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Thril Kreen Barbarian

darth_borehd's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 1,527 posts (2,053 including aliases). 1 review. No lists. 1 wishlist. 3 aliases.


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Vrog Skyreaver has submitted his bard and it has been accepted.

I am thinking about having people advance two levels each duel with the final duel going to level 20.

I understand people would like to keep their character sheet private. Is this correct?

If so, use the same format as the NPC codex and send them to me in a private message.

You have convinced me Nyaa, that one duel is enough for a whole day. Is this agreeable to everyone?

Nyaa wrote:
1vs1 pvp between characters of equal level is CR+3 encounter for them. CR+3 encounter should be the only encounter in a given day.

I think you are saying that one duel should see characters use 100% of their resources?

What does everybody think of that?

Bane88 wrote:
Throwing in for an anti paladin

You got it!

As a primarily martial type, what is your opinion on when casters should recover spells?

Entryhazard wrote:
darth_borehd wrote:
For characters, the CR is one less than the total class levels.

Actually, given the wealth of a player character, the CR is equal to the character level. Only NPCs have level-1 as they have less gear

Anyway, there's a spot? I'd really like to play a Brawler

I stand corrected on that.

You got it.

So what is the most fair way to both casters and martial types?

Sorry, to hear that Gilthanis. I was hoping to come to some kind of agreement.

For characters, the CR is one less than the total class levels.

Here's the amended plan for tournament:

Every 3rd duel is the end of a "day" and you are both leveled up three levels and restored to full hit points before the 4th duel. Consumable items and ammunition are still gone. You may buy what you want as listed in UE (no custom items*) with standard WBL.

Is this fair to both martial types and casters?

So. . . are you saying people should get a refresh every 3 duels?

OK< i hear what you are saying. But allowing all spells to be replenished between duels gives casters a huge advantage.

One of the disadvantages of playing casters is that they eventually run out of spells, right?

I made the changes above. Reload the page to see them.

Yes, There will be random maps (About 6). One will be completely flat like a Roman arena. One will be a maze filled with traps. One will have islands in a arena filled with water. I'm working on the others. In all of them, you start some distance away. I'm thinking somewhere between 30' and 100' depending on the map.

If we don't get more people by 11:59 pm PST on the 7th, then you I'll start allowing secondary characters.

Yes, casters start with all their spells prepared. Keep in mind this tournament will take place during a single day, so you won't be able to recover spells.

Where are the "cleric or druid-zillas"? The "Being a God" wizards?

We need to fill more slots. :)

meeko wrote:
Any problems with me going tetori monk? its better for snapping the necks of puny casters.

Sorry, somebody else already got monk and arcanist. I put you down for brawler.

Official Roster

Try that.

I was under the impression that the "animal" type was supposed to be used for real-world animals, both extant and extinct.

As far as I know, the gorthek is completely fictional. Why is it an animal and not magical beast? Other combination animals like griffons are magical beasts.

Can anybody explain the reasoning for making it an animal?

Official Roster Link: CNcPpxew/pubhtml

Sorry, I can't go back and edit old posts.

* Performance combat rules from Ultimate Combat will be used.

Gilthanis wrote:

I claim monk. Going to go dwarf zen archer.

Is there prep time before the fight?
Gold to start with?
Are consumables allowed?

* There is a 50% chance of one round of prep time, otherwise none.

* Average gold
* Yes, buy what you want.

What should be done with craft skills and feats?

Option 1: Ignore them.

Option 2: They give you a discount when buying items.

Core Races only:


Books allowed for Feats, Class Features, Class Abilities, Familiars, Animal Companions, Archetypes, Weapons, Items, and Spells:

Core Rulebook
Advanced Player's Guide
Ultimate Combat
Ultimate Magic
Ultimate Equipment
Advanced Class Guide
Advanced Race Guide (Sections on core races only)
Bestiary I, II, III, IV
Ultimate Campaign (Traits and Drawbacks only)

Class -- Player
Alchemist -- Wolfwaker
Barbarian -- Jarred Henninger
Bard -- Vrog Skyreaver
Bloodrager -- Nohwear
Warpriest -- rorek55

List of classes


* Right now, the plan is to start at level 1.

* No psionics or psychic magic.

* Any archetype is allowed from allowed sources (list to follow).

* 20 point buy

* Max hp at 1st level, average hp for all others.

Thoughts on any of these?

Nyaa wrote:
Why not write Arcanist initiative optimization guide instead?

Are you saying you want to choose arcanist?

Wolfwaker wrote:
I'd try it (with an alchemist).

You must have heard of the infamous Mr. E. duel. :)

My plan is for everybody to start at level 1.

Ammo and consumables can be repurchased with standard WBL when leveling up.

I want to have 4 or 6 battlefield maps randomly chosen when the match begins.

Thoughts? Suggestions?

Anybody make a Bard archetype that has no spells?

1 person marked this as a favorite.

I roleplay it all the time and personally never get tired of it!

Everybody else. . . that's a different story.

I am a roleplayer and not ashamed of it!

I mean both.

For example: If a wizard learns Summon Monster V, then he automatically adds Summon Monster I, II, III, and IV to his spellbook if he did not already have them.

This is an idea I've had for a while about a class elimination tournament.

Contestants would choose a class and submit the best character they can make. They are then teleported to an arena where they fight each other one-on-one. The winners advance to the next round.

Each class will be represented by one contestant. Once a class has been chosen, other players must choose another class.

Those that advance to the next round are advanced in XP by one level.

At the end, the winner and the class played will be crowned the winner of the year.

I'm trying to find out how much interest there is for such a game.

I find the inconsistency disturbing.

I would prefer they either drop undercasting or make it a retroactive rule for ALL casters.

Charon's Little Helper wrote:

I think that's likely due to system mastery. Generally the people that DO play rogue tend to know what they're doing.

That possibly could be the case. I'm not sure how to test for that though.

1 person marked this as a favorite.

I'm still very sceptical. I've never seen another class "out-rogue" a rogue and in fact, more often than not, I have seen rogue characters dominate the party as the most useful member.

It makes me wonder how much of this "rogue needs fixing" notion is based on hypothetical situations and how much is based on actual play examples.

1 person marked this as a favorite.

I think there is too much of an emphasis on what characters do in combat.

I let players choose between regular spellcasting or wordcasting when taking a caster class. They naturally pick the kind that best fits their concept.

We had one player playing a fire elementalist wordcasting wizard and she was awesome. Other people just want the simplicity of the regular system.

I would say yes, casters do get tired and there is no mechanical difference.

Rawhead wrote:
It still doesn't make sense that those who are not engaged in constant, strenuous, physical activity are counting down at the same rate as those that are.

When dealing with a life and death situation, your adrenaline goes up through the roof. You are also looking around for danger and constantly making sure you don't get hit.

Those that are up swinging weapons usually have all their training helping to make it easier for them. That's why martial type classes have higher fort saves and usually higher con. They can naturally last longer most of the time.

Wizards, for example. who spent most of their time not doing strenuous exercise but reading books would not be as used to all this stress and activity and would get tired faster.

I would appreciate an article or a little PDF update on wordcasting.

Ok, so rogues are not broken but if I were to remake them I would make a couple changes/

  • Make skills more valuable in general.
    How skills are used should be more flexible. For example, Profession (Fisherman) could be substituted for a Survival check to get food if next to a body of water or it could also be substituted for a Knowledge (Nature) to figure out a large predator is eating the fish under a lake. Encouraging players to use skills more creatively makes classes with lots of skill points, like rogues, more valuable.
  • Rogue talents should work like ninja tricks.
    What I mean is that rogues should get a pool of points like qi or grit to activate their special abilities. If I was to guess, I think this is what James meant when he said that he would do the rogue differently now. What I propose is that rogues get a pool of "moxy" that is equal to 1/2 her rogue level + Int modifier. Any rogue talent that says it usable once a day can be re-activated by spending a moxy point. As long as a rogue has at least 1 moxy point, she can roll twice on any opposed skill check (Perception vs her Disguise, Sense Motive vs her Bluff) and take the better result.

Everything else stays the same.

How well do you think Modern Path works with the material in the Technology Guide?

1 person marked this as a favorite.

Things to tweak for the Fighter:

* Bravery is now a bonus against all mind-affecting magic
* Profession (Soldier) skill can be used to analyze the tactics of enemies (opposed by enemy leader's Profession (Soldier) or Bluff check). Success lets the fighter figure out the enemy's plan. Failing by 10 or more leads him to the wrong conclusion.
* 4 skill points per level

Fighters are OK as they are but if I were to change anything those would be it.

In fantasy movies and TV shows, you don't see characters walking around with as much gear as on typical Pathfinder character sheet. It makes you wonder why you can't be more like Xena or Aragorn.

I often want characters to be more like that so I intentionally keep my gear limited to a few things in exchange for giving up loot.

For example, instead of also getting a magic bow to go with my magic sword, I forsake the magic bow and apply the cost to upgrading the sword. If it is not enough to add another +1 or ability, I notate off to the side. When I accumulate enough gp in the virtual "bank," the sword just spontaneously gains another enhancement. So not totally gearless, but gear-lite.

Now for the truly gearless monk, I would use a combination of a couple different things.

  • The first is converting the gold using the downtime and contacts section in Ultimate Campaign. The monk develops a monastery and a network of friends to help him out. Need a teleport to a place far away? I know a wizard who lives here.
  • The 2nd is letting the monk buy upgrades as if his hands and body were weapons and armor. He can add +1 enhancement and flaming to his hands and +1 Armor to his body.

I found those combination of things to work pretty well.

1 person marked this as a favorite.
Ssalarn wrote:
darth_borehd wrote:
There is nothing wrong with the rogue. I wouldn't change a thing.
Even the Paizo design team has openly stated that they don't believe that to be true. One of the goals of the upcoming Unchained book is even explicitly to fix the Rogue.

I'm not aware of anybody saying that. Where did that happen?

Unchained is not coming out "explicitly to fix the Rogue." It's a collection of alternative rules on a variety of topics similar to Unearthed Arcana.

Maybe if you can explain why you think it is "broken" we can start there and discuss solutions.

Yeah, it's ironically difficult for an alchemist to make alchemical golems.

Paizo said they realized this part of the rules needed work and would revisit later. That was quite a long while ago.

Simple fix would be to house rule that for purposes of qualifying for item creation feats only, alchemists may use their alchemist level as a caster level.

Deadmanwalking wrote:
darth_borehd wrote:
We need a noble character class but that's another topic.
You mean this? Because, while a prestige class, that's distinctly a Noble. And pretty effective, in it's way.

Similar, but as a full base class. Like this noble class for Dragonlance.

If you want a little gritty realism how about this instead:

Anybody with an initiative count during combat (including spellcasters, healers, etc) will eventually become tired.

You can be in combat up to a number of rounds equal to your Con score without any chance of tiring naturally.

After that, you must make a DC 10 Fort save each round. Each additional round, the DC increases by +1. Failing a save makes you fatigued. Once fatigued, failing a second check makes you exhausted.

Fighters add their Bravery bonus to this Fort save. Endurance feat adds an additional +4 bonus to the save.

Rolling a natural 20 gives you a "2nd wind" and resets the count to the beginning.

Unlike regular fatigue or exhaustion, battle fatigue can be removed by 1 minute (10 rounds) of inactivity while exhaustion from battle can be downgraded to fatigue by 10 minutes of inactivity.

Anzyr wrote:
literally throttle the universe and thus your opinion on balance is of questionable value.

Keep in mind this is all subjective.

After reading the comments here and re-reading the Occult playtest, I don't think it is as big a concern as I once thought.

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