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We take "fluff" as rules all the time. You have an example of where that isn't the case? Just because it doesn't have numbers does not mean it's not a rule.
No, Ranger Combat Style feats are like a monk's Stunning Fist.
Yes, this is completely legal. If your GM takes umbrage at you gaining a physical characteristic by adoption that was not in your genome, ask your GM to explain, using science, how anthropomorphic foxes can speak and have magic powers. :P
Secret Wizard wrote:
If you are playing a monk with only 12 Wisdom, you are doing it wrong.
No, it totally is contested. They released it to make it easier for new players and Pathfinder Society GMs and nerfed the monk in the process.
Simpler is not better. Monks with a weak Will save is just wrong and always will be wrong.
Secret Wizard wrote:
My opinion is the Unchained monk is inferior. Stick with CRB. Your saves will be better.
Max out Acrobatics and Perception in every way you can. Plan your feats for Spring Attack, Weapon Finesse, and Weapon Focus (Unarmed Strike). Your tactics should be tumbling through the rank and file to attack the spellcasters, archers, leaders, and other soft targets. You will also have good out of combat utility with acrobatic areas. That and maxing out Perception (Wisdom is your highest stat, right?) will make the party love you and the GM hate you.
My elemental sorcerer used flame jet a lot.
Cone and Selected Flame Jet are both 0-level spells so you can spam them as much as you want.
Cone Flame Jet does 1d4 fire damage to everything in a cone in 10 feet. It's great and unlimited.
Line Flame Jet was also very useful as a 1st level spell.
You can Boost them when you need that added range.
The best part is due to the bloodline arcana of the sorcerer, you can change Flame Jet into your element or any other effect word into your element.
Drahliana Moonrunner wrote:
The key thing to keep in mind is that Starfinder is not going to be a SciFi game. So if you're looking for Star Frontiers, Star Trek, or a hard sciencey game.... you're boarding the wrong starship.
I agree with your point. I think somebody mentioned Farscape and everything I heard about Starfinder seems to jive with that.
Vic Wertz wrote:
It uses the same exact layout file as the regular hardcover, with the output scaled to 78%. Full-color, softcover.
Do you sell a magnifying glass with it? :)
I'll pass on this. Nice idea, as all these books are very heavy, but being reduced 78% is too hard for me to read. It still doesn't beat a tablet or laptop in terms of portability.
Or they are just letting her use it anyway. Either for their own purposes or because they respect her now for "graduating." Maybe this whole thing was a manipulation and they really just want those people on her list dead too. They did ask her a lot of questions about who was on the list and let her walk out of the House of Black and White and go home. They could have easily made her blind again or sent another assassin after her and they didn't.
W00t! I'm not publishing it for profit but will be posting an adventure for free online.
What is the legal status of the "Tome of Horrors" monsters? Can one write the stats in full so readers don't have to refer to the book or go to a webpage? It appears to be $109 for a hardcopy and $29 for a PDF. That's pretty steep.
Some people don't have access to D&D 3.5 books and the Carrion Crawler is not in the SRD.
Does it go through walls and doors? For example, would the effect continue down a hall and turn a corner, as well as continue through a locked door into the next room?
If it does work that way, then objects and creatures will cast "anti-shadows" of light when the darkness reaches them. For example, some ogres standing in front of some orc archers would provide them light by blocking the darkness, thus allowing the archers to see. Another situation would be a person pointing a "flashdark" at a rogue's back while he is trying to pick the lock on a door. If it works like a real-world flashlight, the rogue could still be able to see because his back would stop the darkness reaching his eyes or the lock.
The other interpretation is that any portion of the "en-darkened" object that is uncovered triggers the effect everywhere in a 60' radius. In this way, the darkness turns around corners and surrounds objects and creatures. The ogres and orcs in the above example would both be in darkness. As would the rogue and the lock he is trying to pick. For support, the spell description says nothing about the area behind the person holding the object that darkness is cast upon as not being affected.
I can't decide which one is more correct, more desirable, or more confusing.
Roc Trellian CL 1
Medium Human Jedi 1
Defenses Ref 14 (flat-footed 12), Fort 12, Will 14; Block
Speed 6 squares
Base Atk +1; Grp +3
Abilities Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 10
Control the direction of Deeper Darkness:
1. Cast Deeper Darkness on a coin.
Is this valid in the rules? Does Darkness and Deeper darkness work that way or is it more like "fog" in that opening one end of the tube puts everything in darkness in a 60' radius?
DM waz up? wrote:
Wednesday would be nice.
I think caster/martial disparity is all in the mind too.
Look, if it were true, *everybody* would be playing casters and nobody would play martial characters and that's simply doesn't happen.
You think that it would at least be more true among veteran players and it is not.
Even among the die-hard min/maxers it's not true. It's not even close.
Trust me, it's all in your head. Now relax and just play the game.
Goth Guru wrote:
Card rules? You mean the Adventure Card game?
Chess Pwn wrote:
How in the world would a Core rogue be more fun than a slayer? Do you have fun because you're bad?
Because the original rogue is better, more well rounded, and more fun class. Unchained rogues are awful. They curtailed the talent list and tried to cover it up by giving out some ”kombat skillz" they didn't need. The kiddies don't seem to notice because they were playing it wrong already. Don't get me started on why the rest of Unchained is garbage.
The Great Potato wrote:
No, wizards do not have to be all at once. They can leave spell slots open and fill them as needed.
Arcanist: More a variant wizard than sorcerer. Annoyingly confusing mechanics that generate a lot of questions. For example: Can an arcanist leave spell slots open to prepare as needed throughout the day? Nobody has ever answered that question and that's just the first one.
Bloodrager: Not much better than a barbarian with a few magic rage powers. Usually too busy fighting to cast spells. Nice if you want a more interesting barbarian. If you want to be the bezerker trope though, barbarian is still better. If you want a "gish" build, go magus.
Brawler: It's OK. I like just monk better. If you want to get away from the "asian" flavor of the monk for a different kind of bare-handed fighter, it will do.
Hunter: Not any better than a ranger. Redundant class. Skip it.
Investigator: Studied strike is a little hard to get used to. Alchemy is superfluous. I prefer the Sleuth and Psychic Detective archetypes. Max out your Perception and social skills and you'll be the non-combat god. Piss off your GM when he tries to hide something! One of my favorites.
Shaman: Fun class to play but maybe a little too many options with not enough opportunities to take them. Also, I really feel the familiar should have been ethereal and visible only to the shaman, but heh, it's still fun. My second favorite.
Skald: Just "OK" if you are in a party that likes the combat bonuses. Mostly it is really not much better than a standard bard with savage skald archetype. They should have dumped spellcasting! It is all wrong for the concept. What should have happened is that the class should have had better rage bonuses and a full BAB for another all martial class.
Slayer: Boring! Really, really mind-numbingly boring. Just play a rogue and you will have way more fun. Least liked class ever.
Swashbuckler: The panache talents get a little ridiculous in terms of power. It seems front-loaded. It gives some excuses for some witty roleplaying though. Nice attempt, but it needs even more pirate/Princess Bride flair as it gains levels.
Warpriest: Not too exciting at 1st level, but by 5th level it is a nice class. The swift action buffs are nice. I didn't mind it and it is on par with a cleric. My 3rd favorite.