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I remember one of my friends playing a Psion who's favorite power created, in his own words, "Ecto Boogers" that he would snort out of his nose and throw at people. It was actually two powers, Ectoplasmic Sheen and Entangling Ectoplasm, but he flavored them both as one power (still counted as two mechanically). He would hawk and snort out a big green booger that he would then throw on people to make them slippery or stick them to the floor/walls/tree etc.
Kind of gross, but hilarious when he, essentially, covered a dragon in his boogers and kept it from flying. :)
Am I helping?
Very gracefully? Mythbusters
I blame Cosmo for the following rant I posted on Facebook:
You know what's really annoying? All the stupid s%+! you find when you search for something.
Google "Meals to eat on an upset stomach" You know you find as good "meals" to eat? Bananas. 'Cause Bananas make a good full-course meal.
Oh, Ginger! Yeah, I love me some Ginger root for dinner!
Pro-biotics! Delicious! Whoo! Eating well tonight!
It's even worse because half this crap is listed on those stupid websites that make you click an arrow to 'view the next slide' only for it to re-load the entire website. Now, why does it re-load the entire website instead of just moving to the next slide? I'll tell you: So they can load up another damned advertisement group.
F~$&ing websites keep stuffing their advertisements down my throat while I'm too busy vomiting stuff back up my throat while trying to find something to settle my stomach, but still filling for everyone else to eat for dinner.
Seriously, when I search for 'meals for dinner' I don't want to find single ingredients that don't actually help me in anyway. Especially when one of the damned ingredients listed is probiotics!
I really don't get why the rogue is considered so awful personally. They tend to be brutal in our home games, though a way to be effective as a ranged rogue would be nice it would be easy to do with talents.
It's because he has little-to-no method of increasing his attack bonus like literally every other class in the game can do. It's also because the two saving throws that can 1-shot a character, the Rogue has bad saves in (Fort and Will). Also, as a 'light armor' class, he doesn't have the HP or AC to stand at the front lines with everyone else.
So he has a harder time hitting than every other combat class in the game.
He has a harder time saving against the most dangerous spells than all of the other main combat classes who either have a good Fortitude, or a good Will save. Reflex almost always means 'Save or take Damage' while Fortitude could mean 'save or die' or 'save or take s~~~ tons of damage that can kill you' or 'save or take ability damage'. Will saves tend to mean 'save or kill your party'.
On average he has less HP than other classes, or he has less AC, or less methods of mitigating attacks. Caster martials (like Bards, Alchemists or Magi) can use magic to increase their defenses (like displacement or mirror image), while classes like Monks, Fighters or Paladins can have really high armor classes. Then you've got Barbarians who have chest muscles that deflect bullets.
The Rogue's main method of boosting his damage, sneak attack, is also one of the easiest damage boosters to deny. A cheap alchemical item, the smokestike, shuts down sneak attack. Many creatures are immune to sneak attack, or can't be flanked.
Combine it all together and the Rogue has the short end of the stick when it comes to combat. Then you have several other classes who steal from the Rogues role as 'skill monkey' by letting them disable magical traps (also available through a trait!), or completely obviating the need for him through judicious application of magic.
The Rogue's got a tough life because every aspect of his class can be done by someone else, and often times better than he can.
NPC's use NPC Wealth, not monster wealth, so he'd have 123,000 gp if using basic stats, or 159,000 gp if using heroic stats. There's a lot you can do to give a commoner a boost with that amount of wealth.
I wonder if Sound Striker will be an archetype that gets 'unchained'?
I've been listening to this video for years, and now all of a sudden it hit me: Celtic Sound Strike. Just wade into battle with a set of pipes and a kilt.
Most people don't enjoy my appreciation of the bagpipes, so I guess pipe music would qualify as 'Weird Words' for them huh? :P
Ah good ol Jim the farmer. He knows two things. How to farm and how to pluck a banjo. Oh look, theres that celestial courier delivering yet another message from the Queen of Eternal Twilight trying to convince Jim to come perform in the Court of the Thousand Golden Moons. Silly celestial outsider. Doesn't he know that Jim is just an ordinary farmer, no different from me or you? He aint got time to play his banjo for divine queens of fortune, love, beauty, and dreams come true. He has to tend his crops like all the other common folk.
The Commoner married the 15th level wizard's daughter and survived! +17,100 XP
*DING* You are now level six.
Sweet! the now 6th level commoner said as he put all of his skill points into Profession: Sexpert and Craft: Lovemaking.
[Edit] The commoner is just like an adventurer! Only, he wields a sword of an entirely different kind! >:)
I meant a personal computer. And so I could gift you the game :p
I do, but I also have very little time for any sort of gaming any more, even table-top. 10 months ago I took over guardianship of my sisters' two kids (age 2 and 4) while she deals with financial, home, and drug related issues. So overnight, I went from 'single uncle' to 'Uncle Mom', and as such, I don't get to play much of anything anymore.
Alexander Augunas wrote:
I blame Alex for not knowing today is blame Alex day and not blame Cosmo day.
Is blame Alex like birthdays? Only coming once a year? Would that make Cosmo like the un-birthday? Happens every other day of the year?
I feel that this specific FAQ was probably unnecessary. The FAQ for Paragon Surge already pretty heavily nerfed people from abusing the spell, because they could, at most, add 3 Sorcerer/Wizard spells to their spell list in a day. With the FAQ, once they make that choice, it becomes 'locked in' until the following day.
It's a pretty tame ability since the 3 spells can't be changed with each casting, but it remains cool and useful. This FAQ is just going to cause a lot of confusion a people find more and more corner cases as they try and figure out what is and is not legal combinations.
I get the feeling the game would probably be better if this FAQ never existed.
I really enjoy the Rough and Ready trait, it lets you use some weird things as weapons, like playing cards, instruments, 2x4s etc.
If you pick something like profession (carpenter) then anything from hammers, to ladders, to boards to nails can be used as a weapon.
My personal favorite, so far, is profession (magician/card dealer/gambler) along with Arcane Strike to throw magical playing cards at people as if they were shuriken.
Paladin's aren't 'faith-charged warriors' though, they are fueled by the powers of Law and Good, Righteousness and Justice.
They don't draw their power from any specific God, they get their power from their dedication to their code and ethics and upstanding moral integrity.
Paladins of every alignment just wouldn't work, at least not if you want it to resemble the current Paladin.
A Paladin of each alignment would require the introduction of 7 more base classes because each alignment would be very different and have different goals, different abilities and different features.
I mean, take the various Aura's that a Paladin would have, what would be the equivalent of for the 7 remaining alignments?
What would the Smites of a Neutral Paladin be? Would it function like the spontaneous cure/channel of Clerics where they have to choose between Smite Good and Smite Evil? If so, what's the point?
Just sounds to me like trying to argue for a Paladin of each alignment is a very niche desire that is highly unlikely to see the light of day. It would also take up a lot of text in a book, a kin to an alternate system (like Words of Power) except unlikely to be used as much.
Alexander Augunas wrote:
You're just jealous of my orange juice sprinkles.
Archpaladin Zousha wrote:
Inter-company consistency. You asked a question with, essentially, a yes/no answer, not for an opinion.
In fact, asking multiple people the same question like that is exactly the kind of thing that lead to the blow up in the past with the 'Paizo get your house in order' thread. Multiple different Paizo employees were giving multiple different answers.
So, instead, you get one answer from all three sources so this stuff doesn't answer.
If, instead, you had received three different answers, then, inevitably, someone would have brought up, "Well so and so said this, so which is correct?" Maybe not on your issue, but someone else would have done the same thing and the tit-for-tat would have started.
It's one of the reasons why James Jacobs doesn't like to answer rules questions any more. Too many people tried to use his posts to 'win' arguments or prove the Designers like Jason, Stephen, Sean or Mark wrong.
If you wanted an opinion, you should have phrased your question to say that, instead, you asked a question that could easily be answer by a yes/no response.
Up here in Alaska, we burn icicles to keep our igloos warm. :P
Peter Stewart wrote:
The munchkin over-optimized builds is not what the game should be balanced around.
But the game should be balanced assuming the people playing are intelligent and aren't going to select toughness, run, endurance and vital strike as feats. Assume that combat classes are going to select intelligent combat feats. Keep an eye on the 'Guides to X class' threats and see which selections are rated the best, and which ones are rated the worst. Look for more info to back those claims up and see if it's a widely popular belief that X feat is trash and Y feat is automatically the best.
Keep all of this in mind and keep revising the game. Some feats should be better than others and that's ok. But if one feat is so absolutely mind-boggling good you'd be stupid to consider not taking it, then that feat needs to come under review, unless it's something that just patches up a hole in mechanics or is necessary to make something work.
A feat like Mythic Power Attack, for example, is a 'mandatory' feat if a group is using Mythic and one of their characters uses Power Attack. Yet the feat is so g+~ d+~ned powerful I've seen many, many groups so far having to nerf it because it's so obviously better than all of the other feats. Increased damage, increased damage before crits, and the option to negate the penalties for 1 minute? Hell, it's like 3 feats rolled into one!
The point is, they don't need to balance the game around munchkins, but they should balance the game around intelligent, maybe even mildly optimized, choices.
As it stands, my current understanding, based off various posts, is that the game, especially APs, is balanced around the idea that the average gamer has either a single adventure path under his belt, or 6 months of play experience.
Think about that, they assume that the average player has only 6 months experience. Almost as if once people get more than 6 months, many of them just stop playing, or never get any better. But we know this is categorically untrue and the average player isn't that bad.
In fact, with the help of these forums and the abundance of guides on the internet (plus with a more internet-savvy player base willing to Google How-to for games), we know that even new players can have a real leg up by reading the guides. So they come into the game with some already pre-built characters based off some guides, meaning they're playing with the help of vastly more experienced players.
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
So, here we see that elementals, typically earth elementals, are being forced into slavery, bound to the will of the golem's creator.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.
So, here we learn that an elemental that used to have a mind, becomes a mindless machine subject to his creators will. He can't think, he can't plot, he can't dream.
Infusing energy into a body so that it rises and serves the creator = evil.
Enslaving and wiping away the thoughts and feelings of a sentient being for the express purpose of a mindless killing machine subject to the creators every will = not evil.
AND MY AXE!
You know, I can't help but think, that this book will make or break the future of Pathfinder for some people. If the rules team is no longer held back by backwards compatibility, then we will finally get to see how the rules team envisions some of those classes and things without some of the hang-ups of the previous game.
Frankly, when I look at classes like the Magus, or, especially, the Inquisitor, I get excited. The only two concerns I really have is the original Summoner and the Gunslinger (more of a concerns with guns...). So overall, I'm feeling positive about this upcoming book.
Fnipernackle, that line about Sorcerers is dealing, primarily, with the Bloodlines of Sorcerers who sometimes get Clerical spells (Celestial Bloodline gets several cleric spells if I recall).
It also may refer to the section on 'independent research' that allows players to invent their own spells, possibly inventing arcane version of divine spells.
Cosmo prefers to heighten the misery even more. See, he makes ghost touch bottles, and puts liquid inside, the problem? The alcohol isn't ghost touch, so incorporeals can't drink it. It just goes through their body.