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Has he reason to believe you are evil?
If something looks, sounds and walks like a duck: Keep an eye open, your duck detector might be wrong with telling you it's no duck.
I call it because posters here keep saying how the rule is stupid where in fact it is not. I don't say rules should incorporate physics. But if people don't understand physics and then yell at a sensible rule I feel inclined to tell them that they are wrong.
If a saving throw is based on cha as ref for some oracles, it should benefit from it.
It should not apply to saves just benefiting from divine grace because that save is still based on its normal stat. Same with the new feat, divine protection or what it is called.
Normally the community keeps saying that tanking is not possible in PF and most of the time people are correct in saying so.
But now I thought about the following:
The archon style allows you to give an AC bonus to your adjacent allies vs one foe and to take hits meant for them.
The question is: How to build it? I'd like to make him a dwarf but then the high diplomacy is hard. MMS monk would give early access to archon style and following, wis to AC and allow me to add in earth child style, as well. But multiclassing would be no problem when it comes in handy (for example for more survivability.
I think there will be others around using teamwork feats so paired opportunists would be nice to have at some point. That way I could retaliate for every attack I take for an ally who has the feat.
A battleaxe or bastard sword being more finessaable than a Dagger is silly.
They are not more finessable. You take weapon finesse and get to use dex to attack with daggers. That's not possible with the other two.
But if you put more work into it you can get dex to damage with those weapons on top of dex to attack. And that is not so much silly because in reality when you want to use your dexterity or agility to inflict more damage with a melee weapon you do that by using the weapon's own weight and momentum. The dagger has neglectable weight and momentum and because of that it is hard to deal more damage with it via dex.
What would make sense is to give every weapon a minimum strength to use it with dex to damage. But that would make it complicated and MAD.
TL;DR You can make forceful chops with an axe or a sword or you can whirl it gracefully. Both ways increase the impact. Way two is impossible with a dagger.
I hope not. Wrath of the righteous was the AP about redemption. Now it's bud-kicking for goodness time.
[minor spoilers ahead]
My party noticed that and skirted around one fight, erected a barrier to block sound and then went back to kill the guys they circumvented earlier.
I'm going to try and adopt that kind of enemy behavior in other games I run.
Flaming, shocking etc. weapon ability. You really require the character to spend a standard action to activate the ability?
You have to use a standard action to activate it once after you obtain the weapon and again after you actively deactivated it.
Edit: Found it:
James Jacobs wrote:
While it's a command word to activate or deactivate a weapon like a flaming or a frost weapon... once activated it stays on. Sheathing it suppresses the energy automatically, and when you draw the weapon later it's ready to go. You'd only want to turn off the energy effect, as a previous poster said, when you're facing something that using that type of energy against is a bad idea.
For a battle vs an iron golem, for example, it could be a good idea to deactivate that flaming effect (having to re-activate it later) but most of the time it can just stay on.
Using a bastard sword or katana might be big enough for some people. And the dancing around part is not necessary. You can easily play a guy wielding a bastard sword who's standing still most of the time until he strikes or someone attacks him. That's when he dodges just far enough to not get hit.
But to OP: I'd play a slayer over a fighter or swashbuckler most of the time. Except maybe for a dip.
Taku Ooka Nin wrote:
I think this is not about him being too harsh but what kind of campaign the players expected. To send a dedicated assassin with 3 levels higher after a group, using all the tricks he has to offer is about the same as having them be killed by an avalanche when travelling through the mountains. Stuff like that can happen. But should it happen in a RPG campaign?
Depends on the campaign.
Unless the GM decides there is.I've been there several times. And it was very annoying.
But what I really wanted to get at was: Not every player likes monologues. But many GMs assume that the players like them. So the players get annoyed by the constant blather and the GM gets annoyed by the player's interrupting the BBEGs.
Why? Is it the term I used? If so I am very sorry, that was in no way my intend.If it is about the pc being turned into another ethnic group, it could have been another way, too. A tian could have suddenly looked like someone from taldor. I didn't know the ethnic group I was talking about was from mwangi.
Justin Sane wrote:
More so when the books mostly sit in (on?) the shelves while the real gaming uses the online databases.
I'm ressurecting this thread (hululululu!) - as I think the issue needs errata. I've pressed FAQ on the first post, and would invite others to do the same.
I don't think it needs one. This issue is an inconvenience that you have different ways to cope with.It's like the druid needing a feat to cast during wildshape.
It has its drawbacks, yes. But calling it a trap is a bit strong imo.Just yesterday we had a fight where superstition could have killed my pc but I'd still always take it again, because there are more fights in which it saves my behind.
Okay just... take power attack and go to town. You clearly have no intention of actually taking anyone's advice so feel free to derp around with a suboptimal Dwarven fighter. If you want to make "the most powerful Dwarven warrior", your options are Slayer, Ranger, and Barbarian. You will not be using heavy armor with any of these. You shouldn't care.
Some people can't overcome what they see as a class's fluff. If for him the slayer is the sneaky backstabber, the barbarian the raging madman and the ranger the robin hood/strider guy, let him be.
But there is one point in which I disagree with you, Arachnofiend: I would be using heavy armor as a dwarven slayer. It's just a feat and I'm slow and steady.
Deadly Juggernaut wrote:
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.
I read the wording of the bolded part in a way that only the bonuses are luck bonuses and that the DR is in addition to the luck bonuses but not one itself. And as the DR doesn't seem to be cumulative as per the wording.And the increase from fate's favoured is only applied once.
Sure spalls are a finite resource. But a cha based full caster can well fill in with intimidate. A witch can fill in with hexes, wizards have their (still limited) school powers in addition to spells, clerics have their domain powers and at least the divine casters can be competent melee or ranged combatants, too.The myth that wizards without spells are useless might have been true in AD&D, but it is no longer.
Let one player roll stats and have everyone use those stats. By that you get non-optimised stats while still having the same kind of fairness as point buy.
Or have every player roll a set and everyone gets to choose which set to use.
But I have to say that the PCs I build tend to have rather different stats. So I am a little surprised that your players had such similar stats over several games.
2+3 do not work. It is extradimensional space so no connection to other real world places. You can even use it on a ship without any problem.
- Hide from flying enemies making fly-by attacks
Not all of the above will kill the trapped enemy but sometimes taunting them is just worth it.
Or just to take part of your enemies out of the fight for some time while you kill the ones not trapped in the pit. When they climb out or the spell ends kill them too. Simple divide and conquer.
Edit: Ninjad about the extradimensional space stuff
I do not know if that works in PFS (don't know what's legal and it ignores one sentence of the fluff)
Buy a combat scabbard (not a sharpened one). That way, at the start of combat you can attack mooks with your sheathed sword and still use Iaijutsu Strike on the main foe once you reach him.
Fluff to be ignored:.
Sword saints hail from lands where samurai are prevalent, and are often ronin who wander the world seeking new challenges to perfect their intricate style of swordplay called iaijutsu. The following benefits apply only when a sword saint is using a sword and carrying nothing in his other hand.
It looks like a rule but is written in italic that normally indicates fluff. But that only applies to the second part. Attacking with the sheathed sword until you want to do the Iaijutsu Strike should definitely work.
I'm more than a little put off by the Bloodrager getting his own spell list. I have a lot of third party material that has spells for existing spell lists making applying them to Bloodrager trickier. My only hope is that it has all the magus spells with additions so that I easily house rule that all 1-4 level third party magus spells are also Bloodrager spells.
I don't care about 3pp stuff. I was just put off by how bad the bloodrager list was when compared to the magus list. Every single spell I used during the first playtest was gone.I hope they fixed the list a little.
I tend to see it as a problem to look at a fantasy setting that is not a modern scientific world with our contemporary morality.
So in terms of morality I give PCs (those I gm for and those I play) more leeway than our modern world-view would allow.
Orc barbarian 5 with the mighty template.
Give him a flaming weapon and you are good to go.
The result is a straight in the face build with a lot of HP, some DR and good passive self heal.
[spoiler=math for self heal]
Perhaps not the mightiest pc you can build with those rules but a simple one.
That's where it was at the second playtest. It was better than the rogue, did not quite match the ranger and provided a far better platform to build most Rogue or Fighter based concepts than those classes.