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Umbranus's page

3,941 posts (4,259 including aliases). 3 reviews. 2 lists. No wishlists. 4 aliases.

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Why not skald?

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Mathius wrote:

Shadowrun is imbalanced but is at least mostly balanced with niche. I can not see combat build that can out face the face or hacker that can do combat that a street sam.

in SR 3rd mages can do what mundanes can plus do magic. Dont know 4th good enough to comment.

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The topic would be better reading: Dealing with effective Intimidate / Dazzling Display / etc. It is not broken and does not need to be fixed. Be glad that it's not a witch using her slumber hex on all those enemies instead.

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Has he reason to believe you are evil?
Last time I played a paladin we had a sanguine sorcerer in the party who drank blood for healing, used the control undead spell and insisted that we take the undead along after the fight instead of destroying them. Detect evil did not work on her. No reason to be wary?

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.

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ElementalXX wrote:
Umbranus wrote:
Snorter wrote:

So, to make a pair of daggers more graceful, you have to strap rocks to them?

Got it.

They are graceful. They just can't deal loads of damage with it. Because to deal damage with a fighting style depending on agility the weapon needs to have some weight. When using brawn you can simply force the weapon in to deal damage. With a graceful weapon you only use the weapon's momentum to deal damage.

Seems the devs thought about it before making the rule. Sadly most posters here do not seem to understand the physics well enough. It's just not: dagger graceful, graceful good, big damage.

When I am chopping wood I can do it with a light or with a heavy axe. Someone with less muscles would find it more exercising but at the same time more effective to use the heavy axe because he only has to raise it and then let its weight do the chopping. With the light axe he'll just get it stuck in the wood with little effect.

are you calling physics? because in the game a 7 str character moving a dagger require the same time to swing a Warhammer and has exactly the same hit chancen.

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.

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If a saving throw is based on cha as ref for some oracles, it should benefit from it.
Same with initiative for someone with noble scion (I think its war).

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.

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The difference is that the hunter is a good class without the sacred huntmaster. The swashbuckler is not a good class without the daring champion. (imo)

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Having different pc levels in one party is bad. How you prevent that is up to you. Ditching xp is not the only way.

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Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.

If it was an official feat I'd ban it at once.

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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 diplomacy version of antagonize (yes I went there) allows you to give an opponent -2 to attack someone else for 1 minute.
At the start I could only use either or but later I can use both each round (or use archon style and attack).

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.
Perhaps go into stalwart defender later on?

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.

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swoosh wrote:
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.
Daggers are more about where do you hit and how deep can you push it in (which needs strength).

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.

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Thanks again.

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There is a trait, river rat I think it is, that increases damage with daggers by 1.

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I would assume the same limit as the brawler's martial flexibility has:

martial flexibility wrote:
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

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UnArcaneElection wrote:

Haven't yet had a chance to read the whole thread, but the search engine said that "redeem", "redeeming", and "redemption" were currently not in this thread -- any chance of redeeming any notable opponents (including but not limited to giants)? Trying to put together a character concept for a character seeking redemption, who could become a redeemer (but not the Redeemer Paladin Archetype).

I hope not. Wrath of the righteous was the AP about redemption. Now it's bud-kicking for goodness time.

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[minor spoilers ahead]
I recently ran crown of the kobold king and there some rooms have notes about how the occupants react to certain situations. That's pretty cool.
Some are prepping an ambush, some come to aid others.

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.

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You have to use a standard action to activate it once after you obtain the weapon and again after you actively deactivated it.
I remember there being an official answer in that direction once. The sheath is protected from the weapons own elemental effect thus you can just sheath the weapon without deactivating 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.

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Eltacolibre wrote:

Not everybody wants to play people dancing around with swords...some just like swinging their big swords and be done with it. I have a friend who enjoys playing dex fighter and enjoyed it when Swashbuckler was released.

Swashbuckler is pretty cool...but frankly I will never ever play a dex based class for personal preference really. I prefer brute strength or spellcasting but that's just me.

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.

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Taku Ooka Nin wrote:

Was the GM too harsh in this PC massacre or should have the PCs made better decisions about how to act in the wild?

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.

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RumpinRufus wrote:
Umbranus wrote:

The worst thing about it is if the first PC to interrupt gets a surprise round vs the other players.

This is wrong.

There is no surprise round.

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.

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Thelemic_Noun wrote:
Umbranus wrote:

The GM allowed him to Keep his stats but had him come back as a negro.

Well, this thread just got uncomfortable.

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.

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Kobold Cleaver wrote:

Anyways, Kingmaker seems like a good fit. A goblin has no place he can call home? Fine. He can make his own.

That's what I did. And while goblins are an ugly bunch so could one of them.

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Tacticslion wrote:

Umbranus wrote:
Alright you Primitive Screwheads, listen up! You see this? This... is my boomstick!
Shop smart! Shop: S-MART! YOU HEAR?!


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Alright you Primitive Screwheads, listen up! You see this? This... is my boomstick!

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Justin Sane wrote:
Ross Byers wrote:
I know Paizo prefers to use full-color art, with minimal art reuse, but the discussion of pagefitting causing trouble is making me think of those oft-reused sketches inside WotC's 3.5-era softcovers. You know, the ones with no real context other than be dungeon-dressing?
I'd rather see reused stock art and good text than magnificent art and badly-written text. Especially because I don't use the art in-game.

More so when the books mostly sit in (on?) the shelves while the real gaming uses the online databases.

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Derwalt wrote:
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.

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In fact there are a lot of good options (maybe not optimised but still more than viable).
- Weapon master fighter/archaeologist bard (with fate's favoured)
- Paladin/Wood oracle

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Perhaps he's talking about the reincarnated druid archetype.

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I think the stance on cannibalism varies very much with society's views on it:

Then Jesus said unto them, Verily, verily, I say unto you, Except ye eat the flesh of the Son of man, and drink his blood, ye have no life in you. John 6:53

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DrDeth wrote:

I have several issues with this comparo, and one is Superstition. It's highly situational and varies by group. If a group likes to use lots of in combat buff spells, and has longer combats where healing will be necessary, Superstition is a trap.

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.

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Torbyne wrote:
Maybe for about a year people will talk about the sad death of rogues and fighters but then unchained comes out and we get new rogues who phase through walls and fighters who can cut through space and time.

I would be very happy to see fighters getting cool stuff.

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The kobold racial feats and noxious bite. Especially combined.
Kobolds are one of few races that can get it relatively easily.

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chaoseffect wrote:
From memory it says you can use it if you cannot take a full round action but can take a standard... which would mean you could use it while Staggered as well. Which is hilarious for a pouncing Barbarian.

... pouncing zombies...

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Arachnofiend wrote:
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.

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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.

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tony gent wrote:
Because you will run out or spells after a set number of rounds a fighter can swing his sword all day

All day, as long as he doesnt run out of hp. Which are mostly healed with what? Spells.

And there are casting classes, like the witch, that do not run out of things to do.

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strayshift wrote:

Likewise casters have FINITE resources (even God Wizards) in terms of spells and a smart DM will limit their opportunities to run the 15 minute adventuring day (as well as scry and fry). Prepared casters rely on intelligence (as in knowledge) to forward plan but often don't have many of the key spells and spontaneous casters know fewer spells (but can spam) again a smart DM will present challenges where these factors come into play.

Full casters are the most powerful characters at high level but a good DM will adopt tactics to challenge and counter them allowing the rest of the party to shine.

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.

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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.

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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
- protect your squishies by keeping the enemy from flanking
- vs single opponents: Trap them in the pit and pee down
- trap the enemy, throw down lamp oil, dung from an everlasting bag of dung and something to light the mixture on fire
- cast grease + acid power component on the opposite part of the pit. If they want to climb out there they have a hard time and are dealt acid damage.

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

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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.
After that hold the scabbard in your off-hand and get a shield bonus to AC via the improvised defence trait.

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.

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You can totally build a wizard using 3 point buy.
Human: STR: 8 DEX: 12 CON: 12 INT: 16 (+2 racial) WIS: 8 CHA: 8

By going to 7 you could get an even "better" build.
Take eschew materials as a feat. You don't need armor or a meaningful weapon so the str 8 weight limit should not be too crippling.

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Malwing wrote:
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.

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He told them the boy was still alive. And they did not torture him, they only threatened it.


And, you know, threatening someone to save a child is still better than American policemen beating up black suspects just for fun.

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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.
For example today we know that beating children, even your own ones is a bad thing to do. But in the times that more closely resembled the golarion societies it was normal to do that.

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.

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Orc barbarian 5 with the mighty template.
Take power attack, firegod's blessing feat and the mystical healer feat combined with the celestial totem, lesser for nice self heals every round you deal fire damage to an enemy.

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]
Fire god's blessing: 1 point
Mystical healer: 1d6 points
celestial totem, lesser: 10 points
= 1d6+11 self heal every turn you deal fire damage.]

Perhaps not the mightiest pc you can build with those rules but a simple one.

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MagusJanus wrote:
Deadmanwalking wrote:
MagusJanus wrote:
That's assuming they didn't nerf the Slayer between playtest and release.
Why would you assume they'd do that? Given the list of changes SKR said were likely...that sounds like they'd get slightly powered up if anything.
So as to prevent it from outshining other classes (basically, same reason as the warpriest). I'm willing to bet the result is somewhere between the Ranger and Rogue in terms of power.

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.

By the way, the only two classes that really fit the street urchin fluff are commoner (for the beggar who didn't learn a lot) or expert for the one who got some training whatever kind it may be.
Anything more, even the rogue is metagaming and sacrificing fluff for power.

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