make sense that bigger colossals have larger natural damage dice, according to RAW all it means is that they have larger spaces. The tempest behemoth, for example, has a wing attack that deals 8d8 damage, probably the highest base damage out of any monster even though it's smaller than kaiju.


pennywit wrote:
Perpetr8r wrote:


I don't think she is mythic level though.

Maybe not a high mythic level, but "endowed by destiny with special powers" kind of screams mythic to me.

It could be someone with class levels.

IMO, unless she has some abilities that can only be covered by using mythic, then there's no reason of being mythic.

If being special with powers means mythic, then why aren't creatures like a Phoenix or colossal god spawns (behemoths, spawns of rovagug) mythic? I don't think she needs it.


Ssalarn wrote:
And Colossal isn't even really that big when you think about it. They take up a 30 square foot area, that's not even the size of a house, or a commuter ferry. You don't think in a magical fantasy world there's going to be things bigger than that? And wouldn't those things be capable of causing proportionally increased amounts of damage?

As far as monsters are concerned, colossal is the biggest size category.

Colossal is actually pretty enormous, at least for some monsters. A Thunder Behemoth, a quadruped monster for example, can swallow whole a group of adjacent brachiosauruses in one standard action and carry them around inside its multiple stomachs. The only reason it takes up a 30 ft. Square is that it's meant to be usable by the GM.

Another example is the sea serpent from bestiary 1 advanced to colossal. It's supposed to be over 300 ft. long, but it still takes up a 30 ft square.


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Empyreal Lords start at CR 21 according to the bestiary 4, for the person who said they start at 26.


Thanael wrote:
Google dicefreaks. They have a 3.5 netbook Named Gates of Hell. In their Forums there is probably a PF conversion for Asmodeus.

I remember their old site being deleted and replaced with a new one, but it had no where near the old content it did.

I never really liked their conversions, to be honest. The bloated stat blocks were beyond ridiculous.


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Since there are no stats for him, that would be up to you as to how powerful he is.

As for mortals battling gods, what difference does it make if the PCs are mortal or not? It's how powerful you are (CR) that counts, not if you're mortal or not.

There are many immortal creatures in this game in the CR 20 - 30 range with plenty of godlike powers that can easily be used as replacements for deities. Especially creatures with Wish and/or Miracle spell-like abilities. Since Wish and Miracle requires GM discretion to use the greater and open ended portion of them, that means those spells can pretty much accomplish anything regardless of how powerful and crazy it is. With this being the case, personally I would have no need for stats for deities (but I would still like to see them).


Yeah, I still don't get how many GoT characters can't be made just using fighter levels. If GoT characters can't be modeled in pathfinder, then the game couldn't model anything.


Sir Dante wrote:
Sauce987654321 wrote:
Just a Guess wrote:

The barbarian can smash spells, can create energy damage with his attacks, can get huge bonuses on sunder to smash big things like portals, waggons, giants waepons, he can jump so high its like he is flying and lots of other cool stuff.

And he can hit real hard.

the barbarian has rage powers to sunder spells, get strength check bonuses, but I'm not sure about the energy thing though. All of this can be done with less than a dozen barbarian levels with a few mythic tiers.
True seems I have to go mythic for that fun stuff, or more like try to persuade the GM.

If you want to jump super high or get very high strength checks you would need to, but everything else is probably covered by barbarian alone.


Just a Guess wrote:

The barbarian can smash spells, can create energy damage with his attacks, can get huge bonuses on sunder to smash big things like portals, waggons, giants waepons, he can jump so high its like he is flying and lots of other cool stuff.

And he can hit real hard.

the barbarian has rage powers to sunder spells, get strength check bonuses, but I'm not sure about the energy thing though. All of this can be done with less than a dozen barbarian levels with a few mythic tiers.


Alex G St-Amand wrote:
Sauce987654321 wrote:
Alex G St-Amand wrote:

The guy is impossible to make without Templates and Houserules.

Hell, Most of the ASoIaF/GoT characters would need heavy houserulling.

Why? They're just melee characters.

The Mountain's Ability Scores, Size, Fighting Style, Skills, Feats, etc would require quite some houserulling.

Most of the other require houserulling because they don't fit most classes/multiclasses without some houserulling, and this isn't counting the Skinchangers and the Mages...

mountain is tall but it doesn't mean he's large. There are things 8 feet tall and still medium. Wielding a 2 hander one handed can be done with a barbarian archetype at level 2 or a fluffed large longsword. As for skills and feats, it doesn't seem like he would have many. I would need examples.

As for the rest, except skin changers and mages since you're not counting them, what do they do that can't be done without house ruling?


Alex G St-Amand wrote:

The guy is impossible to make without Templates and Houserules.

Hell, Most of the ASoIaF/GoT characters would need heavy houserulling.

Why? They're just melee characters.


Yeah, why not? It's not like your players would know that you did that. A creature with a young template doesn't necessarily have to be young, that's just fluff.

Giving something the same template multiple times isn't really breaking rules.


That would be up to you. Gargantuan+ monsters are almost always bigger than their square space, though.


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Shane LeRose wrote:
The traits and feat suggestions were nice, but you didn't offer any usable builds. I was expecting ready made NPC stats. Probably not enough room in your article, but a fine thought experiment never-the-less.

I take it he's going for a "mountain feel" rather than a stat block, otherwise none of the GOT characters would be above 4th level.


On the 300+ str to lift earth, here's an easy way out.

The GM has a Formorian Titan cast Wish for a greater effect. That effect could be an overpowered Ant Haul like effect to increase its carrying capacity high enough to lift Earth. The GM approves. The Titan can now lift Earth, but in a way that is not overpowered but balanced.

That's how I would handle it, at least.


Yeah, go for it. I would like to use a spinosaurus + giant + vampire template for a titanic sized vampiric monstrosity.


chbgraphicarts wrote:
bookrat wrote:
The main issue I see with qualifying him as a 19th level character is the lack of hit points. Any 19th level character can take a gunshot to the chest, shrug it off and keep going at 100% capacity. I highly doubt that Lars or any other human here on Earth can. This is part of the inherent problem with translating real people into pathfinder characters

I keep saying this, and yet people keep ignoring it:

Even Paizo says that HP =/= real health, and is not the preferred system for "realistic" health; it's just the simplest system.

Wounds & Vigor are much closer to actual "health" - Wounds being your "real" HP, and Vigor being an abstract of your stamina & ability to dodge attacks before actually getting hit, and Crits still get through in part.

So realistically, Lars only has 8-16 Wounds, which is just about in-line with most humans, and helps to explain the discrepancy.

I'm still putting him at anywhere from lv8 to lv11, which is a lot higher than a lot of players will say normal humans go (which I completely disagree with for a number of reasons).

Even if you use this system, this doesn't stop a 19th level PC class (which someone else put him at above) from being superhuman. Wound points are a bit difficult to damage directly and still have to deal with a ton of vitality points at that level.

The wound point system still has to deal with PCs being bitten, chewed, and swallowed by giant creatures, for example. Which, at that level, he would easily be able to survive and cut his way out to continue the battle.

I wouldn't put him in the 8 - 11 level range (CR 7-10) because it means he's about as threatening as a 30+ ft. tall elemental or be able to take on multiple creatures like pards and quicklings (creatures fast enough to become a blur or even phase through things and set them on fire).

Sorry, I just don't see him being higher than 3rd level.


^
Do you mean AC 10 for a medium target? If so, that would be an AC of 5 for being immobile (dex score of 0)

I agree that he is not high level or even close to it.

He doesn't have deflect/snatch arrows because that means he can deflect/ catch bullets.

The game doesn't account for realism in the fire rate of anything, which is why you can only fire a semiautomatic firearm 3 times max in 1 round at low levels.

He doesn't need shot on the run. It's just a 5 ft. step or using a move action and then attacking.

If he were high level, then he can easily out damage someone that is skilled in using a rocket launcher.


Why are people thinking he has any resemblance of a 20th level character?

A fine target has an AC of 13 or 18 if it's moving. A first level PC can hit this without too much difficulty.

He can shoot fast. This doesn't mean he is high level. The game doesn't care about fire rate too much. If there were a video of someone shooting a target 6+ times with 2 guns, does that mean +16/+11/+6/+1 base with rapid shot and all the 2 weapon fighting feats with at least 19 dex? No.

He doesn't have deflect/snatch arrows, because that would mean he can catch bullets.

Since high level equals high CR, that would mean a dire crocodile (a CR 9 monster that's large enough to swallow elephants and killer whales whole) isn't even half the CR of this person.


Matthew Downie wrote:

I dunno - 568 goblins might be as much of a challenge as any CR 16 enemy to a level 16 group. Give them all, say, light crossbows. Even if they can only hit on a natural 20, that's about 128 damage per round. Surprisingly close to what a CR 16 monster might do with a full attack.

Like most threats, they can be largely crippled within a round or two by any level 16 casters who know what they're doing.

I disagree, mainly because any sort of damage reduction can pretty much shut down the entire encounter, even as low as 5. Just about any class can gain access to damage reduction through spells, class abilities (like a barbarian), or feats such as stalwart.


They probably cap the CR bonus at +8 because if you can already handle that you can probably handle a lot more.


N. Jolly wrote:
Sauce987654321 wrote:

Do what exactly? Be accurate with your shots and move? A fine target (like a soda cap) with a dex mod of 0 would have an AC of 18. an immoble one has an AC of 13. It's not hard for a second level to hit a target like this.

Him catching an arrow and shooting it back would suggest imp unarmed strike, deflect arrows, and snatch arrows. I doubt he can do this all the time though and would mean he can catch bullets mid air if he had the feat.

Rapid shot as well.

Anything I'm missing?

See, what I asked was 'show me the build'. What you did was talk about a few feats. As for accuracy, there was shooting an arrow out of the air, which presumably has higher than 18 AC. And 2nd level with a full BAB class with 18 dex is +6 before rapid shot, which means an average of 12 on roll, which while not super difficult is still harder than average, meaning using rapid shot pushes that to 14 (which he's obviously using), which IS difficult.

Not to mention the rate at which 3 arrows were fired, which is something no 2nd level character can do. To get to ten we're at one hell of a build already, most likely some kind of Zen Archer monster.

Note that he also by PF rules didn't have a hand free to use Snatch Arrows, also noting that he'd normally have to throw the arrow back instead of firing it from his bow.

Not to mention the again laughable point of moving and firing more than one arrow (gotta love PF mobility), and there's no way he could do this all at 2nd level. Even IUS/D. Arrow/S. Arrow would require almost every feat he could get.

This isn't a second level build unless you're gestalting like 8 classes that get bonus feats.

Shooting an arrow head mid flight (which is just a moving air born target, which you can ready an action to shoot if your GM allows it) would just be a fine target without dex mod. Why is it higher than AC 18?

You can just not hold on to your bow with 2 hands at the end of your round. When you catch the arrow, just use it next round.

If you want to move and shoot 2 arrows, just take a 5 foot step and rapid shot at the start of your next round after moving in your previous.

As for the 3 arrows in one round, so? The game isn't trying to be realistic with firing rate. The fact that you can fire a semiautomatic firearm only 3 times in a round (semiautomatic quality + rapid shot) and a musket once a round at level 1 is proof. This isn't something the game does.


N. Jolly wrote:
Sauce987654321 wrote:

As far as real life is concerned, everything he was doing was very impressive.

In pathfinder? You can do all this by 2nd level.

Show me the build that at 2nd level can do that then.

Do what exactly? Be accurate with your shots and move? A fine target (like a soda cap, or a head of an arrow) with a dex mod of 0 would have an AC of 18. an immobile one has an AC of 13. It's not hard for a second level to hit a target like this.

Him catching an arrow and shooting it back would suggest imp unarmed strike, deflect arrows, and snatch arrows. I doubt he can do this all the time though and would mean he can catch bullets mid air if he had the feat.

Rapid shot as well.

Anything I'm missing?


As far as real life is concerned, everything he was doing was very impressive.

In pathfinder? You can do all this by 2nd level.


MeanMutton wrote:

The mass combat rules aren't very good at all. There is literally no way 500 lv 3 fighters could hope to win that battle. Improved invisibility, flying, haste, breath weapon that kills dozens of tightly packed soldiers per use, and a natural damage resistance that would allow the dragon to ignore the fighters' attacks?

If a kingdom has a dragon, they call up adventurers for a reason.

they couldn't win anyway, unless nearly all of them had magic weapons. Its DR adds way too much to its Defense Value for them to reliabily hit.


I thought blood rager could be a decent option.


Barathos wrote:
Sauce987654321 wrote:
Barathos wrote:
Sauce987654321 wrote:
Barathos wrote:
Matthew Downie wrote:
stormcrow27 wrote:
Swarms are easy to handle if you have anything that does energy damage. That's why carrying torches is handy at any level, because you can burn (provided the swarm isn't immune or resistant to fire) them

I don't think there's any rules support for hurting a swarm of spiders or whatever with a torch. Torches don't do area effect damage.

I can't find anything that says they're immune to energy damage. All I can find is that they're immune to weapon damage and a bunch of single-target spells.

So unless you want to include the fire damage from the torch as a "weapon" or a spell, it seems to work.

it doesn't matter if they are immune to energy damage or not, they aren't going to take damage from a torch because it's treated as a weapon.
I guess Alchemist's Fire is useless too since it's treated as a splash weapon. After all, even though AoE damage deals +50% damage, the whole thing gets times'd by zero because it's weapon damage, making it do nothing./s
Since it happens to be an aoe, it will damage it. You're comparing that to a melee weapon that targets a single monster.
Hence the sarcasm. What qualifies as weapon damage? Is it merely the d[#] with the various bonuses (str, power attack, etc)? Is something like flaming counted as weapon damage or energy damage? Are/Aren't they mutually exclusive?

There isn't such a thing as "weapon damage." Most swarms don't take damage from anything targeting a single creature, which is what category nearly all melee and ranged weapons fall under. These weapons could be a sword, a sword enhanced with fire damage, or a flame blade spell cast from a Druid. The type of damage it deals doesn't matter.

Edit: I read the swarm subtype and it does mention weapon damage, but it doesn't change what I wrote, though.


Barathos wrote:
Sauce987654321 wrote:
Barathos wrote:
Matthew Downie wrote:
stormcrow27 wrote:
Swarms are easy to handle if you have anything that does energy damage. That's why carrying torches is handy at any level, because you can burn (provided the swarm isn't immune or resistant to fire) them

I don't think there's any rules support for hurting a swarm of spiders or whatever with a torch. Torches don't do area effect damage.

I can't find anything that says they're immune to energy damage. All I can find is that they're immune to weapon damage and a bunch of single-target spells.

So unless you want to include the fire damage from the torch as a "weapon" or a spell, it seems to work.

it doesn't matter if they are immune to energy damage or not, they aren't going to take damage from a torch because it's treated as a weapon.
I guess Alchemist's Fire is useless too since it's treated as a splash weapon. After all, even though AoE damage deals +50% damage, the whole thing gets times'd by zero because it's weapon damage, making it do nothing./s

Since it happens to be an aoe, it will damage it. You're comparing that to a melee weapon that targets a single monster.


1 person marked this as FAQ candidate.
Barathos wrote:
Matthew Downie wrote:
stormcrow27 wrote:
Swarms are easy to handle if you have anything that does energy damage. That's why carrying torches is handy at any level, because you can burn (provided the swarm isn't immune or resistant to fire) them

I don't think there's any rules support for hurting a swarm of spiders or whatever with a torch. Torches don't do area effect damage.

I can't find anything that says they're immune to energy damage. All I can find is that they're immune to weapon damage and a bunch of single-target spells.

So unless you want to include the fire damage from the torch as a "weapon" or a spell, it seems to work.

it doesn't matter if they are immune to energy damage or not, they aren't going to take damage from a torch because it's treated as a weapon.


LazarX wrote:
Sauce987654321 wrote:
My solution to keep martials bound to reality is to keep them very low level.

Why should the martials be so tied down to physics, when wizards and dragons are not? Did all of those hard bound realists also stop watching saturday morning wuxia theater? Did they snub their noses at Beowulf who beats a monster by tearing off it's arm with his bare hands? or Conan who does much of the same?

It's called Heroic Fantasy for a reason.

I was just telling the poster how I would go about it if I wanted a martial character to be more realistic, because he was talking about this in his last paragraph. That's not how I actually think martials should be treated.


My solution to keep martials bound to reality is to keep them very low level.

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