Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Anaphexia Assassin

spectrevk's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 675 posts (772 including aliases). 3 reviews. No lists. No wishlists. 12 Pathfinder Society characters.


RSS

1 to 50 of 675 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path Subscriber
Idle Champion wrote:

http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cler ic-archetypes/cloistered-cleric, which turns the cleric from a mighty adventurer to an NPC.

Light armour, a handful of simple weapons, one domain, diminished spellcasting...for the other half of the knowledge skills as class skills, 2 skill points per level, bardic knowledge, and Scribe Scroll.

Isn't Ecclesitheurge even worse?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
lucky7 wrote:
A world where there is a Mega-Dungeon Roguelike structure, and there is an industry of looting stuff from it.

Isn't this the premise of a bunch of anime shows (Magi, Is It Wrong To Pick Up Girls In A Dungeon, etc.)?


Pathfinder Adventure Path Subscriber

Good catch on the feat - I'd missed that part. The "dinosaur" companion gets its big upgrade at level 7 (when it becomes Medium, gains strength, loses dex, etc.), not level 4, which is why I didn't make those adjustments.

I hadn't considered the Evangelist tactic, though. Thanks for the tip.


Pathfinder Adventure Path Subscriber

Velociraptor animal companions start out as "Small".


Pathfinder Adventure Path Subscriber

I'm also open to naming him something better than "Bosco"


Pathfinder Adventure Path Subscriber

I'm joining a friend's Mummy's Mask game, and since they're short on healing, I decided to go with a Cleric. In the interest of bringing in some Osirion flavor, I went with a Cleric of Sobek, who happens to have the Saurian sub-domain. Thus, I now have Bosco, a Velociraptor animal companion. Having taken the Boon Companion feat, he will now be at my own level (4th), and I'm applying the Bodyguard archetype, but I'm curious about what else I can do. Here's what I have so far:

STR 11 (12 after 4th level ability score point)
DEX 17
CON 17
INT 2
WIS 12
CHA 14

AC 17 (3 natural armor + 3 DEX +1 size)
HP: 32 (? I assume Animal Companions don't get full HP at first level)
Fort +7, Ref +7, Will +2

SKILLS: Perception +5, Acrobatics +7, Survival +5, Climb +5
FEATS: Combat Reflexes, Bodyguard

SHARED VIGILANCE: When he's adjacent, we both get the Alertness feat
TENACIOUS GUARDIAN: He always acts in the surprise round, and when he's adjacent he stays conscious below zero HP, and gains +2 to attacks, saves, and skill rolls while he's below zero HP. Dies at negative CON + my level.

A few ideas I had:
- Some kind of backpack so he can carry some of my gear. Not too much, but with a STR of 12 surely he can carry something.
- I like the idea of a reactive +2 to AC from his Bodyguard feat, but am I barking up the wrong tree here?

For reference, my character is a cleric of Sobek (the crocodile guy) wielding his god's favored weapon (a falchion). My feats are Power Attack, Shield of Swings, and Boon Companion.


Pathfinder Adventure Path Subscriber

I'm supposed to be running a backup table at my FLGS this week, and I was planning on running Risen from the Sands, but I wanted to confirm that it was legal for a Core campaign, since everyone at the store is running Core characters.

The initial stuff on Core that I saw in the blog post and the current PFS guide PDF seems to indicate that any PFS-legal module is legal in Core, but I've seen some forum responses that indicate that certain boons are not Core legal. Is there a resource that lists what chronicle sheets/modules are legal for Core?


3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I like to think that old Wizard familiars go on to find new apprentices to teach magic to, and thus become Witch familiars :)


Pathfinder Adventure Path Subscriber
Jacob Saltband wrote:
Which do you perfer?

Short. I hate the feeling of having hair around my ears, and I find short hair attractive. I prefer short-haired dogs because they shed less.

So in every context I can think of, short hair is preferable.


Pathfinder Adventure Path Subscriber
Andostre wrote:

I'm glad stuff is happening! But yeah, I'd like that flame aura explained. I assume that those are heat waves in panel 9?

Also, why did he dismiss the silence spell at the end?

Probably to avoid suspicion.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I vaguely recall that Galt's guillotine's were designed to do something weird so that you couldn't resurrect someone who had been killed by one - does it completely devour/destroy the soul, or simply send it to the Boneyard? If it's technically robbing Pharasma and the various afterlives of the souls that they're due, why hasn't there been any backlash against Galt?


Pathfinder Adventure Path Subscriber

Gasp! I made it! Great submissions from everyone, I'm really happy that I was chosen.


Pathfinder Adventure Path Subscriber

Okay, so your real problem isn't replacing him as a combatant (that's easy; Foxglove manor is a creepy haunted house, you could put any ghoul down there), it's giving the PCs a reason to a) go to Foxglove Manor to fight things and b) follow the trail back to Magnimar.

I haven't read through the Skinsaw Murders in a while; is there any good reason why Aldern's debtors couldn't simply recover his corpse, turn him into a Ghoul, and set him loose on Sandpoint to collect more greedy souls?


Pathfinder Adventure Path Subscriber

I saw it, and enjoyed it. I consider myself a pretty picky movie watcher, but to be honest, I never expected the plot of any Terminator movie to make sense, since the first one already established a time paradox that only gets worse with each iteration. The characters were likable enough, the action scenes were well done, and I got what I thought I was paying for.


Pathfinder Adventure Path Subscriber

Kind of weird that Pharasma was suggested as a patron goddess for this character - doesn't Pharasma *hate* the undead? Urgothoa would make a lot more sense.


Pathfinder Adventure Path Subscriber

Just curious, but when were you planning to make the final decision on the party?


Pathfinder Adventure Path Subscriber

Ah! I knew I'd forgotten something. I think Neutral Good would make the most sense. I'd initially conceived of her as Lawful Neutral, but then I had some better ideas for her background :)


Pathfinder Adventure Path Subscriber

I'm definitely still interested in this, Unchained or not ;)

Meet Sabina Fueges, Oracle of Flame

History:

Sabina was born in Kintargo, Cheliax, and grew up hearing stories of Varisia's wild beauty from sailors and other travelers. As a child she often dreamed of sailing north to see Varisia for herself, but the realities of her homeland soon crushed those dreams. Sabina's family paid lip service to Cheliax's infernal culture and the worship of Asmodeus, but were, in truth, fervent followers of Iomedae. Sabina idolized her goddess and devoted her life to worship and swordplay. The local Hellknights watched her developing skills with great interest, but she had little interest; though many among their number shared her devotion to justice, Sabina could never devote herself fully to the service of a nation in the diabolical grip of House Thrune.

Instead, under the tutelage of her mother and father, Sabina began training with a local militia dedicated to freeing their city of Chelish rule when the time was right. Her first mission with the rebels was a simple: reclaim the bribes that a local tax collector had been demanding from a nearby orphanage. The man was a coward, of course; he handed over the sack of coins as soon as he saw naked steel. Then, with a crash, the door burst open and it all went wrong. Sabina had trained for years, but she'd never seen real combat before. The terror, the horror, and the sudden speed of it all was overwhelming. The guards were seasoned, and cut down two of her companions immediately. Her feelings of helplessness dissolved into a haze of anger then, and she cursed them with words she had never heard before. She remembers very little of what happened next, but there was fire, and blood, and she escaped with the rest of the rebels.

The others, however, remember it all quite clearly. Sabina began shouting in the harsh, terrible language of the Devils, and spewed fire from her lips like one of Thrune's blasphemous agents. Moreover, when confronted after they had escaped to safety, she could not answer them in the common tongue for several minutes. It was clear to everyone, even her own parents, that the girl had somehow been corrupted, and would need to be purified somehow. Fearful of what they might do to her, Sabina fled from the rebel group. With no safe place to go in Cheliax, she bribed her way onto a merchant ship headed for Korvosa and fled north.

Since coming to Varisia, Sabina has been eagerly seeking out information on how she might free herself of this mysterious corruption. Sabina is a moderately good swordswoman, and though her comrades have forsaken her, Iomedae has not, as she can still work magic with her prayers. She is always glad to lend her prayers to help others, though trouble seems to follow her and no one seems to trust her after one of her 'episodes'.

Recently she learned of a new shrine in Sandpoint dedicated to six Good gods. Hoping to find a cure, or at least an open-minded cleric to aid her, Sabina has traveled to Sandpoint, taking on work as a caravan guard along the way.


Stats:

Sabina Fueges
Oracle (Flame)
Curse: Tongues (Infernal)
Favored Class: Oracle (Human: gain one spell, below max level you can cast)
STR 14
DEX 10
CON 14
INT 12
WIS 13
CHA 16

AC: 16 Touch: 10 Flat-Footed: 16
HP: 10 Fort: +2 Ref: +0 Will: +4
CMB: +2 CMD: 12

Attacks:
Bastard Sword +2 1d10+2 (19-20)
Sling +0 1d4

Spells:
0: Light, Stabilize, Guidance, Detect Magic, Spark
1 (4/day): Cure Light Wounds, Cause Fear, Shield of Faith

Revelations: Fire Breath (2/day)(DC 14) 1d4 fire 15-foot cone

Traits: Indomitable Faith (+1 Will saves), Affable (+2 trait bonus on Diplomacy checks to gather information, Diplomacy and Knowledge (local) are always class skills), Student of Faith (cast all cure spells at +1 caster level, +1 bonus to channel energy DC)

Feats: Exotic Weapon Proficiency: Bastard Sword, Abundant Revelation (Fire Breath)

Skills:
Diplomacy (Cha) +7 (+9 to gather information)
Knowledge (local) +5
Knowledge (planes) +5
Knowledge (religion) (Int) +5
Sense Motive (Wis) +5
Spellcraft (Int) +5

Gear (avg. starting gold: 105gp)
Scale Mail 50gp
Bastard Sword 35gp
Oracle's Kit 9gp
Sling 0gp
20 Sling Bullets 2sp
Light Wooden Shield 3gp
7gp, 8sp


Pathfinder Adventure Path Subscriber

Are the unchained versions of the core/base classes available in this campaign?


Pathfinder Adventure Path Subscriber

I think the latter (A sorcerer with decent combat ability) might be a better option to match the character I had in mind. Would Toughness and Arcane Strike still be good choices for 1st level feats in that case?


Pathfinder Adventure Path Subscriber

That's a good point; I hadn't thought of the synergy (or lack thereof) between Dragon Disciple and spell damage.


Pathfinder Adventure Path Subscriber

Well yes, but in exchange I'd get a fire based draconian sorcerer who doesn't have to spread their ability points so thin.


Pathfinder Adventure Path Subscriber

Thanks to everyone for the commentary here. I'd been avoiding taking Mage Armor at 1st level, since it's a 3rd level bonus spell for the Draconic Bloodline; do you think I could get away with just using Shield for two levels?

I'm a little resistant to lowering intelligence, as it seems less "Dragon-y" that way, but I'll give all of these suggestions some thought. On a similar note, what do you all think of the Linnorm bloodline (it's one of the wildblooded variants). The ranged attack is a nice alternative to claws, and the arcana seems like it would often provide more natural armor than the draconic bloodline alone would.


Pathfinder Adventure Path Subscriber

In terms of capacity, how does this compare to the other Paizo messenger bags?


Pathfinder Adventure Path Subscriber

With low dex and no armor, I'd die in melee almost immediately


Pathfinder Adventure Path Subscriber

I'm a bit concerned about relying on save or suck spells at low levels with a Charisma of 16, though.

I had considered bloodrager, but it's not quite what I was hoping for, and at early levels you're basically just a Barbarian with claws.


Pathfinder Adventure Path Subscriber

That's a good point. What would you recommend, then? Ranged on a sorcerer seems poor, due to a lack of feats. I can't think of any reasonable way to get a Draconic Sorcerer in decent shape for melee.

Maybe drop Arcane Strike for Exotic Weapon: Whip and just try for trips/disarms?


Pathfinder Adventure Path Subscriber

Yes, I know, Draconic isn't the most efficient bloodline, but I like the flavor and I'm partial to the idea of breathing fire someday. But to get there, I'm going to have to survive. This is for what I hope will be a Giantslayer game.

Spoiler:
Human Sorcerer (Draconic Bloodline, Red Dragon)

STR 13
DEX 14
CON 12
INT 12
WIS 13
CHA 16

HP: 10
Fort +1 Ref +2 Will +3
AC 12 Flat 10 Touch 12

ATTACKS
Longspear +1 (1d8+1)
2 Claws +1 (1d4+1)

SKILLS
Bluff (Cha) +7
Intimidate (Cha) +7
Knowledge (arcana) (Int) +5
Perception (Wis) +5
Spellcraft (Int) +5

FEATS
Toughness
Arcane Strike

TRAITS
Artifact Hunter (Giantslayer campaign trait)
Focused Mind

SPELLS (Concentration +6)
0: Dancing Lights, Disrupt Undead, Acid Splash, Message
1: Shield, Burning Hands

GEAR
(2)Scrolls of Mage Armor 50gp
Cold-Iron Longspear 10gp
Club 0gp
Backpack 2gp
Bedroll 1sp
Blanket, Winter 5sp
Explorer's Outfit
Rope, hemp 1gp
Grappling Hook 1gp
Tent 10gp
Waterskin 1gp
(6)days' trail rations 3gp

Tactics-wise, the plan is to mostly use the spear from (relative) safety, popping the dragon claws should an enemy get closer, while looking for good opportunities to make use of Burning Hands. Once better fire spells become available, flame on. At sixth level, hop over to Dragon Disciple.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I'm very interested in this game, and I was considering a Sorcerer with a Draconic or Linnorm bloodline; I'm a little off on my geography here - is Trunau too far to possibly host Linnorms? I plan to re-read the guide when I get home, but I thought I'd ask.

If we're going to be too full on arcane casters, I might consider an Oracle. I'm kind of in the mood to try out a spontaneous caster.


Pathfinder Adventure Path Subscriber

I'd love to see them meet all of their goals, but I don't think it's likely here. Not enough attention, or not enough people who remember the old games (I certainly don't, but I enjoy the type of RPG they're describing, and I loved Wasteland 2)


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
gustavo iglesias wrote:
alexd1976 wrote:

Being bad at your primary function isn't entertaining, its depressing.

I see how some people would love that, because I've known a few of them. It's ok, there's nothing wrong. They can play Pippen if they want, as long as they also understand that some people preffer to play Legolas.

There's no badwrongfun. There's people who insist that the rest of the group play like they like, and those are the problem. It doesn't matter if it's people asking everybody else to power up, or to power down. It's just, in my opinion, a wrong thing from ethical point of view, to assume that you are enlightened with the Only Truth, and try to force feed everybody else with your own opinion.

Let Pippin be Pippin, and let Legolas be Legolas. They'll both have fun

Pippin was bad at Legolas' role, but he was pretty good at what he did (stealing things, sneaking around, negotiating with trees, etc.)


Pathfinder Adventure Path Subscriber
gatherer818 wrote:
I really, really dislike when people assume that because I start building a character by deciding on a mechanical theme, that my characters obviously cannot be interesting or fun to play (or fun to play with).

It's an assumption because it is frequently true. As both a player and a GM, I can't count the number of asinine, nonsensical backgrounds and dull, silent loners I've encountered due to character backgrounds built backwards from an optimal build.

I agree with you in general; playing a mechanically *interesting* (rather than DPR optimized) character is a lot of fun, but if you're wondering why you're setting side-eye from people, that's why. There's a legion of half-elven Greatsword fighters with wands of shield (or whatever the new flavor of the month is) bereft of personality that generally give character optimization a bad name.

Me, I kind of enjoy the challenge of taking the weirder mechanical options, thinking about what kind of person would use them, and then trying to make that playable as well.

I'm still in the drawing-board phase of my armor-less Oracle (using one of the mage armor-esque Revelations) and that weird, kind of awful Cleric archetype that can't wear armor at all (Ecclesiarch? something like that)


Pathfinder Adventure Path Subscriber
Kalindlara wrote:
Is this what we're looking for?

Yep! The only threads I found were the one where Cheapy (who designed the class) stated that the ability had been removed in editing. Thanks!


Pathfinder Adventure Path Subscriber

Hmm. I don't see anything in the ACG FAQ, and the only forum posts I've found indicate that the ability isn't supposed to exist. Any idea where you saw it added back in?


Pathfinder Adventure Path Subscriber

I've long thought that the Ecclesitheurge is a poor archetype, but that's not what this is about. Rather, it's about the archetype's entry in the PRD. Under "Ecclesitheurge's Vow", it says:

Quote:
An ecclesitheurge who wears prohibited armor or uses a prohibited shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

The problem is that there is no such thing as a "blessing of the faithful" ability in the archetype description, or in the class description of the Cleric. Is this missing class ability the thing that makes the archetype worth taking? Because as it stands you give up armor, shields, your deity's favored weapon, and 1d6 of channeling in exchange for a slightly less limited domain spell list and a bonded holy symbol.

Does anyone know what blessing of the faithful is, and when/if it's getting added back in? Or if it was intended to be removed, when the language on the PRD will be corrected?


Pathfinder Adventure Path Subscriber

Confession: I think that Channeling is a pretty useful class ability, and provides a non-trivial amount of healing to a party.

Also, I think DPR is trending too high, which is why so many of the more "traditional" classes now seem underpowered in comparison.


Pathfinder Adventure Path Subscriber

1. They only tried to get around it once, but that was enough. They weren't actually supposed to fight that thing yet, and many of them were squishy.

2. They died fighting a Large-sized man-bat, and never encountered the dragon. I believe the flaming sphere would have killed the creature, however.


Pathfinder Adventure Path Subscriber

I GM'd a somewhat humorous TPK in Dragon's Demand that I detailed in another thread. To sum it up in brief:

The group was investigating an abandoned monastery that they suspected was the home of a dragon. The Ranger decided to separate from the party a bit to listen at a stairwell, and heard something, so he went upstairs. The rest of the group, not wanting to spread themselves too thin, went after him.

They were ambushed by a giant bat-thing with a big sword, and lost initiative to it. The Witch tried to outflank the creature and was dropped by an AoO, then (in an ironically bad attempt at metagaming) assumed that the creature didn't have Combat Reflexes, and told the rest of the group it was safe to move around it.

It wasn't. The resulting AoOs tore the party to shreds, especially since their usual tank, the Ranger, went down early from a full-attack. The Druid lived the longest, and managed to kite the damn thing almost long enough to survive, but died a round before her Flaming Sphere could have finished it off.

So basically, they all died of the Ranger's curiosity, to a giant bat with a glass sword.


Pathfinder Adventure Path Subscriber
mourge40k wrote:
spectrevk wrote:
mourge40k wrote:
spectrevk wrote:

It's not really that big of a deal, since their CHA bonus *replaces* the other bonuses, rather than adding to it like the Paladin's CHA to saves bonus. It also takes up a Revelation you could be using for something else.

And really, it's not like there are many other good reasons to be a Nature Oracle. CHA to AC/CMD is about all they have going for them.

Also, how are Oracles getting CHA to init and saves?

For Initiative, there's Noble Scion. Specifically, it's Scion of War. For saves, it's Divine Protection

Also, that's why you should be a Lunar Oracle instead, and pick up a tiger animal companion.

Ah, I see. Those feats can be taken by anyone, though; I thought he was talking about a specific Oracle Revelation.

In any case, I know the popular sentiment on the boards is that in-combat healing is gauche or unnecessary, but I've yet to play in, run for, or witness a Pathfinder group that didn't require in-combat healing to keep them alive. These theoretical all-gunslinger massive damage parties may exist, but I've never seen one in the wild.

I wish Oracles were actually a bit better at sustainable healing, because while Clerics are awesome at keeping low-level parties alive, they're incredibly boring to play.

Ignoring the fact that you could use a standard action to try and kill someone real quick to address the whole in-combat healing thing.... Literally pretty much everything a Life Shaman would get for healing comes from the Life Oracle, and Oracles hilariously outheal Clerics if they go life. Add in that the Oracle literally gets cure spells for free, and more slots per day.... Yeah, I don't know how you reached the conclusion you did.

Life Oracles aren't the only type of Oracle, for starters, and they aren't on the list of Mysteries that get to add CHA to any of their other stats, either. And being that good at healing leaves them with little in the way of other abilities (buffing, undead killing, etc). A Cleric gets to be good at healing, can spontaneously cast healing spells, *and* gets two domans (and their domain spell slots) without having to take a drawback. Non-life Oracles don't even get channeling.

Also, if you can consistently kill a creature with a single standard action as an alternative to healing, then your GM isn't really doing their job in terms of challenge level.


Pathfinder Adventure Path Subscriber
mourge40k wrote:
spectrevk wrote:

It's not really that big of a deal, since their CHA bonus *replaces* the other bonuses, rather than adding to it like the Paladin's CHA to saves bonus. It also takes up a Revelation you could be using for something else.

And really, it's not like there are many other good reasons to be a Nature Oracle. CHA to AC/CMD is about all they have going for them.

Also, how are Oracles getting CHA to init and saves?

For Initiative, there's Noble Scion. Specifically, it's Scion of War. For saves, it's Divine Protection

Also, that's why you should be a Lunar Oracle instead, and pick up a tiger animal companion.

Ah, I see. Those feats can be taken by anyone, though; I thought he was talking about a specific Oracle Revelation.

In any case, I know the popular sentiment on the boards is that in-combat healing is gauche or unnecessary, but I've yet to play in, run for, or witness a Pathfinder group that didn't require in-combat healing to keep them alive. These theoretical all-gunslinger massive damage parties may exist, but I've never seen one in the wild.

I wish Oracles were actually a bit better at sustainable healing, because while Clerics are awesome at keeping low-level parties alive, they're incredibly boring to play.


Pathfinder Adventure Path Subscriber

It's not really that big of a deal, since their CHA bonus *replaces* the other bonuses, rather than adding to it like the Paladin's CHA to saves bonus. It also takes up a Revelation you could be using for something else.

And really, it's not like there are many other good reasons to be a Nature Oracle. CHA to AC/CMD is about all they have going for them.

Also, how are Oracles getting CHA to init and saves?


Pathfinder Adventure Path Subscriber

We seem to be getting a lot of this thread lately. Theme-wise, I think Oracles are a bit more fun than Clerics, and the combination of Mysteries and Curses makes them a bit more varied.

Mechanically, they have some problems, especially when compared to Clerics (who are superior healers and anti-undead measures), and Shamans (who are superior in every way).


Pathfinder Adventure Path Subscriber
Anzyr wrote:
spectrevk wrote:
In all fairness though, the ACG is where game balance goes to die :)
Uh... it's more balanced then the CRB. It only has 2 Tier 1 classes. And only 1 Tier 5 (alas poor swashbuckler). The rest are all solidly tier 3-4. Albeit not nearly as well edited.

In the CRB, every class has a "thing", and the other classes generally don't horn in on their "thing" too badly.

Bloodrager is just better than Barbarian.

Slayer is just better than Rogue.

Investigator is also just better than Rogue.

Brawler, the "unarmed fighter" class, is arguably better with weapons than a Fighter due to Martial Flexibility and Brawler's Cunning.

The power level in ACG is (mostly) internally consistent, but it's inarguably higher than anything in the CRB or APG, with the notable exceptions of the Wizard and APG Summoner. If you're running ARG classes and aren't steamrolling standard PF scenarios/APs, you're doing something horribly wrong.


Pathfinder Adventure Path Subscriber

In all fairness though, the ACG is where game balance goes to die :)


Pathfinder Adventure Path Subscriber

Cleric is numerically a better class, hands-down. It does everything you want in a Divine caster better than the other Divine classes do. But it's kind of dull to play, because all it does is beatstick with a Rogue's BAB, and cast Divine spells.

Oracles are a more interesting class to play. In exchange for giving up two domains and channeling, you get to pick your own menu of flavorful class features and a "flaw" that gradually gives you a minor benefit in the long run. You can actually play an armor-less Oracle if you wanted to. It's not a *great* idea, but it's more doable than an armor-less Cleric, and again, very flavorful depending on the Mystery that you choose.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

So, I originally bought Unchained for the class fixes, but hadn't had time to really dig into it until recently. I really like the Background Skill option, but I'm a bit torn regarding Group Skills and Consolidated Skills.

I realize that there is an option to combine them, with with the suggested adjustments, leaves low-level characters with one skill group, regardless of class, which doesn't quite seem right.

What I like about Consolidated Skills is that it leaves characters feeling more "complete", and able to do things that I would expect them to be able to do given their specialty. What I don't like about it is having to educate my players on all of the updated skill descriptions, which are only available in a book that none of them own since it hasn't been added to the PRD yet.

What I like about Group Skills is that it doesn't change the way the skills themselves work, while still giving players more bang for their skill point buck. This is particularly a concern if you run a lot of APs, as failing knowledge skill checks can grind the investigative portion of an adventure to a halt and force some rather blatant coincidences to get the players back on track. What I don't like about Group Skills is that because players only gain expertise in a few areas, it seems like characters would be less rounded, and thus, less interesting.

Has anyone put either of these systems (or both?) into practice yet? What were your results like?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
FLite wrote:

Taking without permission is not always chaotic. However reposession is a bad example of this. In reposession the person doing the reposession has permission to do so (laid out in the original contract.) Taking without permission may be lawful in some lands (where the laws say a certain person cannot own property) but that wouldn't be stealing.

Likewise, killing may not be evil. Killing in self defense, or in active defense of another for example. But killing after all opponents have been disabled, is not killing in self defense, you have other ways to protect people, killing the guy is just the most convenient way. So you are killing for convenience, which is evil.

It may be justified by his actions, so it is a justified evil act, which means in isolation it is not enough to shift your alignment, but it is still an evil act. That just means you have grounds for arguing that it is a lawful evil act.

Again, you are mistaking your personal views for objective facts. Stop that.


Pathfinder Adventure Path Subscriber
FLite wrote:

Sleight of hand also doesn't state that stealing from others is a chaotic act, what is your point?

What is your point here? Stealing isn't always a chaotic act either. Have you never heard of repossession?


Pathfinder Adventure Path Subscriber
DeVega wrote:
spectrevk wrote:


He's only 3rd level, so no reduction in armor penalties for him.
Chainmail has the biggest acp out of medium armor at -5 mw makes it -4. Heavy shield is -2 mw makes it -1. -5 total. No fighter specialness was included in these maths.

None of his armor is masterwork.

In any case, the ladder had been thrown down from a different tree than the one he needed to access. So reaching the ladder, moving the ladder, and then climbing up the ladder couldn't possibly have been done in two rounds.


Pathfinder Adventure Path Subscriber
DeVega wrote:
spectrevk wrote:
As for violating "don't be a jerk", we passed that point sometime around the time that the GM decided that heavily-encumbered fighters climb ladders at the speed of light.

I have no idea if you GM was cheating or not, but a fighter in medium armor with a shield is probably only taking a -5 from armor checks at higher levels (assuming masterwork gear). So they can choose the accelerated climb option (-5 on the check) and still take 10 to beat the dc0 check to climb a ladder 10ft per move action. This is assuming a str mod of 0 and no ranks in climb.

He's only 3rd level, so no reduction in armor penalties for him.

1 to 50 of 675 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.