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voska66's page

Pathfinder Roleplaying Game, Adventure Path Subscriber. 1,658 posts. No reviews. No lists. 1 wishlist.


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(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Maerimydra wrote:
TOZ wrote:
BltzKrg242 wrote:
All combat with little RP.
This is entirely the fault of the group, not the system. Please stop inciting edition wars.
TOZ is right. Roleplaying has nothing to do with game mechanics. You can roleplay when playing MONOPOLY if you wish so.

To be honest though 4E doesn't leave much room for role playing. It's not that you can't role play but the combat encounters and game mechanics take up most of your time. This isn't a bad thing though just different style of game.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I used it to convince a dire lion to not eat me. I could have defeated it one on one but I'd have been worse off for it. And had the Wild Empathy failed, I'd be in the fight reguardless so why not try it and it worked.

I've also used wild empathy to secure mounts, wild horse for example. I've used wild empathy to get near enough to an animal to use speak with animals.

I find it quite useful.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I find fighters with a ring of regeneration don't have to worry about HPs being a limit any more. A fighter should have more than enough hit points to last one encounter. By the time they hit the next encounter the ring will have them back at full hit points. So a fighter can go for as many encounters per day as they want as long as they get 10 minute break between them.

The caster will eventually run out of spells. For some this may be an issue for other casters not so much.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

StreamOfTheSky wrote:
voska66 wrote:
One glaring difference is the Arcane archer can get 9th level spell.

Not without bailing out on his class before it finishes, he can't. At least 1 level on a martial class for longbow prof. + 3 lost CL from AA itself = no 9th level spells for you. Or perhaps you make an Elf or Half-Elf w/ Ancestral Arms, or just take prof. as a feat and avoid leaving wizard or sorc at all before AA. Except then you won't have +6 BAB until level 12, so you'll only ever get 8 levels into AA.

AA sucks.

Now, an EK? He can certainly finish up his prestige class and get 9th level spells.

EDIT: You could do Fighter* 1 / Wizard 5 / EK 10 / AA 4 if you want and (just barely) reach 9th level spells. Still think Fighter* 1 / Wizard 9 / EK 10 is a better build, though.
*Or any full BAB class w/ martial weapon proficiency

So as you put it though you can't really take 10 levels with out losing those 9th levels spells. But really I've yet to see a 10 level prestige class with 3/4 bab progression that is worth taking past level 8. You get really screwed for taking levels 9 and 10 it seems on every one of them.

The arcane archer is a presitge a class and it shouldn't be something make or break an archer. A Full class should be better but the arcane archer has some flavor to it and can fit in some instances. If I was playing a ranger I might consider the arcane archer if I want to add some arcane casting to my character for the flavor. It's definitely not optimal though.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

One glaring difference is the Arcane archer can get 9th level spell. The Magus Myrmdarch gets better combat ability with weapon training, armor training, fighter feats, and ability to cast in heavier armor though. so it's really just depends what you want. Seems your build that you are pondering can be done with the arcane archer is better going this Magus archetype.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Intelligence has nothing to do with an eidetic memory. I have a friend who I'd say is average intelligence but has eidetic memory. He's a wiz at trivia but that is about it. Or if you ask him about car parts or porn stars he's a know it all but he's not rocket scientist.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

The cheapest way is to pick a race with Darkvision but that doesn't always fit the concept though.

Another is Impoved Eldrich Heritage with the Shadow bloodline but it cost 3 feats and you need a 15 Charisma. So you'd need Skill Focus stealth, you can take the Umbral wild blood line to get + 1/2 sorcerer level to stealth for 1 round per 2 sorcerer levels. Then at at 9th level you get Dark Vision 60' feat for feat.

Next is multiclass. There are few prestige classes that give you darkvision. Shadow Dancer and Horizon Walker both do. Shadow Dancer at 2nd level so you can get it by 7th. Horizon Walker at 3rd level with Underground Dominance so you get it at 9th. There might be more. Horizon Walk is pretty go for scout, assuming you mean the Rogue Archetype Scout. You can use rogue talent to get Favored Terrians and you can get Dominance in terrian getting a FE enemy attack bonus equal to you favored terrian bonus. That's pretty nice coupled with sneak attack.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Not sure if this has been answered but will the NPCs in this book be similar to how they are in the Game Mastery Guide. I make use of the Game Mastery NPC section a lot in my games.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Council of Thieves is great AP if you as the GM put the extra work into. My advice is read through the first book as that is where you will start but before you play read the last book. A lot stuff happens there that if know ahead of time you can set the players for success otherwise the last part just get too chaotic and you have prod you players along. If done right you can have it so the players figure it out all themselves which is much more rewarding.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

So no one has heard of wizards more powerful than 5th level. Keep that going, it's great. Leave that to your players to wonder why. Maybe it's a secret wizards guild that kills rival wizards before they pose a threat. Or maybe it's a dark lich who feels threatend instead of wizards guild. How about vampires who are addicted to the blood highly magical beings and wizards who exceed 5th level are just another highly sought after source. Or it could fey in the area trying to keep the balance and too much magic in the area causes problem so wizards who exceed 5th level are magically transport out of the area to some far off remote location.

If you have wizard in the group, this could lead some interesting story hooks.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Hunter's bond isn't that bad, it really just needs feat support. Most class features like this have a feat you can take to boost it. This one has Boon Companion for one option in the class feature. It should have a feat for you allies. I think a feat like Extra Hunters Bond that gives you 2 extra rounds would be very useful and would make this class feature much more useable.

That +1 to hit and damage at 4th level can be the difference between a TWF rogue landing both sneak attacks instead of one. At 5th that jumps to +2 to hit and damage and +3 by 10th when you can use Instant Enemy to get more use out if. As well it has no limit other than how many move actions you want to spend.

I'd really prefer this to be usable 3+wis times per day like bloodline and domain powers and it last till the enemy is declared is dead.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I find the only reason people prefer rolling is they want that chance to get high set of stats that you just plain can't get with point buy. How else can you get two 18s.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

cranewings wrote:
Guy Kilmore wrote:

Distance and sniper. You don't have your bonus to dex if you don't know the attack is coming.

Volume. If you are using level 1 commoners, than enough of them together would hurt a PC.

I know from the boards you run something like E6, are you doing the same here?

What is the setting like? There might be some build or tactical suggestions that might work in that setting.

Yeah, it will either be E5 or E6. I'm always torn because I'd like to keep iterative attacks totally out of the game, but I don't want to deny sorcerers their third level spell.

The setting is 1880's Victorian era Steam Punk.

The problem with volume is that it just isn't realistic. The PCs are probably not about to kill all the babies, so their just isn't much incentive for 30 men to stay and fight after 15 just died to 4 people without killing any of them. Morale breaks pretty quickly when that's the kind of thing happening.

E-X is house rules anyways so just rule out iterative attacks entirely. Then you could go E8 if you wanted to. I find E8 works because Cleric domains kick in there and I'd allow feat to get level 9 blood line powers for the Sorcerer.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

cranewings wrote:
ossian666 wrote:


Personally I equate this to putting me in a room full of 4 year olds and telling them to attack me. Its only going to make me chuckle as I mow down, throw and use the midgets as weapons against each other. Level 1 commoners against level 6 PCs is a joke.
How about a room full of 4 year olds with guns?

Much the same considering these are not modern guns, lets see the 4 years old load the thing and get proper shot off with accuracy.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Last game I was playing an Anti-Paladin at 8th level using a Falcata. The wizard in group put haste on the party. So I had 3 attacks and engaged a Paladin who was level 10. The paladin used smite and moved in to attack with a standard action and missed. I retaliated with 3 attacks with smite good and power attack and fiendish boon unholy. I rolled 19,19,19 for the attacks and confirmed all three criticals. So I did 3D8+66+2D6 per attack rolling 25, 27. 20 for damage doing a grand total of 250 damage in one round. Exceeding the paladin's hit points by just over double.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Shield are great if you have the dex to pull off two weapon fighting and shield bashing. You get a great AC and can really dish out the damage though not as much as Two Handed Fighter but close.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

You make all good points and I agree with them but the rogue does fall apart in combat starting from level 13 and on. I have put tons or rogues in play during combat encounters as GM. At the high levels they are not a challenge but level 12 or under they quite effective. Also I see the same thing happen with the player who has rogue character. They end up avoiding combat at the higher levels and trying to use UMD to help the party but find themselves redundant next to the divine and arcane casters.

From what I can tell is the going from 3E to PF you average APL appropriate encounter in the higher levels has high AC. For example Full Plate gives you 9 AC and the fighter has armor training. At the upper levels an Orc fighter has 3 more AC than in 3E. Now the rogue. Effectively by not giving the rogue a bonus to hit they just penalized the rogue at the higher levels.

So other than this problem the rogue is great class. I'd play one for PFS for sure as the max level is 12 and the problems with the rogue won't really show up. But in high level game I'd multiclass the after 12th level.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I like the longsword for characters I make that where I just don't have the feats to spend on Exotic weapons. So if I'm going sword and board it with with a class that isn't the ranger or fighter I'm usually short on feats.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

memorax wrote:
voska66 wrote:
What's wrong with Hunter's Bond? It's seems pretty good to me. It has no limit on it's uses. You can use a move action to activate every round if you want. Personally if I planned to do that I'd start with a least 14 wisdom.
Comapred to taking an animal companion just feels underpowered imo. Tied to an attrbute that you really don't need more than a 14 in which at most makes it last two rounds. With the bouns given really coming into play only at high level. And only to specific favored enemies not every creature encountered. With an animal compnion the only worry imo is sending it into situations or creatures it cannot wiin against. Or small spaces when it advaces at higher level.

I don't mind the Hunter's Bond for companions but I wish there was feat that granted you extra rounds like Extra Hunter's Bond that grants you 2 rounds on top of you wisdom bonus. For the animal companion you Boon Companion to make equal to Druids animal companion so why not feat to help the other option of Hunter's Bond.

I agree though, hunters bond doesn't really get useful till 10th level. At that point you probably have boosted you wisdom enough and you have the Instant Enemy spell. For the 6 levels before 10 the animal companion is definitely more bang for you buck.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

What's wrong with Hunter's Bond? It's seems pretty good to me. It has no limit on it's uses. You can use a move action to activate every round if you want. Personally if I planned to do that I'd start with a least 14 wisdom.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

You need to be right most of the time and house rule it otherwise. I find the argument about rules loopholes has more to do with liberal interpretation of the rules which should house rules. Then the player want to keep the game like that at other tables and conflict arises. I think this takes away from the fun.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Kybryn wrote:

I see that nobody has considered Master Strike:

Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Soooo with improved initiative etc, maybe fleetx2 for increased range, and cheese some intellect, you have the opportunity to kill him in one blow. Add poisons w/ high saves: Black lotus, deathblade, tears of death, purple worm poison, you could run away after 1 hit and watch him die w/in 4 or 5 rounds.

Thoughts?

The rogue never gets a chance to use Master Strike. The fighter can move as fast as the rogue and can mow rogue down with bow from a distance before the rogue get close. The rogue really needs concealment in this fight, they don't have it though.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I find the Ranger works best for the RMA, you don't need the high Dex for TWF. I went with Str based build for my RMA using the Ranger Guide. It's pretty nasty.

I have +19/+19/+14/+14 (1D8+14 19-20 x2 + 1D6) at 7Ranger/1RMA. Ranger Focus from the Guide Archetype with Weapon Specialization, strength bonus, Arcane strike and +1 swords makes for nice damage bonus.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'd consider multiclassing. There are plenty of option that will make you a better combat machine by just taking 4 levels of another class. In some case you could 12 and 8. 12 Levels of rogue gets you all you need really, then take 8 level of Vivisection (Alchemist Archetype), that really makes the rogue a lot better in combat.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Drop the Cleave feat and take Furious Focus instead. As an Anti-Paladin you chance to use Smite Good don't come up anywhere near as often as they do with Paladin. So getting no penalty for Power attack on your first attack is good.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

blackbloodtroll wrote:
Avoid cleave, it's a trap feat.

Cleave is great but I'd only take it as fighter so I could train it out at higher level. I find Cleave is very nice from 1st to 10th level. So I'd train it out at 12th for something else. For other classes Cleave is nice but you are stuck with it at higher levels where it not as useful.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I have each player at the start of the game session roll 1D20 20 times and give the the numbers. Then when I want to have roll secretly done I'm not rolling, I just select the number a the top and cross it off using it for the check. I make not what the check was for next to the number so if a player asks after the game I can show them.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

ImperatorK wrote:

I'd like to repeat my suggestion: use CMB instead of CMD.

Why? Because CMD is about defending yourself. But I'm not attacking. I'm just moving past you. It is me who is "defending" against your attack through Acrobatics. You are attacking me, that's why you should use your attack bonus.

This actually makes a lot of sense. Only problem is tumbling by would too easy.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Quantum Steve wrote:
Deadmanwalking wrote:
Quatar wrote:

Why should figthers be the best at that?

Good yes (they have high BAB, so they'll not be bad at it), but why the best?

Not the best, necessarily, but among them. And because blocking enemy movement past them is integral to their role in a party (assuming a melee character anyway). The same is true of all full BAB classes to some degree.

The Cleric (for Sense Motive) or Rogue (for Acrobatics) don't have that as their role and shouldn't be flat-out better than the Fighter at it.

Why would Fighter's be best at counter tumbling? Isn't the heavily armoured, slow moving Fighter exactly who the Rogue would be best at tumbling past?

Doesn't it make more sense that the agile, lightly armoured Monk or Barbarian should be much better at counter-tumbling? And who better to guess a Rogue's tricks than another Rogue?

That's just it, the fighter is not a slow moving armored hulk. Quite the opposite actually due armor training. The get full movement in Heavy armor and can increase the max dex bonus of Full Plate to 5 and the ACP of 0 (6 -1 for Masterwork, -1 trait, -4 Armor Training). This the type of class that would lunge out at you as stick you like a pig if you tried tumbling past.

A fighter in Fullplate can be more manueverable that any other class in lighter form of Armor.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

ciretose wrote:

As I said, if the fighter is readying, I'm going to plink him with arrows until he moves hoping for a crit, then spring attack when he moves making sure I end up in a position he can't charge to. I have 90 feet of movement with an extra 20 when I need it if I burn a ki point.

How did the fighter get next to the monk?

The horse line was just an Old Spice Homage since Schrodinger's fighter is now on a horse.

If the monk goes toe to toe with the fighter, most times he loses.

But the monk doesn't need to go toe to toe with the fighter to win the combat.

On a battlefield with cover, it's it all monk. Without cover it gets closer, but odds are still in the monks favor.

With magic items, I think it turns more into rocket tag and the fighter probably wins.

There is no position where the fighter can't charge. Terrain was not specified so there is nothing to block the charge, nothing to hide behind and such.

This is kind of stupid set up really. No magic, no terrian, and nothing but core rule book. Add those in and you know who the winner would be? The rogue wins every time. I saw this because the rogue has hide in plain sight as the UC book based on terrian. So just make sure the rogue is in that terrian and they can hide and blast the fighter with magic till fight is over with UMD. With out magic the rogue can't win.

The monk gets a lot better, Crane Style Spring Attack for example. Go ahead, ready an attack. Still that just changes the fighters tactics but the fighter will find this fight much harder to win.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

ImperatorK wrote:
voska66 wrote:

I think it should be hard to tumble against monsters of great size. It's much easier normal size monsters as you are not dealing with size bonus to CMD. If you want to tumble around a very old dragon then they need to be very specialized in tumbling or don't expect to pull this off.

You rogue example should have max ranks in acrobatics, some magic items, some feats, and some talents to tumble against a dragon like that.

So grab Acrobatics Master with a Ninja trick (requires a ki pool), get skill focus acrobatics (it's free as Half Elf so why not). Pick up the Acrobatic feat and buy some boots of Elven kind.

Now you have a rogue starting with 16 Dex that has a 26 Dex. So that (18 ranks, 3 Class skill, 8 dex, 6 Skill focus, 4 Acrobatic feat, 5 boot, 20 Acrobatic master and no ACP) 64 bonus, automatically beating the dragons DC for acrobatics. All this cost you is 1 feat, a cheap magic item and a couple of rogues talents.

And you want make this easier?

What about lower levels?

At low level, under level 5 you will be succeeding with acrobatics about 60% of the time on average. Some encounters will be more and some will be less. Not bad for a starting character. I mean at level 1 you could have a 10 Acrobatics and at level 1. An orc has CDM of 14 so you can tumble past the orc on 4 or better or though the orc's space on 9 or better. Not bad for 1st level character. You attacks about that the same.

By 5th level you can have 41(5 rnk, 3 CS, 3 Dex, 3 SF, 2 Acr, 5 Comp, +20 AM) acrobatics 1-3 times per day depending on your wisdom. I usually go with a wisdom of at least 12 if not 14 because failing will saves suck. Though I'd probably skip the Acrobatics Master talent till higher level personally. Having a 21 Acrobatics is pretty good at 5th level if you don't take the Acrobatics Master ninja talent.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I think it should be hard to tumble against monsters of great size. It's much easier normal size monsters as you are not dealing with size bonus to CMD. If you want to tumble around a very old dragon then they need to be very specialized in tumbling or don't expect to pull this off.

You rogue example should have max ranks in acrobatics, some magic items, some feats, and some talents to tumble against a dragon like that.

So grab Acrobatics Master with a Ninja trick (requires a ki pool), get skill focus acrobatics (it's free as Half Elf so why not). Pick up the Acrobatic feat and buy some boots of Elven kind.

Now you have a rogue starting with 16 Dex that has a 26 Dex. So that (18 ranks, 3 Class skill, 8 dex, 6 Skill focus, 4 Acrobatic feat, 5 boot, 20 Acrobatic master and no ACP) 64 bonus, automatically beating the dragons DC for acrobatics. All this cost you is 1 feat, a cheap magic item and a couple of rogues talents.

And you want make this easier?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Seems to me that Fighter wins most of the time but not all the time vs the monk. I'm guessing the fighter should win 75% of time in this contest.

Once you add in the other core books (APG, UM, and UC) the fight between the fighter and monk goes to more 50/50.

As for the rogue, there is nothing the rogue can do. The fighter will slaughter them. At best the rogue should just try to escape.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I prefer blasting, it's fun. Sure a well place battle field control spell along with save and suck less or suck more spell it more effective but there is just something about blowing stuff up.

For me though after fireball I find blasting spell lacking so it only usually level 1-10 that blasting occurs. After that blasting when don't want to waste a better spell on some minor threat.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'd say the Monk would have a chance if the other books were allowed but core only there is no way a Monk can beat the fighter.

The rogue might have chance with USD but the saves are kind of low and 20th level fighter should be able to make them. The highest DC is 23 for 9th level spell on scroll. A 20th level fighter has 17 will save bonus (6 base, 4 stat, 2 feat, and 5 cloak). This could be even higher if the fighter went with more than +1 wisdom bonus with headband +6.

My mistake no magic, no spells then from UMD. That really cripples rogue. The Monk is still toast though.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

The only problem I see with the rogue is as they get to higher level sneak attacks get harder and harder land. The problem really doesn't show up till about 12th level and on. My theory on this is that monster have higher ACs than 3.5 after for the higher CR monsters. I've noticed that the AC of monster are 1-3 points higher in Pathfinder than in 3.5. So while the rogue got lots of boosts they got no bonus to hit and now have to hit in some cases much higher ACs.

Need an example? Take a Nalfeshnee, a CR 14 monster in both editions. In 3.5 it's an AC of 27 but in Pathfinder it is an AC of 29. In both games the rogue could sneak attack this monster but in Pathfinder they are -2 to hit because of the higher AC. The rogue had a hard enough time hitting the AC 27 now it is 29. This is the problem I find with rogues in Pathfinder.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I've seen Save and Suck spell lead to more TPK than any other spell.

There a few reasons for this. Sometimes it just the getting lucky with quick SoS spell allow them to take couple more encounters. Sometimes it leads to poor tactics the enemies take advantage of if they make their saves. Most often it's combination of the two.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Flipper wrote:

I see where you are coming from Paris and Ken. I did allow it for the first book of LoF but the problem was what Fergie has commented on. Many of the boss fights that were suppose to be difficult came dwon to a will save and many of the enemies had barely no will save. This made many of the encounters easier. I adjusted accordingly but it was ruining many encounters. My option to the player was the following:

Can only sleep a creature of equal HD or less.
Ability remains that same but is only usable 2 + int times per day.
The last option was that if function like the sleep spell in all ways.

I did change the dynamics of many encounters to limit how effective it would be during the first book of the adventure. Doing this also changes the usefulness of the spell anyways so I gave the player the option on what he wanted to do instead of being a dink about it.

Just read Abrahams post. I am inclined to agree with you and maybe I will think further on this. My problem was constantly spamming the ability. It would be like giving the wizards infinite magic missiles or something usable only once per target. I also had to limit detect magic because all casters would just use it ridiculously. Maybe I will change it to uses per day.

Thanks for the input.

I wouldn't restrict it like this, it makes the power useless. Most CR appropriate encounters have more HD than the players. Even some APL -1 encounters have more HD than the players. NPC of NPC class count as Level -2 for CR. So a CR 3 warrior is a level 5 warrior with 5 HD, that's CR +2 encounter for APL 3 party to fight 2 warrior. Even regular class levels count level -1 for CR.

I wouldn't restrict this but give those with Higher HD a bonus to the save for each HD they are have more than witch. 1 still fails of course you may want to house rule that too but I'd leave it myself.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Dragonamedrake wrote:

So I just saw the Avengers this weekend and I loved the Hulk.Of course I started thinking on what a Hulk would be in Pathfinder. You would think a Barbarian but I came up with something else.

Barbarian 1(Drinking Brute?)/Rage Chemist Alchemist 9/Master Chemist 10.

I dont have my material here but with the race that adds 1/4 per level to str when you use a Mutagen he had a wooping 64 Str when fully spelled up.20 Base Str + 6 Str Item + 6 inherent from Orc Bloodline + Giant Form from Orc Bloodline + Enlargement + Transformation + all the Mutagen goodies from Rage Chemist/Master Chemist. Now I know Transformation doesnt stack with the Belt but the NA bonus and Base attack does. He also had a Con in the 30's and around a +22 NA. The other option I had was a Synthesist Summoner, because they can get a rediculous STR score and have more HP then any other class in the game... but I thought this worked better for the HULK.

So can you come up with something better? How would you make your favorite Avenger/Comic Book Heroes.

For the Barbarian take a Wild Drunken Invulerable Rager.

you swap the following:

Fast Movement for Raging Drunk
Damage Reduction for Invulnerbility
Extreme Endurance for Trap Sense
Uncanny Dodge for Wild Fighting
Improved Uncanny Dodge for Rage Conversion
Uncontrolled Rage is detrimental version of Rage but really suit a Hulk Style character.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

The Rot Grub wrote:

Cool to see this thread-- I kept thinking during the movie what PF classes the different Avengers would be. Hawkeye would be an arcane archer, Captain America would be some cavalier type maybe. Loki's teleportation ability kind of makes me think the shadowdancer prestige class or ninja might suit him.

Of course, I don't have the rulebooks with me right now so I could be way off.

Ironman a caster in Golem Armor named Jarvis.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

This is how I'd house rule it. When you achieve Quarry you get to select 3 favored enemies for it apply to. You get no bonus for the favored enemies though. At level 15 and 20 you can select another favored enemy to add to Quarry list.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Seraphimpunk wrote:
Marthian wrote:
Seraphimpunk wrote:

Broken is strong. Magi seem to be a better single target striker than the rogue. A player at pfs recently explained a build that allowed him to have a 4d6 shocking grasp at first level, 5d6 by 2nd with spell strike, and up to 10d6 with intense spell by 7th level, up to 20d6 with a sword on a crit or 30d6 at 7th level with an axe on a crit.

No, he read the skill description wrong. So very wrong.

Spellstrike wrote:
This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier

good point. 20d6 on a crit max from the shocking grasp.

still way more than a rogue of 7th level can compete with. or anyone of 7th level for that matter. maybe if you herd kobolds into a room and fireball them , a wizard can compete for broad damage... . but single target?

The rogue is bad comparison, it's the weakest class in the game. Try the Ninja instead. At 7th level the Ninja has 3 attacks and has 4D6 sneak attack, grab teamwork feat if you can to get 5D6 on every attack. So that's 15D6 and no critical needed. The Magus get 1 shocking grasp as part of his attack and only a critical will it exceed the sneak attack dice of a ninja.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I remember reading about an old hermit that has lived on the coast who spends his time staring into the eye the storm for the past 100 years on Megelogotti Island in the Inner Sea World guide.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Gebby wrote:

I was a huge 3.5 fan and had doubts about Pathfinder, I love what they did to the classes, it puts them on equal level(if not better) with 3.5 Prestige Classes. PrC from 3.5 are still easy to use with Pathfinder. A house rule I like to use with PrC - if you multiclass into PrC with a single core class you continue get favored class bonuses, if you have to have 2 core classes to gain the prestige class you get your favored class bonus every other level(fighter/wizard/eldritch knight), unless you have have 2 favored classes(half elf).

I don't think classes are more confusing if you start at 1st level and know your character, along with GM, its all on paper. Alot of the abilities you see at various levels are a continuation of a previous ability.

I read a post that said theres less material then 3.5 and thats true, but you get alot more crunch in a PF Rulebook by far then a 3.5. They organize so much better and leave the fluff where it belongs, in campaign books.

What do you do about abilities that grant the favored class bonus, retroactively, to a Prestige Class then? Do those bonuses just cease to exist. The Red Mantis Assassin get that in the Inner Sea Magic by getting prestige in that secret society.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Having many Paladin's in the games I GM over the years I play very loose and fast with the Paladin code of honor. You have to do something pretty bad to lose your powers. Personally I don't see the point of it. If you want strict code conduct that's character concept and really shouldn't be tied to class. I think that Paladin's should be just Good alignment and Anti-Paladins just evil. This give a good balance to the classes. You have Barbarians as Chaotic, Monks and Lawful, Paladins and Good, and Anti-Paladins as Evil. So that's I'm house ruling it.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I don't think your character is unbalanced. Even with out Crane Style would appear to dominate in this group. The reason you came off so effective is the group. Battle Oracles and Bards both have moral bonus boosting your attacks. They both have spells that control the battle field and buff party members.

As well you are playing 8th level. That's the sweet spot. I find as GM that the monk and rogue do the best at levels 8-9. Both classes tend to go from 2 to 4 attacks and encounters generally have monsters with AC that is still fairly low so they hit consistently well.

If you want to see something different play this character at different level with different party composition. Try Level 14 with a Inquisitor, Ranger, and Wizard. You will find you are not dominating at all but instead you are contributing and keeping up with the party.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'd say stealth would cover scent, staying upwind of a predator would protect from their scent ability I think you need something more magical in nature.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I'd say it's only evil if you kill with intent to drink the blood. Meaning you kill someone so you can drink their blood.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

LazarX wrote:
petoah wrote:

The rules say "Extreme cold (below –20° F) deals 1d6 points of lethal

damage per minute (no save). In addition, a character must
make a Fortitude save (DC 15, +1 per previous check) or take
1d4 points of nonlethal damage.".
But I've had more than five minutes, completely naked -30c degrees, (which is-22F) and no damage has occurred. I have also worked with below 20f 4 hours whit my cold weather outfit and again no damage has occurred.

I call bullocks. As to a demonstration why, look at this clip from BBC Nature

Also the 30-30-30 rule, Exposed flesh in -30F air with a 30 MPH wind will freeze solid in 30 seconds.

Remember your body is made of 80 percent water. If the water in your cells freezes, your cells rupture.

I live in Canada where we have -30 or colder.

Exposed flesh will not freeze solid at all unless you were severely under-dressed. For frost bite to occur you need to reduce you core temperature which cuts off blood flow to you extremities like the skin in particularly around fingers and toes. If you are dressed right exposed flesh will not freeze at all. I've walked to to work, 1/2 hour walk, in -44 F with 26 mhp winds that gust up to 50 mph. I hardly notice the cold, the key is wind resistant clothing a lots of layers. My face was exposed though.

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

I don't think there is much of an issue here. The inner sea is relative a small place compared to the whole of Glorion. There are whole contents that are not detailed where non human races would be more abundant and humans would be the minority. There could vast halfling empire in the far south. Maybe a whole different cultures of elves over the Arcadian Ocean in Arcadia. Who knows what races would be dominant on the southern polar region or on continent equivalent to Australia. As well what is East of Iobaria. There could be all kinds of stuff between the inner sea region and the dragon kingdoms.

I hope they do expand on the races in those yet to published regions. I'd be very interested to see what they do with Arcadia.

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