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Pathfinder Adventure Path, Roleplaying Game Subscriber. 2,460 posts. No reviews. No lists. 1 wishlist.


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Mattastrophic wrote:

If new content was designed to patch old content, it would be clearly labeled as such. But it's not. It's pretty ludicrous to say that the Core rules don't stop at the last page of the Core Rulebook.

Also, how is a player/GM supposed to know which pieces of content are "patches" and which are not? How can a "patch" be effective if we don't even know what the "patches" are?


Maybe not patch but natural evolution or upgrade. It doesn't invalidate the old class but gives you options to use the new classes over the old class. The rogue is perfect example, a weak class but the ACG has the Slayer and the Investigator to replace the rogue with that do the rogues job much better. You can still use the rogue though but why would you if you had the ACG?

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Mythic Evil Lincoln wrote:

My concern with balance is relatively simple: at what general power level (CR) is a party of Level X and Tier Y actually in danger of losing a fight?

I know well that CR is an imperfect measure, but I still think that these numbers are helpful for generalizing.

So, I'd still appreciate the people who have experienced actual numbers telling me just how much of a bump they feel the given tiers give -- especially since it does not appear to be uniform across all tiers.

Certainly it is possible to get more accuracy than the system presented in the book. CR + 1/2 Tier is evidently not accurate at all!

I find the APL + 1/2 Tier CR works quite well. If you have and APL 9 party with 6 tiers then you have CR 11-15 to work with. There are things to avoid. Don't do a single bad guy encounters. Those are failure for non mythic characters and mythic just makes that even wore increased action economy. If you are running published game run the monster as normal but at 1/2 tier in extra bad guys to join the fight. I found that works the best.

So for example with the APL 9 party. If the adventure has a single Fire Giant, a CR 10 encounter. If they are tier 6 increase to 3 fire giants.

The 1/2 tier breaks down at higher levels. I found 1/2 +1 worked a bit better for high levels.

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kikidmonkey wrote:

As someone who is in a game where we are Lvl 9 Mythic 1, i can tell you some things

Casters can sling spells like no one's business, up to 5 times/day casters basically have a free quicken spell.

Our Paladin took display of strength, and that is just so, so, handy.

I think ALL of our melee characters took Mythic Power Attack, and THEY asked for it to be nerfed. That's how good it is.

Mythic Surge can be an absolute life saver.

Also, mythic powers can grant some massive narrative bonuses, even to Martials. Even with our single rank, our GM has to have some major events happen to keep us in our place.

Currently we have to stop this fire elemental being from destroy everything in it's path, to do so, we had to find a gem that can contain/weaken/whatevswhoknowswesureashelldont the elemental, and to do that we had to find out who had it, where he hid it, join his personal guard, find the gem, and pull the person who found it back onto this plane of reality. This took place mostly over two days.

Which is good, because with what we have and can do, we can basically just ignore money. So he has to keep us...occupied.

We didn't find Mythic Power Attack to be all that powerful until we realized it was 1 minute not 1 round. I decided to keep at 1 round as that seemed to work well. 10 minutes make this insane. You can basically power attack an no penalty for every fight with martial character. Casters I find burn through their mythic power points really fast.

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Mythic works find just keep in mind it amplifies exist problems. So at low levels it not too bad and high levels all those problems of high level player 10 times those problems.

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thegreenteagamer wrote:

As far as I know, all the Adventure Paths, such as Iron Gods, are designed to where you only need the Core Rulebook and the Bestiary to play. The rest is optional. Any monsters that aren't referenced in the Bestiary are usually copied in the Adventure Path.

From what I've heard, the Technology Guide is helpful, as Iron Gods is the Sci-Fi adventure.

Any monster in the bestiaries 1-4 are just given the page number and which bestiary. So having access to all 4 bestiaries is kind of required. If you lack the book you can always use the PRD. Print out a copy if you need it or have tablet or laptop handy.

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Reckless Abandon is the only way I know and that is a Barbarian Rage power. So as RumpinRufus said 2 level of Barbarian gives they +3 to hit and +2 damage. A 3rd level Skald can get and 4th level Blood Rage can get.

Now put a Skald in the group of enemies that grants Reckless Abandon to allies with his rage song. A 3th level Skald could grant +2 to hit and +1 to damage to all his allies and at 4th that goes to +3 to hit. The enemies will be at a -3 AC though. Also the Skald can cast heroism a few twice at 4th level. So that could be a bad guy with +5 to hit. This is nice bonus to hit with out boosting the damage per hit too much.

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Ms. Pleiades wrote:

With stats like those you could gestalt with Commoner and still pull your weight, but that is neither here nor there.

I'd recommend going with the Slayer, full BAB, good reflex saves, and with the Ranger Combat Style talents, access to some bonus feats. You'll also have studied target and sneak attacks. It'll basically be like combining the best aspects of the Vanilla and Sacred Slayer inquisitors into one creamy package.

Although I have to admit there is a great appeal of going with a druid and turning into a T-rex with judgement abilities.

Also to add to that Stalwart and Evasion with 3 good saves. Be a half orc with Fate's Favored and Sacred tattoo for +2 to all saves. As well that adds to Divine Favors luck bonus to attack and damage.

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I don't see how the Paladins can help in this case. The Castle is not undefended and if the Paladins are sent they will get killed. The army would have to move through a choke point where demons would get to fight the paladins in small numbers. As well with army engaged in the fortress nothing is there to stop the other bad guys from regrouping and attacking from behind.

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I ran King Maker with 3 players with high than normal stats. It worked just find. With 3 classes you can cover things pretty even better now with Ultimate classes. I'd avoid Gestalt as it get over powered, did that with Council of Thieves with the same group. It ended up being lot more work for me as the GM to modify encounters.

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I find traps to be trivial to over come after first few level. That's probably why there aren't many traps in APs and the ones that are their typically have ways to avoid them entirely. When I run game I create I put traps in for the character who have the ability if there is no player with trap finding then I scaled traps back. They still exist but I give options to avoid the trap if the players are clever enough to find them.

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If you mean the 2nd level power Aid Allies, that is just a standard Aid Another action that works better that the +2 that it normally gives. You have to aid another in the first place for this to work.

The 8th power affect allies and you count as ally, on top of the text even says that outright.

The 15th level power. That's odd ball. You spend standard action to move and attack. Then all your allies get to move and attack so since you are your ally I guess you get to move and attack again. I suspect this is one you are talking about?

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It basically just takes time. It's 3 rounds to identify an item. You can take 20 and do it in 60 rounds. A typical Wizard probably has 18 int and spellcraft is class skill so at 1st level would have +8. So 28 at 1st level gets you pretty much any minor magic item you might come across. The DC is 15 + the item caster level. So a +1 weapon would DC 18 and wizard could do it 3 rounds taking 10.

So take your summoner, assuming 10 int. Spellcraft is a class skill so at level 3 assuming they put skill points to Spellcraft the should +6. So take 20 still should identify most everything. They just have to do it in down time. They could take chance a roll, you get 1 roll per day to identify a specific item. If it's CL 3 item they just need to roll a 12 or higher.

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I don't see any reason a time traveling AP would be a problem. All the APs that are currently out don't impact Glorian at all. For example what happens if the player failed Wrath of the Righteous. That changes a whole lot. Numeria wouldn't exist anymore, nor would Medev or Ustalav. The players success or failure never change the campaign setting. You reset to zero the next AP as if the last AP never happened. So you could time travel back in time and change what ever you want.

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666bender wrote:

our group has a bard, cleric caster-summoner, 2 kukri fighter, archer ranger and the magus. we are lvl 9.

the magus is WAY WAY better than all when combat starts.
he got amazing armor\defences (mithral breast plate, ring +2, dex based). round 1 mostly goes to mirror image.
he he doing about 90+ damage a round, with huge to hit...way more than all the rest.

it feel's useless to do anything other than heal and keep him alive.
are all magus like that?

we mostly have bard song, and haste form the bard.
having 4 attacks (1 spell through the weapon, 1 weapon, 1 bab, 1 haste).
his scimitar is +2, he mostly add shocking,flame and keen to it.
he attack with intensified shocking grasp (9d6), scimitar (1d6), flame&lighting (2d6) = 12d6 with 25% for critical (10d6 more...). add some static bonus (about 7).

than he attack again, using a swift action to add extra 4d6, so his attack is 7d6+7.

and last 2 attacks are 3d6+7 (all with crit of 25%..)

thats... like a charging cavalier but without a charge...

All I can say is what is the Ranger doing wrong. I've seen rangers do 15D6 +80 if all there attacks land when hasted and inspired. They can do this a lot more per day than the magus can do.

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If there was only 1 thing I could change I'd give the rogue a bonus to hit on Sneak Attacks. It could be that the rogue treats their BAB as full BAB when making sneak attacks, could be + 1/2 rogue level to hit on sneak attacks, +1 to hit per sneak attack dice, +1 per 2 sneak attack dice or something else. The rogue just needs that to functional at high levels. I mean at level 18 a rogue could need to roll 19 or higher hit on their primary attack in flanking position. So they are likely to miss and would be put in danger as their AC maxed out 4 levels ago and their hit point are on average 54 less than the martial character.

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I'm canceling my subscription for this AP due to one the players wanting to run this AP. So I told him I'd cancel and switch my subscription to player companions or campaign settings. So what I'm excited for is getting play instead of the being the GM for this one.

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blackbloodtroll wrote:
No DM is going to give a player that kind of money, and power, at first level.

Every GM gives the players that kind of power at first level. That starting money player have to blow on adventuring gear. A peasant will never have that kind of wealth. A peasant never has the time to train to become 1st level class of anything but commoner.

I think the problem is in western culture we have no idea what a peasant is. So we assume that peasant have a choice and can choose to be something more than what they are born into. That is not the reality yet. Though if we keep gong the way we are soon the 1% will have all the wealth and all the power leading to new form of feudalism. When that happens we won't be gaming, we will be to busy working to feed the rich.

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I have a friend who has a short sword, when you look at the thing you really can see why it's piercing. The thing was heavy and really meant to punch through armor. If you tried to slash with like a dagger it would be very cumbersome and little slow. I could see you slashing using the point but it would dangerous to do so as you'd open yourself up to attack. I'm taking that from knife fighting where you do slash, small control slashes and I can't see how you'd be able to control the short sword like that. I'm not expert though.

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We just started the book. I'm the GM and I didn't put much into exploring the maze as most things avoided the PC. I didn't see a point to throwing peons at the party. They one rounded a Balor as random and after that no one will approach them. Mythic archers are in insane.

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The Paladin should fall in this case.

The Paladin attacked a being that was not attacking him. The being even though a illusion was offering a their hand. The Paladin had the tools to detect evil, did he not use this? Why not?

The wizard in this case committed a evil act by tricking the Paladin but had the Paladin not be corrupt in the first the trick would have failed. The Paladin made assumptions that appearance reveals the heart judged other based on appearance alone. The paladin judged his lover as evil based on the appearance the illusion presented. He may not have known it was his lover but killed her regardless. This is why the Paladin should fall.

The Paladin should lose their power till they atone for their sins. This shouldn't be a hard thing. So quiet reflection and learning the lesson. Taking the route of revenge should make things worse.

The Wizard should shift towards evil for putting an innocent in harms way to teach the paladin a lesson then gloating over it. Both are now in downward spiral of revenge and really the Paladin should atone and redeem the wizard to get his powers back.

As GM I'd through some corruption demons in the background pulling strings making the slippery slope even more slick.

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Redundant abilities don't stack. For example Rage from Barbarian and Rage from the Blood Rage don't stack to give you a +8 boost to you STR and CON when raging. Fast movement doesn't stack to give you +20 to speed. Uncanny Dodge specifically says it does stack to give you improved uncanny dodge if you get it from another source.

A +1D6 sneak is not redundant so it would stack. Evasion as slayer talent doesn't stack with evasion from the rogue to give you improved evasion as that is redundant.

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Level 1-18 typically for my group as that is where most APs end. We have quite a library of 18th level Characters now we play them from time to time. Usually one off games when a player is missing.

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This spell is nice but hardly needed. It's not critical to the success of party either. It's nice, get lots of use but after about 10th it get less and less use. It's one of the spells caster fall back on when they run out 7th and 6th level spell for example because it's a good solid spell 3rd. If anything mirror image annoys me more than haste, that you a lot.

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I don't find two handed build doing double or tripple. I find two handed weapons do about equal to twf. Sword and board is twf basically other wise it's not very good. You can't keep you AC high enough to make it work.

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That 8 str is going to be a problem for you off the start. It will get better around 6th level or so. Basically once you can get mitheral armor and stat boosting item. I just played a Magus with low strength, it's a real pain at the low levels.

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To me CE is not insanity.

I take my view of Chaotic Evil from real life. You see chaotic evil in politicians for example. I'd say probably most of Walstreet is chaotic evil. These are nice enough people but if you get int their way they steamroll you legally or illegally depending on what they can get away with and which is easier. If you have something they want they figure out ways to legally or illegally to part you from it. Need an example look at what they did with people's homes after 2008. Sure there were a lot of deadbeats but they used that to manipulated foreclosures so they could steal people homes. That's Chaotic Evil and it involves politicians and banksters. When I play CE, that's the type of CE I play. My players are typically shocked at the evil my NPCs portray as I mirror real life. Typically killing the NPC just means another takes it's place. The PC realize just how futile the fight is when they take it on directly. It's sickness that runs deep in these societies. It's kind of scary because you start the good fight in the game and see the problems in real life after the game and how helpless you are.

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For me low magic is just a game where you aren't tripping over +1 sword that you just add to you bag holding full of +1 swords already and take to nearest town sell it all and buy something better.

So it doesn't have to be no magic just less of it. I've run quite a few APs and by book 4 you usually are tripping over useless magic items. So when I go low magic I make so this isn't the case. If I need a higher level bad guy in armor to have higher AC he has a oil of magic vestment. After the fight the breast plate is just a breast plate but during the fight it might be a +5 breast plate. The players will have magic items. They would gain them through quests as there wouldn't be magic shops but potions and scrolls would be avialable. Casters would rare though and you'd have to track them down. That's what low magic is to me.

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3 Goblins is a CR 1.333 round down to 1. Goblins have standard treasure. For a CR 1 encounter it is 260 GP. A single bugbear is CR 2 with standard treasure the CR 2 encounters have 550gp. The Assasin vine is CR 3 and incidental treasure which is half the amount for it's CR. CR 3 is 800 so half of that is 400 gp. Not every encounter needs to have treasure. User the WBL guidelines. For example 1 party getting to Level 2 should have about 1000 gp in treasure. So assume a party of 4 that is 4000 GP.

So you will want say 10 encounters. 2 APL -1, 3 APL =, 3 APL +1, 1 APL +2 and 1 APL +3. Throw in 2 CR 1 traps. End with a story award of XP to bring the PC to 2nd level. The APL -1 fight have no treasure as they are vermin. The APL = are 3 sets or 3 goblins, with 780 GP. The APL +1 is 3 set of 1 Bug Bear each with 1650, APL +2 is the assassin vine with 400 gp and the APL +3 is level 1 bugbear cleric with 1150 gp. Comes out to 3980 gp. That is almost the WBL for level 2 characters and the party is just over half way to level 2. So to balance thing you make some of the loot sold for 1/2 price. Stuff like masterwork weapons and armor. Then add in consumable magic items. Do this for about 1/2 that treasure. Do another adventure like this doing the same thing and players should be right on WBL guide line about 1000 GP give or take 100 gp.

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When it comes to evil eye we don't allow cackle to apply to successful saves. It never occurred to us that you should be able to use cackle on the 1 round for successful save. Now reading it by raw you could I suppose, never noticed that. We just figured the 1 round lingering effect was not a duration so it could not be applied to that.

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shepsquared wrote:

Right, so I've been playing a witch in book one of Shattered Star. I've already secured permission to rebuild my character, due to general dissatisfaction with Winter Witch and the revelation we likely won't be continuing into the second book.

As such I am faced with an important question. A few weeks ago the DM decided to nerf Evil Eye, removing the 1 round duration if they pass their Will save. Here is his rationale:

it's designed with a saving throw, as it should be, but mechanically the saving throw is completely ignored.
that's why i said it can't affect them if they pass the save
so it keeps the idea, but is not op

Is it worth playing a witch to fifth level without the Evil Eye+Cackle to ensure that my hexes will affect them, or should I rebuild my character into a wizard?
Also, is there a good way to refute my DM's logic?

There is very good way refute your GMs logic. The Inquisitor gets a class feature call Stawart. It basicall say if the Inqisitor makes a save that has reduced effect they avoid the effect entirely. This change invalidates the Inquisitor's class feature. Basically the GM is saying if you save there should never be reduced effects.

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Dreaming Psion wrote:
Malwing wrote:
I'd like to ask. When people say "low magic" do they mean Low caster power or low magic items? Do full casters make magic mundane or the abundance of magic items?

I would say that to have low magic items you'd sure as shootin' better bring down the casters with them, considering how much less casters depend on gear than everybody else.

I've run several low magic games. Caster tend to suffer, should say arcane caster suffer the most. The classes that excel are Paladin and Magi due class features that make their weapon magical.

The biggest problem with sorcerers and wizards is defenses. They lack them with out magic items. They can use spells to cover that but as soon as they do that they lack offense. Basically they burn through resource much much faster.

If you want a touch party for low magic game go with a Paladin, Magus, Inquisitor, and an arcane duelist. By level 7 everyone will have magic weapon via class features and spells.

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I'd think the biggest reason is arcane magic requires the stats, you need 11 or better. Then you need the training and natural ability. I'd assume that training is expensive. It cost on average 105 gold pieces if you go starting wealth. So the average commoner need the stats, the ability, and the gold.

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I'd go fighter for the feats. I've always wanted more feats as Paladin. There's some pretty cool stuff you pull with more feats. Like Eldrich Heritage Draconic. You Chr won't be low and you skill focus perception is always good. Weapon training stacks with smite, armor training mean you move full speed in armor and can have much higher dex bonus.

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TriOmegaZero wrote:
voska66 wrote:
So as GM feel free to add negatives or increase the DC for factors that affect the use of the skill. The base DC is just where it starts. Some skills have these modifiers already for certain situation, use them as guide. They book can't tell you every circumstance that may effect a skill. As character gets to be high level they should be able to pull off skill rolls they'd never be able to at lower level.

I think the problem here is that most people are seeing this as 'the GM is making things harder because I have a high skill'. And some people here have admitted that is their reasoning.

Good GMs will only adjust circumstances where it is warranted, while allowing players to auto-succeed on the checks that aren't extraordinary. If every situation is your speed metal concert example, it will wear thin very quickly.

Very true. You don't want to do this all the time only when the player is trying to do something extremely hard. For easy stuff auto success all the way. You also don't want to auto succeed all the time as that gets kind of boring. It's balancing act. If you have +20 or higher you should be able to auto succeed in thing that mere apprentice or struggle with while showing them what real master of the skill can do.

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I'm running this AP currently and we are Book 4. We are finding it fun but I'm definitely putting lot work modifying encounters. It seems to me that encounter CRd are set for non mythic PCs. I mean if the party is APL 14 +3 for 6 mythic tiers the encounters for should be CR 16-20 but I'm finding the encounters are CR 13-16. So I find my self adding template and class levels to boost the CR of fights as well as increase the numbers where applicable to increase the CR of the encounter by 3 to 4. Seems to work well so far.

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the problem with skills is not that the DCs are not high enough but the penalties for situation are not being applied. Take a bardic performance. The rules don't give you anything for environmental factors. Sure an extraordinary performance is DC 30 and you have +20 to the role so you could take 10 and succeed. But what if the crowd is a hostile crowd? I'd give you -5 or even -10 of they are throwing things and not allow take 10. Sure there is no rule for that but as GM you can apply that. Think of it like this. You are country music singer playing for crowd drunk people that expect speed metal band. Now you want put on extraordinary performance to win that crowd over. That's going to take some pretty high skill to pull that off, I don't think +20 would do it. But in a acoustically perfect venue playing classical music for small crowd of classical music lovers, you could easily take 10 and astound them.

So as GM feel free to add negatives or increase the DC for factors that affect the use of the skill. The base DC is just where it starts. Some skills have these modifiers already for certain situation, use them as guide. They book can't tell you every circumstance that may effect a skill. As character gets to be high level they should be able to pull off skill rolls they'd never be able to at lower level.

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I find TWF fighting it fine but don't bother wasting feats on greater TWF. I'd even say Improved isn't worth it. You can't get Improved till level 9 and at that time you are starting to see monsters with higher AC. By level 15 you get greater TWF fighting but you will 20s to hit CR appropriate encounters. The encounters with the lower AC will be lower CR and you will kill them with out need of greater TWF.

I mean assume you start with 18 in Dex raise to 22 with level bonuses. Add +6 belt to get it to 28. +9 to and +12 BAB at 16th level for +20. Add in Weapon Focus and +5 magic for +27/+27/+22/+22/+17/+17.

Now you get attacked by grounded Ancient White Dragon only to find it has AC of 41. That's the base 37 plus shield spell. As well it has displacement going to for 50% miss chance. You need a 14 or higher and you need to be in flanking position or you attack is 2 lower. If you do hit it's 50/50 that it misses. This is considered an average encounter.

Lets say you flanking partner is a Barbarian. That Barbarian will have +37/+32/+27/+22 while power attacking. If that seems to be problem they can go +42/+37/+32/+27 doing less damage and not taking a -5. Both your AC will be pretty similar though Barbarian could be lower but the barb could 10 DR/- by this point.

The only thing the rogue is doing in this fight is providing the Barbarian +2 flanking bonus.

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I think you need to define Balance. My definition of Balance is can I balance an encounter to appropriately challenging by CR to APL for all combinations of classes. In this way Balance is very important.

So if a APL +1 encounter is trivial for one party but meat grinder for another then there is balance issue. This of course assumed standard build with default stats following the WBL guideline. For the most part I find Pathfinder very balance if you keep these 3 variables with in the guidelines. The only balance issue I find following this is rogues at high level.

Basically as GM I see balance issue when I'm having to rework things to help the party or single character out in game. For the rogue I find a problem but it's fairly easy to fix, I slip the rogue more wealth at high levels. Picking pockets in my games is very lucrative and that wealth is class feature not WBL in my games. So they don't have to share it with the party but they can. That's a balance issue though that I've fixed with little house ruling some creative GMing. For every other class the rule as written work. Sure fighter might get bit dull in the end but it's still balanced and works on CR appropriate encounters.

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They are both fast healing so they don't stack.

The difference is Fast Healing works while you are alive. There is no damage that stops it form working but when you are dead you are dead.

Regeneration is Fast Healing except it works when you are dead and will bring you back to life. You could be negative 1000 hit point and you will come back as long as you didn't take fire or acid damage when you should have died. You will regrow from the largest body part and all other wither and die if not reattached.

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Aranna wrote:
Umbranus wrote:
In a city where it is disallowed to give food or money to beggars the LG guy will not feed the starving child because he isn't allowed to.

I also disagree with this. Lawful is about following a code not about following laws. A paladin will NOT obey an evil law; he will oppose such a law and certainly never follow it. And a code against giving food or money to others certainly isn't a 'good' code. Doesn't sound at all like the sort of code a LG person would follow.

The Paladin will follow the law in this case will not give the starving child money or food. What the Paladin could do is hire the child to do a job. The child now is no longer a beggar but a hireling. Feeding, clothing, and paying your hirelings is completely legal. This way the Paladin did the good thing and remained lawful to the laws. The Paladin can still oppose the law and would fight that law using legal channels. A law like this may not be evil but an attempt to get rid of beggars who aren't actually in need but instead work the streets for the local thieves guild. By violating this law the Paladin would be at risk of falling for supporting a evil organization.

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Tarantula wrote:
Nicos wrote:
There is a mixed message when in the same book a single feat allow Oracles to add his cha bonus to all saves.

Paladins also add CHA to all saves as a class ability. There is precedent there.

A mithril full-plate fighter could get up to a +7 dex bonus from armor training and mithril. With feats like these, he can also be having the +7 to hit and +7 for damage as well. Strength effectively becomes irrelevant.

I wouldn't say STR is irrelevant, mitheral plate still weighs 25lbs. Encumbrance is going to be an issue you need to deal with. As well STR will still be used for two handed weapons for greater damage output. It's going to cost you 3 feats to get though weapon focus is one a fighter would be taking anyways but that's 3 feats you need to spend. The dex to damage only applies to the weapon you took slashing grace for. So with out that weapon you are back to using STR. The there is the STR check, that does come into play though very situational. STR also applies to CMB and CMD but you want DEX on those that's another 2 feats. It doesn't seem that bad.

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Caedwyr wrote:
The best love to the rogue I've run across so far is the Glory Rogue from Rogue Glory and the Genius Guide to the Talented Rogue from Rogue Genius Games. Both do a good job of bringing love to the rogue without changing the class entirely.

I find balance to be only required in game where you have one clear winner and clear loser. So in Player vs Player game balance is important. In a game where the goal is not to win but create a story, develop the adventure, simulate a setting then balance is not important. The party works together and the wizard being able to move mountain while the fighter hack the bad guy in two is exciting. The Wizard dropping a mountain on the fighter and saying I win is not exciting.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I don't find there is need for balance. The key is having fun. Balance is boring and not fun. Balance is useful for tactical war game. Balance is hindrance in role playing game where tactics don't mean much. In RPG you have people want to act out their character, collaboratively tell and bring stories to life, problem solve, build and design characters and worlds. None of this required balance and actually a lack of balance make better.

If you want to play the game like a game of chess then sure you need balance and RPGs probably aren't the game for you. I used to play PCPCS (Pheonix Command Personal Comabat System). That game is balanced and plays out like a chess game. Everything is balance and it's your skill in tactics that wins the game. There is a winner and loser in the game. They added an RPG element to it and with it unbalanced the game because you need that freedom to have an RPG otherwise it's just tactic war game with a winner and loser.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Charlie Bell wrote:
Bard = effectively full BAB due to self buffs. Inspire courage + good hope = +4 attack/damage at 7th level. So even when Deadly Aiming, you probably won't have much trouble hitting past 7th level. Deadly Aim works great for an archer bard with a good Dex. If you have a higher Cha than Dex, then maybe not so much for you.

Not really. BAB increase your deadly aim damage and you gain iterative attacks. This is what makes deadly aim good. As well in fight that +4 to hit and damage applies to the Full BAB character as well as their class features. So in this case a archer ranger against a favored enemy would be +20/+20/+15 using deadly aim. A bard would +13/+8 assuming fair play the ranger could give you +2 to hit and damage with hunters bond too for +15/+10. This assumes a 15 pt build. Clearly full BAB is superior even if the enemy is not ranger favored the ranger's attack goes down by 4 and the bard's goes down 2.

Pathfinder Adventure Path, Roleplaying Game Subscriber

My group opted to not use the nerfed version and use the version as printed in our books. Never had problem with Crane Style so didn't see a need to nerf it. There were only few combats were the style was "I win" but I no issue with that as the Wizard pulls that same card in situation too.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I find you really have to go out of your way to make an ineffective character. You are much more likely to fail in optimizing unless you follow the guidance you find on this site or know all the options yourself. Failing at optimizing can lead to an ineffective character. I find optimizing does that quite often for few level till you get that key level that unlocks potential.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

I view hit point as more avoiding the blow entirely. It's when you run out of hit points that real would occur that can kill you. That's why you have till negative con before you die. Some people can shrug off lethal wounds and that is why you have feats like Die and the Deathless feats as well as racial features.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Create pit could cause structural damage depending on the situation. It would be 100% up the GM to determine if a structure would be damaged. Using create pit like this would required a engineering skill check in my game to determine if and how much damage could be done. That's how I'd do it.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I find role playing XP alienates players. Some players are just not that outgoing. I mean I've had games with thespians that get really into character and they are great fun in a game. I don't think I should reward them for doing something they find fun nor do they expect it. That's just the way they are how they play the game. It wouldn't be fair to reward them because of who they are.

Now at the same time you do reward those who are tactically oriented that make the battle easier. They get XP for monsters. Personally I think getting XP for killing monsters is stupid. You should get XP for completing goals.

That's why when I play a AP I set the XP to be enough to level up when book say so which is based on the goals. I don't tell my players that though. I give them XP but they might not get exactly what the book says for killing monsters. They might be short and bump it up or they could be over and scale it back.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I reward XP not for roleplaying but for out combat situations which may involved roleplaying or a minimum figuring out what skill to use when and succeeding the DC. The key is to know what skill to use when. Is intimidate the skill that needs to used, if so you can roleplay it but you still get the same XP as if you didn't.

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