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My ban list for what it's worth:
Vanilla Summoner: the spell list was way too out of whack.
While I agree, we cannot cherry pick the situations and assume that is what they meant.
Sunder is actually an interesting one to bring up, there are no rules on what hardness or HP our mindblades have. And if it's broken in half, why could you not just let go of it and have it considered to disappear.
Causes too much confusion, unless they list exactly what would cause the points to be refunded or what would not cause the points to be refunded specifically.
that would seem pretty harsh to me. Losing upwards of 3 points because someone disarmed you would be crippling. I would imagine that it is indeed intended that any time your weapon leaves your hands, it would refund your points. The payment is the action next round for having to manifest your weapon again.
As for the spell, I'm not sure. The DM in me wants to say no way, not an intended use of the spell. The player in me thinks it's a unique idea. Regardless it's from a splat book so balance is not always the best in those.
A little round about but you could take the Extra Arcana feat, pick up spell blending, and then use that to get heroism.
Haste is a great party buff,
The problem with GMW is that the bonuses will only last as long as you are manifesting the weapon. If you drop it for any reason such as being disarmed, stunned, or walk into a social situation where having a weapon in hand would be a faux pas, then the spell is over, and you must re-cast it when you manifest a new weapon.
Never said it was perfect but it is an option.
I love the flavor behind the class, and the versatility is unparalleled. I have been given the OK to switch my current magus to a mind blade in my current campaign and couldn't be more excited.
I agree with Torbyne that frostbite will be the bread and butter damage spell, especially with the duel wield option later down the road. And you should have the bonus to concentration to overcome the defensive check (of low level spells at least).
It would be nice if we could take an arcana to use the metamagic to remove thought component once a day (or more) for free, sort of like empower magic and such.
This could quickly require Lunge as a must have feat, and that will only help in some situations.
With mindblade losing improved spell combat and greater spell combat and Ectoplasmatists never being offered such skills, overcoming that -10 seems highly unlikely.
Is there a feat or spell we're missing that would make this better that isn't meta magic, since metamagic doesn't help spell combat or spiritual combat.
Mighty Squash wrote:
Thanks for clearing that up.
I am not sure I understand the wording on Psychic access very well. Pretty straight forward question. It says:
Psychic Access (Su): At 4th level, the mindblade gains
access to an expanded spell list. She adds two spells
from the psychic class spell list to her magus spell list
as magus spells of the same spell level. These must be
spells of levels the mindblade is able to cast. At 7th, 11th,
14th, and 19th levels, she adds two more psychic class
spells to her spell list, following the same restrictions.
When a mindblade takes the spell blending arcana, she
gains spells from the psychic class spell list instead of
the wizard spell list.
This ability replaces spell recall, knowledge pool,
improved spell recall, greater spell combat, and greater
So do these spells get put on my list of spells I know, or on the list of spells I CAN POTENTIALLY know?
Thanks in advanced.
In my games we run Aasimars and Tieflings as the same age span as their non outsider counterparts. As in if you're an elf born Aasimar, then you have the elf life span. Or a Gnome Tiefling has the life span of a gnome.
Keeps things simple and allows the world to have Aasimars and Tieflings in all societies.
I think this is a huge thing. The difference in combat length between players that have everything already figured out and just roll dice, compared to players that don't really makes the combat two or three times as long.
If I as the GM took 15 minutes per turn on every single monster, we'd have 1 combat in the night, and then be out of time. I am not sure the solution to this issue though because one complaint people have is too many rules. But I love having rules for every option, just have to know how they work.
Purple Dragon Knight wrote:
This gave me a good smile.
richard develyn wrote:
I really like what Richard is pointing out here. With the video game culture taking over, and Patherfinder games starting to make their way to almost main stream, it's almost like no one has an imagination anymore. I have had plenty of players that just coast now expecting the world to bring adventure to them.
I recently went with an old school sandbox view in an urban area. Now some of the blame could be on me, but I had a set of 5 or 6 players who did alot of sitting around doing a whole lot of nothing. Or if they did do something it was to cause some trouble in the poor quarter. Not a single one went seeking any sort of adventure. Most NPC's I introduced were met with aggression instead of a potential plot hook. I tire of having to make achievement happen for the players.
I miss the days of being able to sit down with a blank sheet and both I and the players would work together and cultivate a great story. Now it just seems like if I were to sit down with a blank sheet I'd just get a bunch of blank stares. end rant.
Now back on topic. Perhaps you need a shake up. You pointed out starting new characters is something that excites you. Maybe it would be as simple as starting a new character in an existing game. Or convince the Co-DM to start something fresh with an entire new set of faces in the party as well as on the opposing team. You also point out that the game feels slow. At higher levels the game does slow down as the characters can do more. This is a double edged sword though, as some players love having new abilities while other struggle to keep up with tracking all the resources.
Many have suggested switching systems, as this is the paizo board I am against advocating other systems, especially when pathfinder is so adaptable. I haven't looked at unchained yet, but look at the beginner box and see how different that looks than what you are playing today. Switching faces might also help, especially if you can get some less experienced to new people in. You have a lot to teach them but everything is new to them and you can feed off of their excitement. Also us old guys end up just making each other feel older than we are because the whole "back in my day it was like X".
Another thing you pointed out, back in the old days everything was "sit down, pull out a character sheet and play" and you knew the story would start and end that very session. For me at least, we used to have much longer blocks of time set aside for gaming. Now I am lucky to get to play for a few hours once a week. I couldn't imagine having a fulfilling story that started and ended every week that spanned a mere 3 or 4 hours. If you wanted that then you are just playing PFS (which I have nothing against, just isn't my style.)
No matter what, I am liking this thread. Can't wait to read more.
I am looking at the metal Oracle mystery out of Ultimate Magic. I noticed one of the abilities "vision in iron" looks like it could be pretty cool until I saw the limitations.
Vision in Iron:
Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.
Now my question is, what is the cast time to use this ability? Is it like the spell and take 1 hour to cast? If so it seems like a poor choice to spend an hour to scry on someone for just a few rounds.
Or because it's an (Sp) does it function differently?
Scrying for reference:
School divination (scrying); Level bard 3, cleric/oracle 5, druid 4, sorcerer/wizard 4, witch 4
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
Knowledge Will Save Modifier
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
Ok my search skills have failed me and I'm looking for some clarification for the Studied combat rules.
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike...
How exactly does this work. I can't tell with the wording.
Is it case 1: you study a target and then gain the bonuses on all attacks, but have the option of making one of your attacks a studied strike, at which case it ends the studied combat bonuses.
or is it case 2: You study a target and then gain the bonuses on that target until you hit them once, at which point the studied strike goes off and hence ends the studied combat.
Thanks in advanced.
Hey guys, I have a quick question. Does Delay disease work for mummy rot? With paladin divine health, it specifically calls out mummy rot where this spell does not.
Thanks in advanced.
Holy cow, I absolutely love this idea. Do you mind if I steal it for my games?
I believe it would still play out as follows, you use the crane wing, if the attack that you called you were using crane wing on misses you, then you get an AoO.
Just a guess though, if one of the devs would feel free to chime in an clarify I would not object.
If you are looking for a way to apply some battle field control, have you looked at the feat Dazing Assault?
Its a feat, but you take a -5 to hit but then every attack you connect with has a change of dazing the opponent. I know you were looking for a weapon enchant and this is a bab +11.
Hope this helps.
An attempt to standardize some guidelines for disbelieving illusions, from the RAW – please contribute!
It shouldn't matter which you use, when wildshaping or using the spell you gain the stats the spell says. You do not gain the stats of the creature at all. Like for the example of the Huge air elemental you gain the below.
Air elemental body spell:
Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
My question involves how fervor works along side of channel. I understand they are in the same pool now, but does that mean a war-priest can't take the extra channel feat? Or how about selective channel?
What I am getting at is, does fervor function as channel for the purpose of feats? If not, are there plans for fervor feats to be introduced in the advanced class guide?
I might have miscounted but it also looks like a 32 point build. So it should be extremely powerful.
looks closer to 27 to me, still strong.
str 14 - 5 points
Now to say dropping the int to 8 or the wis to 10 brings it in line with a 25 point buy. I think the biggest thing is signature deed can only be taken once, no where was it stated that you can take grit feats for the swashbuckler (i could be wrong on this one), and even if you could take the feat there is a level 11 min required.
now to be a OP hitting machine, replace those 3 feats with unarmed strike, dodge, and crane style and drop imp initiative for crane wing and you got a party right there.
Matthew Downie wrote:
If a former-GM player says "I wouldn't have run it that way" try constantly saying "I wouldn't have run your character that way..."
lol I agree. As a GM currently playing in my first game in forever, I consistently find myself thinking about how i would run something different, or what I would do next, yadda yadda. But then I remember how enjoyable it is to just relax and play.
The biggest thing I like watching is my former players pull their crap with the new GM. It gives perspective.
There is really no reason for that.
OT: Yes I believe the previous comments are correct.
Though unless this is a one on one fight, I don't find slumber as powerful as everyone claims. All it takes is a standard action, or any form of damage to wake the person.
My last group that I gamed with over 10 years ended up breaking up over stuff like you have stated, so at least you have the comfort that this kind of thing can happen to anyone, not just new players.
A possible work around to the "sell everything at 100% cost" would be to cut the loot they receive in half. I know "sticking it to them" kind of sucks, but it sounds like you've tried talking to the player in question already so if you wish to continue playing this is an option. It will suck because overall they will get less loot, because with the sell at 50% rule any gear you find and actually use doubles its worth. So since you cut in half to avoid over inflation of loot, they get the same amount as they would if they sold everything, and less if they use everything.
Having a marathon session as your second session as new players is very taxing, as you have experienced. Also remember, you're the GM. So you could have the government show up and close down his shop for not following the specific laws, or have it burnt down. Also if he really wants to get into it over the rules, pull out the city rules. Sandpoint can only sell so much in a given period of time. Let him sell the loot for 100% but tell him it could take months or even years until he finds a buyer for stuff. Just because it's up for sale doesn't mean anyone with the means to buy it will come along any time soon, if ever.
I feel your pain, but the tl;dr is talk to the player in question and see if you can work it out. Talk to him about game balance and what you'll have to do to make sure it all works out, since it is a pre-written campaign.
It does happen, I had to quit my most recent group because of it. It was a long time group that slowly degraded over time. So yes it does happen, but my new group is more like you in that they have never had such a situation.
It is so much better to GM for a group that isn't so entitled, and are just there to have fun.
outside of smiting, the spirit build seems to be extremely low on the damage side. And while that 1 level of cleric is crucial for guided hand, it just seems to set you back pretty harshly. Divine favor for damage a few times a day will be nice, pick up ability focus(stunning fist) and mantis Style and boom, you have a really nasty stunning fist.
Overall I love the guide, but I would like to see a build for each style just as kind of a guideline and a preview of what each can do.
Name: Brother Phiroz of Caliphas
The party engaged the headsman's with great confidence, they had just got done dealing with the terrible rat swarm in the western guard tower. They rushed to the prison early to get a peek at it before the Town Council meeting they had been invited to, as that was the next day. They immediately recognized their folly in engaging the haunted scythe with strong heads as Phiroz with his weak constitution(8 con) was the first to deal real damage to the scythe. He also found himself in a melee with it. Shale the towering man was unable to stand in the way to protect the godly man. The scythe scored a lucky hit under the priest's armor (scored a crit) and tore him open. Shale struck the scythe down with a mighty blow one round later, but it was too late. The damage had been done and the Priest was no more.