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Ramoska Arkminos

stuart haffenden's page

Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber. 2,223 posts (2,528 including aliases). 5 reviews. No lists. No wishlists. 6 aliases.


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I didn't actually say your build was a one trick pony but adding hexes does nothing but make you better in every way - what's not to like about that? Everyone has grasp in their pocket.


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To the Bard haters!

Play an Arcane Duelist - do it! I tell thee, just do it once!

Bards are AWESOME

/rant


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*opens stale popcorn*


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No.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels.

Heal/harm don't have damage dice.


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He probably owns Ye Old Magic Shoppe.

He would be able to defend himself pretty well and afford to own a shop and trade.


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Thoroughly enjoying the read as my group are about to reach 8-2 (I'm a player).

Keep it coming - you have a talent for making the story interesting, funny and entertaining.


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Don't take Slumber, just don't do it. You're going to bore the pants off your DM and the other players. It's widely excepted as broken and you don't need it to be good. Slumber isn't optimization, it's a yawn-fest. One-shotting everything will get dull very quickly. You don't need anything else to wreck the whole campaign.

I've played it once, but never again - I just couldn't put anyone through that again. It's a quick way to make all the other players feel completely useless.


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Also you rate Concussive Spell as red because it only effects sonic spells but is really good if thats your bag.... You then rate Rime as blue despite it only effecting cold? You need to be consistent with your ratings.

This isn't meant to be insulting but this appears to be more of a guide to your favourite metamagic rather than an objective guide for all users.

Generally blasting is considered a sub-par choice yet you rate Elemental Spell blue? Maybe it's just a local thing but those who tend to specialize in evocation usually pick multiple blasts covering different elements and I've never seen anyone take Elemental Spell! Probably just a regional quirk.


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Tacticslion wrote:
seebs wrote:
Uh. Well, the good news is I'm getting the 1s out of my d20 before I make any important perception checks.

Yeah, you gotta be sure to roll them all out first. :D

(I do it too. We're cool.)

One of my players sets all his dice to 'one's' based on the understanding that they are less likely to be one again after rolling them...

But hey, we're way off topic here so...

They stack! They stack! They stack! They stack! They stack! They stack! They stack!

There, that's better


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On the front cover about 10mm from the spine there is a line that runs all the way to the bottom. It's where the front page should pivot from rather than all the way to the actual edge/spine.
If you fold over the front page alone this line all the other pages will follow meaning that the book isn't ever completely opened up thus preventing strain on the glued parts.

Man I'm sure there's a better way to put that if only my English was better. It took like 3 attempts to pass my O-level English! I have 2 math A-levels but can't write for sh@t!


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I love Wood!

An Aasimar Wood Oracle can take Tree Shape and accelerate to Plant Shape I using the favoured class bonus at level 6, 2 levels earlier than a Druid can Wildshape and 3 levels faster than anyone can cast it.

Bestiary 4 has given us the Weedwhip - 3 attacks with 15ft reach all of which have Poison: Tentacle—contact; save Fort DC XX; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is YOUR Constitution-based. Thats awesome.

Plus Wood Armour, Wood Bond,
Lignification. All good.


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wraithstrike wrote:
stuart haffenden wrote:
Antimagic Field makes them wink out.
No, it doesn't. They are incorporeal but that is not a magical feature for them. That is just a trait they have in the same sense that someone can be a native outsider, and it is (EX).

Damn it, my players pull a fast one on me!


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Obvious option is Ranger/Rogue or a roguey type ranger archetype.


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Arcane Duelist Bard.

Reasons...

Arcane Concordance, Shadow Bard, gr. Invisibility and the amazing Cloak of Dreams.
Pump UMD and go to town casting all those spells on the Wizards list that make little sense to a Wizard or that are higher level than you can normally cast, for example Form of the Dragon III or Mind Blank, or even Time Stop if you don't mind paying for them.

Bards can get away with spending less on gear than most classes with defensive spell like mirror image and multiple Bardic Performances running for buffs.

Bards have an awesome spell list, can fight, defend themselves, buff the Universe and laugh at skill check DC's all at the same time as being a roleplayers dream for backstory versatility.

I really like Bards. When I first started d&d I hated even the concept of Bards but now see that they really are great fun to play.


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Do you need a great sword? Take a long spear and play a reach inquisitor?


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Not so cool build and a not so lame DM.


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Jiggy wrote:


I'm having trouble seeing exactly what valid data can be drawn from this particular playtest.

Luckily that's not your job.


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Yeah, cha needs to be integral to the class working somehow otherwise it's too powerful for a one stat class.


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Great stuff, thanks for the entertainment, err, I mean playtest!


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How about gaining the 6 levels of spells at the full caster rate rather than waiting forever to get 6th level spells.
Losing 7-9th is a big loss, why make it even more painful.?


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Yeah that does seem low. I've just stopped playing a barbarian level 12, his damage was 3d8+34/15+*2

Each round he averages 200 and another 200 in out of turn cagm AoO's..


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Now that is a playtest. Others take note, please!


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That's great 'an all but where is the playtestttttttttttttt.


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You're playing Freddie Mercury?


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Jumping ahead is a quick way to... meet something that will eat you.


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I'm making a 13th level Arcane Duelist Bard for a current game and have the follwing spells, have I missed anything good, or selected anything bad?

1st: cure light wounds, grease, feather step, silent image, vanish, windy escape

2nd: allegro, cacophonus call, mirror image, resist energy, pilfering hand

3rd: arcane concordance, confusion, exquisite accompaniment, dispell magic, good hope

4th: dimension door, greater invisibility, shout, virtuoso performance

5th: colak of dreams, shadowbard.

My CHA is 26 [+8]. I picked Shout to have 1 AoE spell.
I'll use 2 performances [virtuoso performance or shadowbard] to get inspire courage and bladethirst running [with aasimar favoured class boosts] to give everyone +4/+4 and me an additional +4 to my weapon [+1 keen courageous]. Then into combat while greater invisible with either a cloak of dreams/coup de grace combo or just damage.

Any comments welcome.


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We have a deaf oracle that continues to have conversation about tactics while in combat... it annoys the hell out of me. What's worse is that they consider themselves to be a good roleplayer.


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rat_ bastard wrote:
Sure so long as you're cool with lowering strength bonuses to damage by a third, using 3.5's power attack and using a incredibly byzantine set of rules to dictate if you can or cannot add precision damage.

Well not really. Who is saying martials are overpowered? Not many.

Your reaction is odd. Imbalance tends to mean one side is in need of a nerf, or a boost, not both.


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They trivialize many encounters so I personally have banned them. YMMV.

I don't see any reason why the rod of reach tactic shouldn't work however.


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Tengu with fiend totem at level 2 - this will give you 4 attacks at full bab and full strength damage... brutal!
Eldritch Claws feat deals with magic, 4 good attacks punch through the rest.
Use the Amulet of Mighty Fists to increase damage via the Holy ability.

EDIT: Start saving up for Hamatula Hide (have a look here) - it's sick!


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Before you go any further, regardless of RAW, talk to your DM! It's a weird one and he might not allow it.

I hope he does allow it because it's just funny!

DM: The Orc attacks your mount.
PC: It deflects the attack with its hoof!
DM: *face palm* Did I really hear that?


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Well if you can find a DM stupid enough to allow any player all that stuff, not to mention the cost Of buying it good luck.

Moreover why? If a demon lord has 700 hit points and you can one shot him why are you playing this game?

It's like a pissing contest, have you forgotten it's a roleplaying game!


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I've read the book cover to cover twice and some parts numerous times and all I see is some bloody awesome abilities that in a mythic style adventure would be great to use.

This stuff isn't for regular games and AP's. And in my opinion the only time their will be in-game issues with the material will be when used by inexperienced DM's. You know the ones, they let their players use broken combo's rather than say NO, that will unbalance my game.
If the playing field is level their shouldn't be any real issues.


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Vodka laced ice coffee for the win...


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As Nick Logue once said to me... Don't eat the pie!

Check out Carnival of Tears module.


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I've spent hours analysing over drawing maps but you know, the players don't know what the map looks like so draw it to a smaller size. Unless you need room for a bunch of colossal minis what difference will it make?


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Is the OP coming back...


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wraithstrike wrote:
Zhayne wrote:
+5 Toaster wrote:
yep monks hate low point buy, but wizards are not nearly as bothered.

Which is why I doubt the top two would be used. This just amplifies the innate class imbalance in the system. Nobody will WANT to play a Monk, Paladin, or other seriously MAD class, even moreso than usual.

Here's a weird idea. Have all the classes been tiered or ranked in PF yet? If so, you could make a gradiated point buy ... low tier/rank classes get more points, higher tier/rank classes get less.

They have been tiered, but what has been noticed is that player skill is often more of a factor than the class when it comes to how a character performs in a game so it is better to just give everyone the same stats.

Offering only one array would make mad classes even more difficult unless your one array is uber.

Wouldn't you prefer a choice?


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Grab a DM screen and save yourself the time?


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I'm interested in trying to create a Cavalier but I'm not sure what the best route is.
.
If you're playing a Cavalier please can you post your build to give me some ideas?
.
One other question - How much time does your character actually spend mounted?


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Bearded Ben wrote:
stuart haffenden wrote:
Can you give some example of the classes you've dropped a Bard on?
How high above the target were you? Did the Bard or the other guy survive? ;)

I was sooo gonna put "and did it hurt" in my post!


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I think a lot of the ideas that were in Beta were what Paizo wanted PF to be but the backward compatibility issues kept coming up so they ditched them - read "canned”

I fully expect a PF2, and it will not be backward compatible because Paizo no longer need that to keep us on board. What would the alternative be? 4.0 - no, 5th Ed - no. I think most of us are here for the long haul and although we'll probably grumble a bit, it won’t stop us buying it.


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Because that's not my question?


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How do you add damage to a crossbow if you take it as your favoured combat style?

I know Focused Shot adds Int to damage as a standard action but what happens once you get a 2nd/3rd attack?

A Fighter can go down with Specialization and Weapon Training but the Ranger doesn't have those options.

Would it be better to go Fighter if you fancy playing a Crossbow user, or is it just a sub-optimal option period?


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Not too many mentions of Summoning.

I find this a little odd as of all the normal classes [not Summoner]that can summon monster I would think the Cleric is probably the best suited to summoning monsters. It's a perfect round one option [flanking/control/defence] before your services are called upon to remove unwanted conditions and buff.

Also being a MAD class, summoning allows you to avoid the need for too much Strength or Constitution - let the monsters fight for you, not to mention that having just the right fighting abilities for each occation.


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gustavo iglesias wrote:
stuart haffenden wrote:

I ban stuff... sorry to disappoint!

I usually ban classes that I don't think fit, but not fit the adventure but not fit my vision of Medieval.[...]

We each have our own ideas and rules, I'm not going to so mine are right or wrong, but I will say they work for my group and that is all that matters.

Sorry to point it, but it doesn't. Let me show you why:

You ban a class. Let's take "ninja" as an example. Then we have 2 scenarios:

1) nobody in your group want to be a ninja. So it's pointless to ban it, as nobody was going to roll one anyways.

2) somebody in your group want to be a ninja. Then he can't, because you ban it. Therefore, it doesn't work for your group. It works for you, and maybe some other people in your group (which might be, arguably, the majority of it). But it dosen't work for all of your group, as there is one person who isn't playing the class he would like to play. The guy who wants to be a Ninja, and can't.

That doesn't mean you aren't right banning it. One could argue that the majority has more importance than the individual, or that you are the DM, and therefore you put the rules. Your game is your club, people adhere with your rules, or can't enter the club. That's fine too.

However, it "doesn't work" for *all* your group. Because either your group agrees with you, and therefore the ban is not really doing anything, or someone in your group would like to play the banned class, and then someone isn't playing what he wants.

Whatever.

I'm the DM. My rules go, without argument, period.

At the start of the campaign I'll state what's ok and what isn't, plus any houserules regarding how the game plays etc for that campaign.
My players have the option to play something that's "in". They all pick something and off we go.

We don't have pj wearing Rangers, generally all my players have multiple ideas and character concepts that they want to play and all of them have ready made back-up character in case of death - assuming they don't reincarnate/raise.
I've never had a problem with banned classes. I've never had a player come to me with a build that isn't "in".

I'm the DM. My rules go, without argument, period. I run a balanced game and my players appreciate this because it means we don't get broken-ness/over-powered PC's in our games. We don't want that sort of game.

If a few more DM's had the balls to say No occasionally, they would suffer the fate of the many, many DM's that post here complaining about their players.

My vision of medieval in this Fantasy game does actually include magic - Think Swords and Sorcery.


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I ban stuff... sorry to disappoint!

I usually ban classes that I don't think fit, but not fit the adventure but not fit my vision of Medieval.

For example I don't allow the chop-socky classes. To me, Ninja's etc just don't fit. Same goes for guns usually but I'm currently DMing Skull and Shackles and think they fit fine for that - none of the players have opted for one however!

If a player wants to play the Ranger with pj's I don't mind.

Lemmy gives some great example of how this doesn't ruin someones fun, they can bring the character concept and adapt it into a different class!

We each have our own ideas and rules, I'm not going to so mine are right or wrong, but I will say they work for my group and that is all that matters.


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Dropbox is your friend.


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Paizo haven't added "oh but what if the PC's are evil" advice in the other AP's so why should they do the opposite in what is obviously not really intended to be a Heroic campaign?

The AP's would end up twice the size.


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magnuskn wrote:
Those are some pretty good ideas. Modifying the encounter always is an option, but I would have loved some alternate way to do things from the developers, like in Ashes at Dawn over in Carrion Crown.

It seems to me that taking Good aligned PC's into this campaign is kinda asking for trouble. There are sooo many campaigns where it's impractical to allow evil character why not just suggest to the players that this campaign is better suited to N or E alignments.

When I told my player's that the campaign I was going to run was "Piratey" none of them thought "Ooow, I'll play a Paladin then", they all went with N or E.

Why should the developers solve your own created problem? Choose a different AP.

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