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Kaiju, Mogaru

doc the grey's page

Pathfinder Campaign Setting, Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,830 posts (2,855 including aliases). 15 reviews. 1 list. 1 wishlist. 11 Pathfinder Society characters. 5 aliases.


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Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

K so is there only 1 social talent you can take at first? If so it seems a little underwhelming as a 1st level option.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

So this gets bandied about at my home table a lot and I felt like it should probably get brought here for overview and to see if it would help anyone else.

So I know for me and my tables the damages listed for blunderbusses and shotguns always felt off. Why is it that a 12 gauge shotgun is somehow less deadly than a musket at point blank range or hell even a greatsword if it's critting? Hell why is it that if I want a good Scatter weapon that a pistol sized scatter weapon is somehow better than ALL the other scatter options and has double the crit multiplier?

Well for our home games we've started working with this until we see some other change from Paizo.

Blunderbuss', Shotguns, and Double Barrel Shotguns all have a crit multiplier of x5

Scatter: In addition to all other abilities a scatter weapon may be loaded with improvised ammunition instead of pellets (nails, debris, etc) and fired as normal. Firing improvised ammunition increases the misfire chance by 1, reduces the damage size by 1, and reduces crit multiplier by 2.

So read it through people and tell me what you think.

Shadow Lodge

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Pathfinder Campaign Setting, Companion Subscriber

I'm sure someone brought this up but to reiterate the issue with removing shots and reliability from firearms is what do they have left? Nothing really.

In pathfinder reliability, volley, and power are kind of the metrics by which you measure whether or not a ranged weapon is worth it and these only get worse as you level up and increase your ways of shrugging damage. In games like Call of Cthulhu ancient firearms that fire once a minute and do 1d10 work fine because you've maybe got 18 health max if you are an Adonis of personal health and take weeks to recover from. In pathfinder 4d6+2 (assuming base damage and a +2 for enhancements) is less than the Fireball the sorc can throw about every round if they want or what a Young White dragon can do with just his breath weapon every 1d4 rounds. Neither of those are uncommon, hell the dragon is just 1 over APL for the earliest someone could feasibly afford a +2 weapon following wbl.

In other words if you are going to be taking away attacks per round you need to up the damage to compensate A LOT. If I'm losing a round of attacks and I'm getting two attacks a round and I cannot shorten that the damage needs to be like 4 hits. Hell, I'd actually say closer to maybe 6 since if I miss it's like I've missed all of my attacks for 2 solid rounds. These numbers scale up the more time you're planning to take away from them. Otherwise people just won't use it.

This is why things like the crank crossbow out of RTT or the caltrop spear from Giant Hunters never get used. They are weapons designed to be too expensive both in feats and cash while also being unreliable to ever make you want to invest in them as a character.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Yes he gets his attack and sneak assuming all other criteria are met. Monk is unaware of the rogue, moves into sight, readied action procs. Uncanny dodge/Improved Uncanny still occur.

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
Kobold Cleaver wrote:
FLite wrote:

Keep silent dispatch. Just give us a slightly weaker version of it that non-vigilantes can take as a feat.

This is what the "Baggage" thread used to be all about, actually—nifty options that don't seem like they should only be given to "masters of disguise" or whatever the vigilante wants to be. :P

Yeah this was a discussion I had early about the Nothing Can Stop Me ability and the dirty trick option. In short, an issue that 3.5 had and pathfinder is beginning to have is that we are starting to see written mechanics for tasks we've all wanted, wondered, or houseruled in the past but are being added in as feat or class ability options rather than just being either incorporated into the rules as is or incorporated with an expansion for the class they were originally intended for.

Like for this rule why not keep it and then add if you can finish a fight in 1 round you can make a Stealth check at -10? It allows rogues even without abilities to get some interesting options in surprise ambushes, keeps it from being a guarantee, and allows the vigilante to still have something interesting for them.

Same rule applies for the Dirty Trick options, and Nothing Can Stop Me. Give us options that can be used at a basic level without feat investments and then expand on them in class and feat selection rather than just leaving the rules forever static or expanding them as we get better ideas on how to implement or solve old problems.

Shadow Lodge **

Pathfinder Campaign Setting, Companion Subscriber

So has the Chronicle sheet been posted yet? I need to do a conversion of my Twilight Tengu character and want to know if I have something extra I need to print.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
JiCi wrote:
doc the grey wrote:

"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.

Wait until you get to the "Centaurs hate horseshoes" part :P

Read that thought it was meh. Right now I'm in the Minotaurs and I gotta say I'm digging the marauders. There training is mean.

Also on the Ogrekin, Massive Girth doesn't seem to be that big of a penalty both compared to the others and how it works thematically. You'd think they'd also get a penalty to things like escape artist or something as well. Beyond that though I'm digging the book so far though I wish they had the encounters list at the end of each chapter like we have in the vanilla monster codex.

Shadow Lodge **

Pathfinder Campaign Setting, Companion Subscriber

Bladed scarf is not reach. It's been brought up before. Also check the Varisia book, we get a magus who specifically gets magus arcana to give them reach.

Shadow Lodge

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Pathfinder Campaign Setting, Companion Subscriber

"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Secret codes, forged documents, and knowing multiple languages are not something that fits into the vigilante archetype?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Any way we could get Linguistics added to the base skills list for the Vigilante? It feels like something all vigilantes specialties would have a reason to be good at (knowing many languages, cracking codes, forging documents) and it seems odd that they wouldn't have it.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Ohh new stuff from flaming crab! Interested to see what's in this one. Any chance on the usual deal holding up here?

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
I'm Hiding In Your Closet wrote:

struthiomimus

The venom-spitting Jurassic Park variant of dilophosaurus

diplocaulus

How about a trilobite swarm while we're at it?

Trilobite swarm, giant trilobite, all of the giant amphibians, those would be sick.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Tsriel wrote:
I made Inuyasha once in the form of a tiefling bloodrager. It worked out fairly well in the long run.

What he said. Tiefling bloodrager with the Abyssal bloodline gets you all the rage and crazy stuff and then just grab up a greatsword or something equivalent and you're golden.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

I've actually done a few of mine myself and it's a blast incorporating them into fantasy worlds. Some of the ones I would want to see are...

Dilphosaurus
Carnotosaurus
Xi Yin (the new bat winged one. Would make an excellent familiar)
Acrocantherousaurus
Gallimimus
Icthyosaurus
Saltasaurus
Protoceratops

The other thing I would really want to do is make sure to make them a little more than just animals (i.e. a ball of stats with a natural attack). I mean even barring the whole dinosaur angle they are apex predators that live in a world of basilisks and cockatrices so giving them some abilities that both feel natural and spectacular feels like something they should have.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:
Rogue Eidolon wrote:
doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?
Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.
So they make a skill check with a DC determined by the rank they are aiming for and should they succeed they get 1 CP then?
Yup! DC determined by rank and the perfunctory/awesomeness of their interaction or gift to get 1 CP. Or possibly 2 CP, or in super rare cases 3, as per the normal rules.

Are the 2 and 3 bonuses meant to follow the same system that gift giving does or more of a perview of the GM thing?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Queen Moragan wrote:
Think of humanoids as being the equivalent to animals, and monstrous humanoids as magical beasts.

Yeah that's my usual assumption but considering they usually call it out specifically in a lot of these it seems weird that they use the generic term and in some places not at all (hold person doesn't state anything specific in its readout at all) which makes understanding for especially new players rather difficult.

This is just one of those weird corner cases where specificity might actually matter since this seems like something that could easily cause confusion with new and old players. The biggest thing I'd like to see is some sort of reference to something in say the Core Rulebook that states what it means one way or another. That way I can just point to it when players are confused and save a lot of time explaining this lol.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Rogue Eidolon wrote:
doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?
Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.

So they make a skill check with a DC determined by the rank they are aiming for and should they succeed they get 1 CP then?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
PIXIE DUST wrote:
Personally I am advocating this as a fix for the Melee side of things. People keep saying that they should nerf down the Warlock side of things because the martial side of things are kinda weak, well I say buff up the martials with a Grit mechanic.

With you. I really dig what the warlock gets in particular as they feel like strong choices AND fun to play with things like mystic bolt and the elemental shroud giving me cool things to play with that might even convince me to skip a spell list buff to grab. Meanwhile the martial options are really cool but need a bit more to make them more diverse especially the avenger which has some cool stuff but most seems to ape the brawler or fighter side of things. Now don't get me wrong those are cool but I'd love to be able to go Zorro with this build or masked gunman. Maybe even give us some new options we didn't have before like ranged maneuvers with the stalker or something to go with it.

Also for the love of god some interesting stuff with non bow ranged weapons. Seriously the Vigilante screams exotic weapons and esoteric training, I'd love to see some options for the stalker that make say the hand crossbow terrifying.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Yeah the lack of Spiritual Ally on a class that's all about spirits and has a feat to boost their power feels off in a lot of ways.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

But the wording still feels loose. When it says humanoid it doesn't say anything like humanoid type or anything that gets more specific like most entries usually do which considering that we do have 2 separate humanoid types and have since this was ported from 3.5 it seems odd that it wouldn't further specify it as the humanoid type. Not saying it's wrong I'm just wondering if their are any specific rulings written out somewhere or in an errata the clarify it more fully.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Do spells like Hold Person and Charm Person work on Monstrous Humanoids or are they only affected by spells with the Monster tag like Hold Monster or Charm Monster?

links and page numbers would be greatly appreciated.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

So far I'm loving the concept of the vigilante but I gotta say I'm a little disappointed we don't have a swashbuckler like option. Any way we can get something that grants us panache and other swashbuckler like abilities so we can build something like Zorro or the Scarlet Pimpernel? Or even as some options in one of the other builds like say the Avenger?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Is there any way we could have these abilities offered as standard or reduced options for normal characters who are not Vigilantes? For example Nothing Can Stop Me is a really cool power but feels like something I should be able to attempt with any character from barbarian to desperate wizard, not something that is relegated to just one type of Vigilante. I mean I can totally see a barbarian attempting to charge someone through a closed door and smashing it down as they move as something that they would learn. This same thought process goes for Expose Weakness which is an amazing ability and really offers a lot of utility to the combat maneuver, especially to martial characters.

Maybe we can get something like this.

Nothing Can Stop Me: While the avenger vigilante is moving, he can make one free attack against each unattended object that is in the way of his path, such as a door, table, or other obstacle. If his attack deals
enough damage to destroy the object, he can continue to move without interrupting his action. If he doesn’t deal enough damage, his move ends. This attack doesn’t count against his attacks this round, and is made as part of his move. If his attack inadvertently targets a creature (such as
a mimic), it automatically misses and his move ends.

Normal: a character may only make one attack against a single unattended object that is in the way of his path.

This way it opens the option up for other classes that would also feasibly use it while keeping it interesting for avengers who can smash out the window, kick down the door, slice the statue in half, and blow through the barricade all in one move if they can pull off all the rolls.

As for Expose Weakness is there any chance we will get a weaker version of this added to the normal Dirty Trick rules? Something like...

Normal:You may perform a Dirty Trick maneuver to reduce an opponents hardness or DR by 2. The PC must announce whether they are trying to reduce hardness or DR and what kind of DR before the attempt is made. Attempts against DR or Hardness that the target does not have automatically fail.

Beyond that though very cool!

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Dragon78 wrote:

The Domains are Ruins and Vermin.

The oracle curses are Hunger and Powerless Prophecy. Also it looks like you do not have to be a Cyclopes to use the new archetype or curses.

Woot!

Are these full domains or Subdomains?

How does the Powerless Prophecy curse work?

Also care to explain the new ogrekin mutations?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Ohh also, when you buy timeworn gear do you reduce its price if it does not have full charges similar to what we do now with wands?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
James Jacobs wrote:
doc the grey wrote:

Don't know if you've discussed this yet but here it goes.

What is the percent chance of finding technological items in a settlement in Numeria using the minor, medium, and major magic items rules for settlements from the GMG?

As it stands I'm running a home game with a similar amount of tech and am wanting to incorporate it but want to get a feel for what percentage of special items in towns like these would actually be week to week.

There is no percent chance. Technological items are INCREDIBLY polarizing, and giving raw numbers to force them into appearing would vex too many people. Each GM needs to decide if they appear or not, and since they're built using the same assumptions as magic items, once a GM decides they do appear, they should appear more or less equally with magic items.

Well I know that but I'm referring to an area like Numeria where they are more common and specifically in reference to the random minor, medium, and major items you roll for settlements to have each week that are above their base value.

I'm working on something for my home game and I'm thinking that it likely has the same chance of finding random technological gear as you would in most settlements within Numeria but I was wondering what that chance would be compared to other magical gear? Like on that big minor, medium, major magic item list what percentage of each one does it take up and what items lose percentages to accommodate for that? Like are vanilla magical weapons less common because tech supplements it more, do they eat into the percentages of things like scrolls and potions since they have things like pharmaceuticals, or is it all something that takes out of Wonderous Items?

Hopefully that makes it a bit more clear. I'm not looking for what that equates to in places like Andoran or Cheliax just how common you feel they are in these terms in a place like Numeria where they originate from.

Hopefully that is a bit clearer as I feel like I might have not phrased that correctly the first time.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Care to share what the new domains (or are they subdomains?), curses, and Ogrekin deformities are?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Don't know if you've discussed this yet but here it goes.

What is the percent chance of finding technological items in a settlement in Numeria using the minor, medium, and major magic items rules for settlements from the GMG?

As it stands I'm running a home game with a similar amount of tech and am wanting to incorporate it but want to get a feel for what percentage of special items in towns like these would actually be week to week.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

So a few quick questions about creatures with racial HD.

1. If a creature has racial HD does it collect experience and progress along its racial HD track the same way as a 0 HD creature does to level?

2. If a creature with racial HD wants to pick up its first level in a class does it need to collect xp and if so does it treat it's level it like multiclassing for determining the amount of xp it needs to gain in order to collect said level? I.e. if say a glacial toad wants to take a level in fighter does it have to earn 51,000 xp to do it?

Any help would be greatly appreciated along with page references or links to rules sources.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

In PFS they are not the best because of the natural instability of tables. One week you can have a full table of people who you built these feats with, the next everyone's sick and you're screwed.

In general what usually does it is kind of two fold. The first being that a lot of the teamwork feats are either not that good or stuff you can already do some other way with better feats (saving shield is usually way better than shield wall for instance since it does the same thing without having to worry about whether the other guy has a shield).

The second big issue is that a lot of the classes that help you get over this hump like a Cavalier have weird nerfs that hamstring them from really letting them shine. Like with the cavalier it's almost nonsensical that I get tactician but can only share the teamwork feats I get from tactician until level 17! Which makes investing in more to really get a lot of use out of tactician as the game grows kind of moot.

The final big thing is I feel they miss a key niche they could have which is giving non caster characters more ways to offer support to their buddies.

All that being said I've always loved the idea and with a few fixes I've found them to really shine in my home games.

For example I remove the other people need the feat requirement for a lot of them and allow the person to share the buff so long as the other requirements are met but does not benefit themselves unless the other guy has it.

For example if I have shield wall and am in formation with my party who have shields but not the feat I grant the buff to all of them. Or with precise strike my guy gives the buff to my ally in flanking but doesn't get it unless they also have the feat. Turns you into a hell of a team buffer.

Shadow Lodge

Welcome to the discussion page for the The Burying Season one shot. Here you can feel free to ask me out of game questions, check some game resources, vocab and formatting stuff, etc. I'm going to start by listing some reference material and formatting below.

This is an image of what a lot of the free standing buildings that exist around here are likely to look like. Most of the people in Upperborough live in large tents with permanent buildings usually being something for things like shops, temples, or the periodic residence for those who need or prefer something more settled.

If you are writing in a language that isn't common make sure to put it behind a spoiler tag with a spoiler that indicates what one might need to read it.

i.e.

In halfling:
Man I want some coffee

or

Orc gibberish:
WAAAGGGHHH!

The environment of the surrounding area is akin to the American great plains in terms of environment and the American Southwest. So think rolling open plains alongside rough badlands. Any more info would be obtainable through the use of Knowledge (geography) in game if you are interested.

Make sure to check out the world wiki starting Here. After that punch in the frontier tag in the search bar on obsidian portal and it should help fill in a lot of gaps.

The Imperium: the massive nation that the frontiersmen owe fealty to. They have a base south of here where one of their legions operates. They maintain the roads and defend the farming villages around the town of Lowerborough. Think NCR from Fallout New Vegas

Frontiersmen: The rough and tumble farmsteaders of the region, Frontiersmen are the descendants of Imperials (often of the Octavian, Calvan, and Anastasian lands) who migrated here once the land was opened to settling by the Imperium. Though descended from Imperial citizens they have developed into their own unique culture and both see each other as separate people now.

Nomads: The native people of this land the Nomads have lived here since time immemorial. They roam the lands on foot and horseback surviving off the lands as few others can. Their relationship with the Imperials and Frontiersmen is often tense as these new groups move into their traditional lands and set up shop forcing them to relocate. That being said they do have a level of respect for each other as many Nomad clans fought side by side with Imperial Legions during the Orc wars over 2 centuries ago. Though nomads include humans it also encompasses other races like feralfolk, orcs, nomad born half-orcs, halflings, hobgoblins, goblins, and Ironborn.

New languages:

Slivic: the language of the nomads. Sounds like Navajo or Apache.

Saradaga: Known as The Sun Language Saradaga is the language of the people of the city of Jaddah Yafif. It has roots in Draconic, Igan, and their own primitive proto-language. It sounds arabic.

Shadow Lodge

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Pathfinder Campaign Setting, Companion Subscriber
Garrett Guillotte wrote:
doc the grey wrote:

K another question. When using augmentations on ammunition do you apply it to a set of 50 pieces of ammunition like you do with magical ammunition or do you use some other number?

Like if I want to make Cylex crossbow bolts does it end up costing me 162.3 gp per bolt ([5+300+7810]/50)?

Yes, the reasoning being that you have to integrate the power source into the ammunition, which is a bit more expensive to miniaturize. In exchange, you get more uses but they're fully consumed when used.

In general and if not stated otherwise, you're safe treating an augmentation like a magical special ability.

Quote:

Second can you use expended technology (timeworn objects without charges) to produce augmentations?

Like could I take a timeworn chainsaw, use it till it powers down, then work what's left into my glaive? Cause if so that's f$%$ing awesome and makes those burned out items way more useful in a very dynamic way.

Absolutely! The item doesn't have to be charged to be used for crafting an augmentation. Keep in mind, though, that several augmentations require batteries to craft.

Ohh goody goody! My players are already looking to buy cylex rounds to help them sift through an old dungeon. Having recently lost 3 players they feel that projectile C4 will help them even the odds.

Also I'm waiting to see if the priest decides to stick a chainsaw on his bo staff. Like 8 types of excited.

Shadow Lodge

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K another question. When using augmentations on ammunition do you apply it to a set of 50 pieces of ammunition like you do with magical ammunition or do you use some other number?

Like if I want to make Cylex crossbow bolts does it end up costing me 162.3 gp per bolt ([5+300+7810]/50)?

Second can you use expended technology (timeworn objects without charges) to produce augmentations?

Like could I take a timeworn chainsaw, use it till it powers down, then work what's left into my glaive? Cause if so that's f!*~ing awesome and makes those burned out items way more useful in a very dynamic way.

Shadow Lodge

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k rolling through this and really digging it thus far. Love a 3rd party book focused on a lot of well dense, well designed mechanics and the tech tree idea is perfect for it, like Civilization for kingdom building.

That being said quick question on the plastics. Does the doubling cost to masterwork just double the masterwork cost (i.e. 300 gp to 600 gp for weapons) or the whole price including cost of base item?

Second does salvage setting plastics increase the value of ALL plastic items by x4 or just plastic in general? Like is 1 lb of plastic worth 4 gp AND a suit of plastic studded leather cost 100 gp or just the former?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Adam Daigle wrote:
Sorry, there are no new drakes in this volume's bestiary.

Lol well isn't that just being a horrible tease. I've got an ecology of drakes article in Hill Giant's Pledge, an excellent front cover with a Forest Drake in Heroes of the Wild, and yet NO NEW DRAKES AT ALL THIS MONTH. This makes me a sad Godzilla monster T-T

All that being said still excited at the prospect of a new Protean to add to the list. It has been WAY too long since the kings of chaos have gotten another member.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Marco Massoudi wrote:
doc the grey wrote:
Anything interesting in the ecology of drakes article?

It is 6 pages with a picture of Lini and Droogami discovering a drake nest and being attacked from behind on the first.

On the second page is a general scholaric view of them followed by the ecology (how old do they get...).
Page 3 describes their society and page 4-5 lists the different variants while page 6 gives 8 sites on Golarion where specific Drakes live - from Absalom to the Worldwound.
The last is most interesting for me as it gives some cool examples of drakes with class levels.

It also contains a new full color drawing of a Forest Drake and a Flame Drake.

Nice, did we get any new breeds as well?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Woot! Reprints! With Iammars here that I wish you could reprint the cards with it (since those really do help make transitions easier) but I'm still happy to see these get reprinted! Make my gifts list easy this June.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Lol also now I see the Moot of Ages as Druidcon. Thanks Paizo XD.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

K so question about the Tribal Hunter feat, do both participants need to be initially in a flank to trigger the ability or is that a typo?

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
default wrote:
What about just allowing things like vital strike or cleave on a charge instead?

I would but that has the added effect of potentially making a choking bottlneck feat wise (where everyone needs them in order to use the feat well) or people just continue to avoid using them since the current meta incentivizes just chilling and waiting for the other melee hitter to get into reach of you.

I'm thinking I'd let vital strike happen on charges and the other option. That way the incentive to use a charge strategy is still increased AND investing in builds like Vital Strike become even more valuable since, as a single attack Vital Strikers effectively get all the benefits of the modified charge but none of the original penalties because they invest feats into that build.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Anonymous Visitor 163 576 wrote:

If you're interested, there' s a good solution to iterative attacks in the trailblazer supplement. That'so your real enemy, it seems.

I took pummeling charge and pummeling style with my monk. Absolutely amazing feats, btw.

Yeah I have a buddy who runs a pummeling style monk archetype warpriest (I forget the name of the archetype offhand) with pummeling and he kills it with it.

I will have to look into the trailblazer supplement, you have a link to the specific one at all?

Shadow Lodge

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Owen KC Stephens wrote:
Eric Hinkle wrote:
doc the grey wrote:

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

This makes me curious. What makes the Beastkin trait so amazing?
It's a social trait that allows you to be raised by wolves. Or apes. Or axebeaks. Or panthers...

Sort of but to expand, it allows you to do this by giving you the mechanics to fill that out. You building tarzan? Beastkin grants you a survival buff and the ABILITY TO TALK TO GORILLAS! Raised by wolves? Same. The trait matches whatever creature you want your character to be from. F~+% now I want to make a half-orc who was raised by T-Rexes or an elf who's a part of a pack of deinoychus as some crazy options! Like seriously an elf hunter who can do raptor calls a la Jurassic Park to his pack of raptors is just TOO DOPE to pass up.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Cap. Darling wrote:
What options do High level martials have beside charge? I still dont undestand.

Currently not many. The issue is that once you get past like 5th and full bab starts happening there is really not much reason to charge. At most the charge just gives me a single attack with a minor bump to hit while simultaneously granting my enemy ALL of it's iterative attacks should it not be dead once it's turn comes around. This setup creates a dynamic where it can often be far better to just wait for most targets to juts come to you through either a move or a charge and have you full attack them instead, often following that up with a 5ft step to either get out of reach and set up a flank. Now don't get me wrong, the dance once combat is entered is fine with me but the idea that in most circumstances charge isn't really a good option once you get past 5th bothers me and feels like something that can be corrected to make it more fun and rewarding given the risk.

Hopefully that helps (I'm running on an all nighter so I'm kind of running on fumes atm lol).

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
Cap. Darling wrote:
doc the grey wrote:
Cap. Darling wrote:

Why do you want folks to charge more?

The idea is to try and make it a more enticing offer throughout the leveling process. As it stands charging is a viable option when entering combat at low levels before you get multiple attacks since it allows you to seize the initiative in certain fights and the extra bump to hit can sometimes be what you need to land that hit. Unfortunately as you level up and it starts to fall off, as the need to full attack for multiple hits becomes more important than the ability to close for combat. That always felt wrong to me as the idea of charging the opponent always feels like something that should be a viable option at all levels for those classes that would use it and should remain an enticing choice throughout level progression, encouraging people to use it but at the same time having its own unique drawbacks and risks for the reward.
So what you want is a way to move and attack more than once? Or is it important that it says charge on the paper? The main advantage is the double move part of the charge i am all for options that give martials options for more than a 5 foot step with more than one attack. But i think i would go more with a extra 5 foot step pr 5 bab or somthing like that.

Sort of the former. It's meant to be a way to keep charge a viable option at higher levels once you start to get multiple attacks and entice players into using it by creating a reward of extra attack AND mobility but also the risk of easier hits against you vs. just moving and taking a single attack.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Bump

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber
I'm Hiding In Your Closet wrote:

I was going to mention the Occultist, save that what I offered above is even more ideal.

Witch wouldn't be bad, either. Neither would Dreamspun Sorcerer.

Lol wizard also really isn't bad nor the music bloodline for sorcs and you just play it as all the stories are the mad ravings of an elder god piped into his skull. He talks a lot about how so much of his work is inspired by nightmares.

Shadow Lodge

Pathfinder Campaign Setting, Companion Subscriber

Bard Archivist or use the open Beta Occultist. Race is human and take the campaign feat from UC that comes from going insane.

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