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Ikrimah

Skylancer4's page

3,622 posts. No reviews. 1 list. No wishlists.


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Shiroi wrote:

Perhaps not strictly to speak to this class, but I'd love to see a psychic class of some sort which has powers it can't properly control at first. Basically the powers seem to scale more quickly than reasonable but come with a spotty chance to fizzle if you use the ones outside of your comfort zone. (You can use spell levels 1 higher than normal with a 50% chance to fail, you can use spells two levels higher but only a 10% chance to succeed, things like that)

This would be a neat mechanic that I don't see anywhere else, though the ability to do more than normal for your level at a cost is quite present in the kineticist burn mechanics. I feel that if you looked at the nature of that class and changed the function of the drawback to a failure chance, possibly with a temporary backlash included, it would be reasonably different and offer a neat way to play.

"Alright, time to go big or go home! Have some of THIS!" *nothing happens* "I'm ****ed".

People hate misfires on the guns, most will not be interested in a class based around not working as a "feature" unfortunately. And if the abilities scale better than "normal" you can bet someone will figure out how to break it to take advantage of it.

Wilder has a mechanic that may fit your needs.


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It doesn't matter, as the game deals with mechanics.

The fact that it is possibly a mental action, isn't enough to pass the Paralyze's exclusion requirement of purely mental. For it to work, it NEEDS to be a purely mental action. As it is not defined as a purely mental action, it cannot be used.

The fact you are making assumptions about a RAW mechanic... You know the old saying right? And that points to the main problem you have in this discussion. Don't make assumptions. Don't dismiss the fact that the spell actually references a physical based skill as "convoluted" to make your point some how more important. No mention of mental is mentioned, but you say it is. If it were, we wouldn't be having this discussion.

It could be all mental, it could be mostly mental, it could be just a tiny bit mental, it could be all physical, mostly physical, or a tiny bit physical. But it is not, by game rules or mechanics, a purely mental action. Other abilities are specifically called out as purely mental, those get to be used. An action that isn't defined, doesn't get past the requirement check, and so doesn't get to be used.

It is a stringent check, in an exception based game. If it isn't quantified, you cannot say it is or isn't. As such, it fails to meet the exception test. As a mechanic, we can ignore or include as needed, as was done in the writing of this spell and the status effect.

By being undefined, it is not a purely mental action and so the Paralyze write up keeps it from functioning. This is a pure logic problem, explicitly categorized "purely mental" actions work. Uncategorized actions don't make the cut unless you assume things, which is what you are doing, by your own admission.

That is what they call "reading into the rules"...

If there is a dress code that requires you to wear a tuxedo, you don't get to go in if you are wearing a T-shirt with the image of a tux on it. They are not the same thing. And that is the argument you are making.


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Kchaka wrote:

I'd just like to say I too think you can fly with a Fly spell while paralized, that is what sounds most logial to me, anyway.

However, I can also understand if the Devs decide to rule that paralyzing effecst also prevent any sort of movement, including supernatural flying. After all, that seems to be the purpose of such conditions.

However again, if we interpret supernatural flight as a peculiar exception to a paralyzing effect, I don't find that too broken and think this makes the game more interresting.

In what ways does it make the game more "interesting"?

At best it seems to be "creative thinking" on how to avoid legitimate penalties enforced by status effects entirely intended to not allow what people are trying to say they are being allowed to do with no rules backing their opinion.

Also, it isn't supernatural. If we are going to discuss rules, words and terms are important. How they are used in the write ups and wording of effect, doubly so. Broken is doing something that isn't "intended" and or, doing something beyond what it states.

Allowing something to work as a purely mental, when it is not stated to be so explicitly, is at best bending the rules, and quite often "breaking" the rules. It may not be "overpowered", but that doesn't mean it isn't using it in a broken way.


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Entryhazard wrote:
If I fly without making complex moves, I don't do Fly skill checks at all. What happens now?

Logical fallacy.

"Because I don't fly in such a way as to need to make the check, means the check is irrelevant."


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Callum wrote:
el cuervo wrote:

Now, let's look at paralysis:

Paralyzed wrote:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions...

Based on this information, we have the following rules:

Is a move action using fly speed a purely mental action? No.
Is flying a move action? Yes. It is explicitly stated.
Can a character who is paralyzed move or act? No.

You are taking the statement "A paralyzed character is frozen in place and unable to move" to mean "A paralyzed character is frozen in place and unable to take any move actions". That is not the only possible interpretation. It's not how I interpret it. I see it as saying "A paralyzed character is frozen in place and unable to move its limbs". I can see how you might have arrived at your interpretation, but I don't agree with it.

Adding extra words or reading into it is also as much of an issue, and part of why people would not agree with your interpretation.

The real crux of the issue is the purely mental aspect. The game doesn't make any mention of the spell being so, and refers to physical checks when using it. To me, this shows it to at least not be purely mental. And yes, while it doesn't say it is physical, it most assuredly doesn't say it is purely mental. And that is what we need (logically and rules wise) to get it to work while under the paralyzed status.


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alexd1976 wrote:

Take a look at Dominate Person.

Try to convince someone that it won't work while you are paralyzed.

There are spells that you control with your mind, and it takes a move action. Dominate Person is one of them. They exist. It's a thing.

If having the spell actually SAY that all it requires is concentration isn't a good enough reason to think the spell is similar to Dominate Person in this regard... I don't know.

Apparently the most obvious explanation isn't always the most obvious.

As for the argument that somehow the Fly skill controls what the spell can do... well... no.

The caster can do things with the spell that don't involve the Fly skill, so the Fly skill isn't applied (why would it be? We aren't USING IT!)

You don't need ranks in Fly to use the spell. You don't need to roll when you are flying.

The skill ONLY comes into play if you want to attempt a difficult maneuver.

I don't roll Acrobatics while walking through a door, so a penalty to the skill won't affect my ability to walk...

Same for Fly. Impose the biggest penalty in the universe to the skill.

It isn't getting used.

Saying that Fly (the spell) requires a 'physical action' CAN'T mean anything other than saying the caster is literally flapping their arms, or gesturing, or performing some other control method that isn't just concentration (like the spell says).

NOWHERE does it talk about anything even remotely like this.

So look at what the spell actually says, stop pulling stuff out of thin air just because you don't like the idea of someone being able to travel in straight lines while naked and paralyzed.

Gotta say though, this discussion is pretty entertaining. Just imagine all the situations where it's relevant: Zero.

Number of instances you've provided actual rules quotes to back up that Fly is purely mental: ZERO

Number of instances you've provided rules that imply that Fly is purely mental: ZERO

Number of examples from published material that might help to backup your creative interpretation of the rules (admittantly a stretch, but better than nothing): ZERO

Yet here we are going back and forth on the subject for some reason.


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Shadowlords wrote:
Otherwhere wrote:
alexd1976 wrote:
What is the difference between a Demilich casting it and a Paralyzed caster using it?
The Demilich isn't paralyzed.

the demilich has nothing to move. its a floating head. so by your ruleing that magical flight is a physical based effect the demilich as a creature wouldn't work. as would multiple other creatures based around magical flight.

casting paralyze on it wouldn't stop it from doing anything but talking.

Actually, I think the point is, your example is horrible and doesn't work. The demilich is immune.

Hold undead specifically states the undead is immobile. And so, magical flight or not, held in place similar to the effect of Hold Person on a living creature, which should be some more food for thought... But you will probably dismiss that as well.


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Rogar Stonebow wrote:
The fly spell doesn't give you magical wings that you use physically.

Nor does it explicitly state it is a purely mental action, but it does refer to (and therefore connect itself with physical action) the Fly skill. The game rules implicate that clearly. More so than the creative thinking of it somehow being a strictly mental action.

It is an exception based rule set. If something is a thing, it is stated to be such OR stated to be an exception of something explicitly. There is no rules support of the Fly spell being a purely mental action at all.


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Shadowlords wrote:
alexd1976 wrote:

this

People keep trying to inject complexity into a scenario that has none.
i feel like we are the only two sane people on these forums sometimes

Insanity does that to you, or so I hear.


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alexd1976 wrote:
Diego Rossi wrote:
Gaberlunzie wrote:
Diego Rossi wrote:

The crux of the matter is "what is a mental action".

We have another thread that ask "what is a physical action", BTW.

I think the only reply is: ask your GM.

That's part of the crux. The other part is "does the "you may take mental actions" override the "you are frozen in place and unable to move".
I have a siled Dimension door memorized. Being "frozen in place and unable to move" stop me from casting it and teleporting away?

Some people would argue that it would prevent you from using it.

I'm not one of those people.

Magic moving you around (Teleport, Fly, Dimension Door etc) should not be affected by paralysis.

If the spell explicitly calls out using your appendages to use the spell (Air Walk, Expeditious Retreat etc) then yes, paralysis would affect it.

I'm not sure why people think that Fly (the spell) requires your limbs to work. The fact that you need to make Fly (the skill) checks for doing complex maneuvers does NOT mean that you are flapping your arms to control it, it just means that you need some skill to pull off complex turns and such without risking loss of altitude.

Having experience with magical flight allows you to have the skill, which is based off DEX. Neither the skill nor the spell specify that you are controlling flight through physical means while flying magically.

Fly (the spell) DOES explicitly state that it requires as much concentration as walking. To me, this sentence is talking about control of the spell. Why would it be there otherwise? No other mention of control type is made, so we should use what IS printed-concentration equivalent to that of walking.

Mental action.

But the fact that the rules indicate you need to make checks involving physical attributes at all, it strongly implies that it isn't purely mental. If it were, would it not be based of mental attributes, like every other action that is mental?

To make a solid and reasonable argument, the onus is on you to show that it is without a doubt a purely mental action. Not by showing there isn't anything saying it isn't, but by showing there are rules indicating it is (the whole system is exception based after all). Even if tangentially. Saying it is purely mental "because" doesn't hold water. The rules point to it being at least somewhat physical due to referring to the fly checks. It may not be flapping your arms, it may just be small body movements and effort exerted. But it still refers back to checks influenced by physical attributes.

That doesn't sound "purely mental" to me... Sorry.


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Fly isn't movement via using telekinesis on yourself. It is flight (which needs checks at times, which implies something other than mental actions) and flying checks are part of other actions typically (movement).

If we take everything out of context I suppose that we can wiggle around what the rules point to, and say flight is purely mental movement.


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If you are playing to 20th level maybe. But PFS and many home games don't see levels past 12. Hell, I've seen some posters say they don't hit 10th ever...

That means you career is less than 2/3's of the 20 level "cap".

It also means squeezing every possible advantage out of possible combinations to get your character "online" and reasonably functional before 6th level. Because at that point even single class builds are working to their potential. The faster you can get you "schtick" working, the sooner you can enjoy it. Because you might not have the option to do so otherwise.


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Scavion wrote:
All the characters who needed to be rewritten or retired due to the SLA reversal.

They were born and living on borrowed time anyways.


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It wasn't really pure tech though. But I agree it probably doesn't need a real update to use.


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Most of those were skating on thin "grey area" rules anyways. It isn't surprising the ice broke and they drowned. Though the wild armor one took long enough to be put out.


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Ascension Game's Path of Shadows was pretty impressive, wouldn't mind seeing more of their stuff.

Up until recently I've always been a fan of Dreamscarred Press. Lately the "martials need fixes/feats are horrible design" being forced down my throat every new product being talked about is getting a bit tiresome. But I love the core Psi stuff.

Necropunk was good, and I've backed the Snow White kickstarter from AAW.

Pactmagic from Radiance House is a favorite of our group as well.


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Cap. Darling wrote:

I realize this is the rules forum but i am gonna say it any Way. In my game a AC Will move to flank if it Can do so with out provoking, with out special training. The attack command include this, for me.

Needing a special splat book for this is silly and a example of how the material bloat by creating options actually take option away.

And that is fine, Rule 0 allows you to do what you want in your game. The rules make no mention of ACs automatically flanking for combat, so when you tell one to attack, it would essentially make a bee line go the target to attack. It does what it was told to do in the most basic and simple way possible.


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It is also easily augmented for damage and when you are a larger size you have the capacity to be a "persistent fireball" through reach and things like Whirlwind Attack.

Claws of the Beast is in a position to be fairly easy to abuse being a first level power. It is a prime example of how you want to give martials (psiwar) nice things but have to be conscious of the fact it is is such a low hanging fruit, a caster could cherry pick it so you aren't just helping the martial.


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I honestly don't think eidolons had anything to do with it. Druids on the other hand...


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Nothing in my post was hostile, I even made sure to include the FAQ because of the example. You're welcome.


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Bandw2, you are just flat out incorrect. That doesn't bypass the "cannot memorize spells cast in the last 8 hours", nor be able to get spells more than once in a 24 hour period.

Quote:

Rest

To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions

If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Interrupting the rest cycle causes them to need another hour, but the main point of doing it is to get the casters to spend the resources so they can't recoup them right away and are now down spell slots.


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Arachnofiend wrote:
Please, Oak, don't listen to Walsh. He is wrong.

Unfortunately the way the CR system is based, he really isn't.

Letting the PCs control the pace of the adventure leads to the 15 min adventuring day. That never ends well.

If the challenges aren't causing the PCs to expend the resources they aren't appropriate challenges for the CR.


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James Langley wrote:
@Dominus: truly, no sarcasm or anything. I just find that there are folks that need things expressly pointed out to avoid offence.

Gestalt isn't ever the "basic premise" as a optional rule. As they never make mention of it, I don't believe that is the case lol.


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RCM wrote:

2 more questions.

1). Can the Daylight spell power a Solar Generator

2). Will the armor enhancement energy resistance stack with the natural energy resistance of tech armor, like for example the Inssuit?

1) It doesn't work like real daylight versus undead, so I would say no. Daylight doesn't mean it is actual daylight, just a name used on a spell that provides equivalent light to being in daylight.

2) If it doesn't say it stacks, it doesn't as a general rule.


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Cyrad wrote:
ErisAcolyte-Chaos jester wrote:
Azih wrote:
Cyrad wrote:
Have you ever played a gunslinger? This means your character is useless for two rounds of a combat -- one if you're lucky enough for the misfire to happen on your first attack. And the more attacks you make in a round, the more likely it will happen. I'm baffled why anyone would ever think this is no big deal.
I'm playing a Pistolero and a Musket Master. I'm not saying it's not a significant thing. My characters would love to be rid of it certainly. All I'm saying is that Quick Clear needs to be a part of the discussion when talking about misfires and it wasn't in this thread until I brought it up.
Have you looked at the weapon proficenies of the gunslinger. All Simple and martial weapons plus firearms. A gunslinger still can bring a long sword, knifes, Bec de Corbin, longbow, sap etc, etc. A gunslinger with a damaged gun can still fight. They just don't have the use of their gun until they quick clear it or get it fixed. Which they can do when the heat is significantly reduced to them. A space to breath is all they need.
That's not really a good argument at all. It still takes some action economy to switch weapons. More importantly, none of this excuses misfires as an antifun fumble mechanic designed to offset the broken touch attacks of Ultimate Combat firearms.

To be fair some people enjoy a game where winning isn't a foregone conclusion. A game where there is actually a chance of things going wrong and activities carry a possibility of failure. It is kind of like gambling, where you roll the dice and something doesn't go as planned. You don't like that something unfortunate could happen, where you might have to change your intended actions.

Mechanics like this aren't "unfun" or "antifun", you just dont like them. Just like so many others, you don't like the way the game was intended to be played. It just means you are looking for a game slightly different than what was published.


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Malag wrote:

So what basically both of you are saying is that Spellstrike is an ability that ignores such restriction because a grappled character could switch the hand he is using and be unaffected by it? Or at least, that's how my brain registered it. I guess it would make sense. Maybe I am just digging too deep into interpretations.

A follow up question about somatic components, can the person ignore Somatic component requirement if it succeeds on Concentration check or simply put, spells with Somatic components do not function (unless of course caster has means to bypass is via Still Spell or such)? This question kind of always troubled me.

Adam

You just can't use spells with somatic components. I guess think of it as every time you try to do the spell you get jostled and interrupted by the person grappling with you.


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It is constructive criticism. Harsh, maybe, but helpful if you can get past that. Being a GM requires significantly more time and effort than playing. As well as familiarity and knowledge of the rules.

When you come to the boards and say "I'm having a problem" and then get the same 3-4 responses, and your replies amount to, I do want to do that, it isn't a problem because it isn't in my game right now, and completely ignoring what is said because you don't want that to be the answer... There is a larger problem. And it isn't the class.

The reality is, if you don't have time to read and understand the rules that you are allowing into the game that you a running, the game isn't going to go well. Looking for some "other" ways to "fix" the issue, by ignoring suggestions and easy fixes provided because you don't want to hear them...

I didn't imply they were unable to GM, I made the statement that GM'ing requires time and effort to do successfully and well. If the OP can't put in the effort or time, they can only expect more issues.


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1) Even if they are okay with it, it would still be an attended object. If they were okay with you using them, they could drop it during their turn. Problem solved.

2) If you are wearing it, it isn't unattended now is it?

I guess the best way to look at it (from the rules mechanics we have), is if it is on your person, worn/held/attached, or under your control (say from mage hand or telekinesis used to wield a weapon), you should consider it " attended " unless otherwise stated. It isn't a "choice" it is a state being, it either is or it isn't.


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I believe you want "focus" instead of channel in the second sentence.

Also, you might want to check your wording for the sizing depending on what you want it to potentially stack with. With the semi recent FAQ on sizes from Paizo things could get messy or more restrictive than you intended.


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I would bet 80-90% of the people who will actually use your book, house rule the limitations of trait choice away, if not all.

Your book will never be used in PFS or in any super strict game, where the rules are that closely followed, let us be realistic. It is pushing past boundaries that those games don't want challenged.

That being said, again what worthwhile reason is there to not follow the guidelines for the game you are producing a book to be compatible with? It doesn't "hurt" the game play of those using the book to publish it following the established rules in such a case.

Why make it an "oddity" for no good reason? It makes no sense whatsoever as what you are intentioning is already being done in the vast majority of games you book will see use in.


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Fury of the Tempest wrote:
Like I said, I don't mind the PrC benefiting some class more than others either. I just want to see the class actually work the way I think it should instead of being this jumbled together pile of parts that it currently is because they don't work together the way I think they should .

Given your posts and the responses you've gotten to them, this is really what I believe you to be saying.


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alexd1976 wrote:

Yeah, let them go.

Last game where the GM said I was a prisoner, I got up, picked up my stuff and told him "call me when I get to play my character again".

Yup.

In a vacuum, that is more than a little petty and childish.


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There are more than enough instances where exact same rules wording from 3.5 and PFRPG lead to different results. 3.5 means nothing in PFRPG, don't ever rely on it. Just throwing that out there.


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As above, there are different types of "damage". Resistance applies to hit point damage (and for negative energy this would probably most commonly be from channel negative energy). A barbarian's DR/- doesn't prevent ability damage either.

If it prevents ability damage, it would say it does in the write up.


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Kalindlara wrote:
Darkskull, maybe?

Yeah, I went to google it as it was bugging me lol.


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Claxon wrote:
Skylancer4 wrote:
Feel free to disagree, but it does do that. If you roll a 2, yeah you know you probably failed. If you roll a 12... You won't know unless combat has been going on and you've seen other saves rolled to metagame the numbers you are looking at. Chances are if someone doesn't understand or is confused by that line, they don't have a particularly solid grasp of the mechanics of the game and will be confounded by numerous other rules as well. Best to explain how and why things work so they learn.

I am not confounded by the rules, but the rules of that power are internally inconsistent. Or at least ambiguous depending on the meaning of "before the results are revealed".

You can't know that you've failed and not know what the result of the roll, unless the line is about not knowing what the effect cast was. Which honestly just sounds ridiculous to me. Why would you care what the effect is, as long as you know you've failed it.

I guess I find it ridiculous that you find it ridiculous then. We play a game in which characters have access to abilities which interrupt the normal flow of things. Where you can as an immediate action, or free action, completely negate or alter statistics to the point where events are changed from what they would have ended up as.

A character charges an opponent, an invisible ally of the opponent takes the AoO afforded to them and trips the charging character. All the sudden the charge is ruined and doesn't happen. We never know what is going to happen until actions actually resolve because of actions that interrupt exist. There is an order to things, it is broken up for reasons, not the least of which is so things can occur mechanically in the game. If you want to ignore that, feel free, but again that is the way things are in this rule set.


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1) Adjacent to you.
2) Charging is an untyped bonus, no reason they don't stack.
3) I believe the intent to be enemies adjacent to each other, as that is where the qualifier is mentioned.
4) You are your own ally.
5) I believe harmless means, it inflicts no damage, so you are looking at effects such as charms etc that do no damage when you fail.
5B) d20prsrd shows you as gaining temp HP, not getting additional saves. But yes in your example, a gambit that provided saves based on CHA would be a poor choice.
6) You must use a move action to activated it, though as an "encounter" isn't strictly combat it would be possible to have it active before combat starts in some cases (up to the GM).
7) Gambits and maneuvers are class features so I would imagine they would follow that process. The problem is, maneuvers are balanced based on having limited access to high level ones. Retraining allows you to bypass this and gain all maneuvers you qualify for at current, so every manuever could be highest available. This is definitely a balance issue and should not be allowed.


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My guess would be Kitsune (fox shape +3 BAB, 13 Cha) and in no particular order (though you could qualify for fox shape at level 3 doing barb2/swash1 right off the bat).

4 Rogue Unchained (vexing):
-Ability to move through opponent's square with no acrobatic check
-Dex to damage on finessable weapon (bite or claws)
-Improved dirty trick
-Debilitating, 2 rogue tricks as well as 2d6 SA

1 Swashbuckler (mouser):
-Because, well, you know why.

2+ Barbarian (urban):
-Beast Totem for claws
-More levels = more rage rounds and Dex bonus

Mix with MoMS/Fighter (unarmed) to get style feats as needed. Rogue can grab a combat feat with combat trick as well.


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ErrantX wrote:

We're trying to change up some of how we do PrC's for this next book, and I'm developing some errata for the PrCs in the previous book as well. We're going with a more fighting style and aspects of disciplines that match up with that fighting style more this time.

Edit:
Also, wondering where all the traffic went on this thread? I used to get lots of posts from Paizo - did you all just stop wanting martial books over in this bend of the internet? Did we offend you? I know we can be kinda casual at times, but we try to make it so you're talking to friends and not some soulless guy. So... what's up?

-X

I know around here schools have been doing proms and exams are coming up. So depending on the demographic (not trying to stereotype!) you could have lost a good portion there. Also a few of the more popular MMO's have had events going on (SWtoR is doing 12x class story xp, Tera is doing a leveling event as well with their Steam launch and new class release, TSW just put out their issue 11 pack).


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The geas was just an alternative seeing as you were having issues with your idea. There are always "other ways" to do things, as a player most of them aren't worth doing due to the required hoops and investment. As a GM that really isn't an issue. Yeah it's nice to dot your "i's" and cross your "t's" BUT the majority of the time your players aren't going to get into the nitty gritty of it. As long as it is plausible and works without disrupting things (too much out of the ordinary), that is all they need to work with it. As long as it seems like it is following the "rules" and you aren't stammering trying to come up for reasons if an odd question comes up, the game moves smoothly on. If you have an idea for an encounter (or more) you don't need a 20 page back story to justify it and it is often wasted on the the PC's.

One of the first times we ran an AP, the person running it was amazed at the amount of info on the "behind the scenes" and after the 3rd book, she commented on how much of it we didn't know or even looked into lol. Not that we were all hack and slash, but we just ended up bumbling by some breadcrumbs or went an entirely different way then intended, etc. Stuff that happens regularly in games. You just need to flesh it out enough that it works for the story and makes some sense when given a look over, as long as you have that you can typically field questions as needed on the spot. And that allows you to focus more on the rest of the story. Just my 2 cents ;)


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As for your point 5. I think the Aegis is the Synthesist done right.

Aegis and Summoner are two completely different entities in my mind, not even comparable. I would be like saying the Soulknife is the Summoner done right because it summons a weapon.

The Summoner was an attempt at making a player class that gave a custom pet, which also happened to be a caster (which makes sense flavor wise). So the closest parallel is an arcane druid (to core classes). I don't know of any psionic class that truly does that, the core psion with metacreation can create constructs, but nothing with a persistent pet as of right now.

That all said, DSP has always done an amazing job. I've been buying their material since I found it in 3rd edition and suggest it to anyone who seems like they might find it helpful to fulfilling their character concepts. I also am looking forward to their redo of previous 3.x material. I was happy to see that they branched out into PoW (though I have my concerns that it will be as balanced as the core DSP works right now) as it was another rule set our group loved too.


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The problem you have is two fold. One, thematically, technology is there to bypass the normal mechanics at work. You don't fight harder, you fight smarter. Kill things at range with big booms that don't rely on how strong you are. Within the first ranged increment even a 10 Dex martial character is a threat with advanced firearms. Or as you have seen, the melee weapons aren't made to make the big strong fighter better at doing damage, they make everyone capable of doing damage.

Two, your character isn't interested in using what IS around. Which is kinda a failure on their part. Using the best weapon for the job, taking advantage of the tools available, etc.

I would probably just be upfront about the fact that they aren't going to find what they are apparently hoping for. As mentioned before, Brilliant Energy is basically as good as it is going to get for them. If you are worried about the damage issues versus certain types of monsters, carry a second weapon. It is what everyone else would in a similar situation. If they know that nothing they are hoping for is incoming, maybe they will change their mind on the other weapons that are around. Dashing their hopes sucks, but the reality is the game doesn't have what they are looking for. As a player, I'd rather know that then constantly hope something was on the way, that isn't.

If you really want to go the extra mile and help the player out, give them a brilliant energy weapon with an activation switch. That way when they run into a monster that would be immune, they can switch it off and still use the normal weapon. When it is "on" have it chew through batteries like the chainsaw, mono whip or torch. It would still be worth the +4 enhancement though (ignoring armor is big) so the player would probably not be seeing it any time soon.


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Lirya wrote:

Even at higher levels, I think most skill checks would need significant investment to reach auto-success levels as long as you ban +skill items that give more than a +5 bonus. Especially if the skill is based on a dump stat (such as Wis for a Warlord).

It is not like custom crafted +10 and +15 items did anything for the skill system except making it more broken anyway.

Outright banning legitimate core items from a game just so it works nicely with 3pp material probably isn't the greatest argument... Just saying. PoW is going to be fighting an uphill battle for "acceptance" as it is, outside the group of avid fans that exists. Keeping the possible "abuses" from being published as finished product is in their best interest.


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Yeah, but they have to be up close and personal with specific conditions for it to happen. There are drawbacks. Essentially they are using the weapon in such a specific way that it deals more damage, if you need a reason to wrap your head around.

About the only thing that regularly totally ignores DR class ability wise, is the Smite from a paladin.


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Every time I hear someone essentially nag about "quality" issues from Paizo, I really wonder how long that person would manage doing quality work themself before something wasn't quite "up to snuff", my guess is probably no where near as long as Paizo managed.


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Imbicatus wrote:

Some more easy ones:

This Dhampir Trapper Ranger has placed all of his favored enemy bonuses into Undead.

This Empiricist Investigator is a genius, able to solve almost any mystery via observation and deduction, while using those skills of observation to enhance his stick-fighting.

This wizard has a ring as a bonded item, always casts conjuration or evocation spells, and all spells cast have a green hue.

Blade

Sherlock Holmes

Not sure, need to think about it. edit: Green Lantern?


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kamenhero25 wrote:

Oh, I have one of my own.

A NG Elf/Half-Elf (not sure) Fighter who uses a sword and shield. He likes to collect a lot of magic items from dungeon crawling, but which ones he gets varies from adventure to adventure.

- Almost always gets a bow with lots of magical arrows and a Holy Longsword.
- Has the Mute flaw.
- Usually has to fight an evil sorcerer to rescue a princess
- Own a warhorse and has some Mounted Combat feats.

Link :3


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Where is the Rules question? The Rules forum is for actual rules questions. The advice, or general, or advice/suggestions/house rules forum would be more appropriate for your complaining.


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Or, if the group has optimized characters, it was a serious attempt at challenging them. CR is more an art than hard and fast rule.

From the APs our group has gone through, we really have roflstomped 90% of the encounters and the ones we didn't were usually just made worse because of party composition being horrible for a rough encounter. Party composition and system mastery make a horrible mess of premade adventures.

Not saying whatever happened is right, just saying all we have is a complaint on what happened from one person/view point.

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