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voska66's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. 2,243 posts. No reviews. No lists. 1 wishlist.


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How much of the area did the defeat? The cultist have a potion of cure light wounds each in area. They are quite easy to defeat if if you are capable to some decent damage. Easy to hit and low hit point. As long as your two remaining players aren't too low in AC this could get the 2 potion of cure light wounds.

If they really low on HPs have a Mongrelman from the other camp show up to help out. Have Lann show up to help out.

Also don't forget that Aaravashnial has two potions of cure light wounds as well and can cast some spells. Heroism and Magic Circle against Evil. So +2 AV and +2 to hit with a +4 to saves. Add then have him summon a few monsters to help out during the fight. Hostilla shouldn't last long against that even if your 2 remaining you players only have couple hp left.

Once the rescue is done conveniently change the ring of climbing to a scroll of raise dead in the hidden chamber. The scroll can be used by the inquisitor and it's worth 1125 gp, the ring at 1/2 is worth 1250 so a fair trade and gets you party back together.


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I've played Chaotic Neutral with no problems. I had Fighter who was mercenary and he would switch side if the offer was better. He would commit acts of evil but didn't like to and didn't like doing acts of good either, he had reputation to maintain after all. Word can't get out that he helped people out the kindness of his heart though it did happen from time to time. Same as word can't get out of atrocities he did because someone paid him though that happened sometimes when the deal was just too good and chance of getting caught was minimal. The character was loyal to a few friends but if you weren't on that short list you really didn't know where you stood with him. Nothing crazy about this character for CN.


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Imbicatus wrote:
voska66 wrote:
Where does it say you can't enchant the black blade. It seem to me that you could add anything but enhancement bonuses. I'd consider it +5 weapon right from the start as it is a +5 only you don't have access to the full enhancement bonus as it depends on your level. So if you want to a special abilities you could as +6 or higher weapon. That's just how I read it.

This FAQ does.

FAQ wrote:

Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?

No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

That explains it. I typically don't go to the FAQ for thing I see as possible. I only go there if I actually have question, for this I didn't. Now if it was in an errata I'd have that.


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There is the "Circlet of Persuasion". It's a plus +3 on all CHR based skills. So a +3 to intimidate as it's CHR based.


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Where does it say you can't enchant the black blade. It seem to me that you could add anything but enhancement bonuses. I'd consider it +5 weapon right from the start as it is a +5 only you don't have access to the full enhancement bonus as it depends on your level. So if you want to a special abilities you could as +6 or higher weapon. That's just how I read it.


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A quick fix to linear warriors could be to give them spell like abilities at any level they don't get a bonus feat. Scale the spell like abilities up in level as they go up. You'd need to create a list of spell like abilities. So you get fireball tossing warriors and better at higher levels.


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Fromper wrote:

I've noticed way too many people who take Power Attack at level 1. I don't care if you are a barbarian with a two handed weapon - you're going to miss a lot at level 1, so it's not worth it. Wait until level 3 or 5 when you're hitting more consistently, unless you're taking Furious Focus at the same time.

At level 1 you are going to miss a lot regardless. -1 is bad at that level. If the extra 3 damage is a kill and at level 1 it often is that is more than worth the -1.


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swoosh wrote:

The slower preparation is a big deal, but I feel like the flexibility you get from learning spells like a wizard but not expending them like a sorcerer is huge too.

Speaking of, one low gripe that really got me about the ACG:

Some of the gishy stuff in it is really silly. Who the hell in the design team, for instance, thought giving Arcane Bloodragers Magic Missile at level 7 was a good plan?

Magic Missile at 7th isn't bad, 4D4+1 as their have full Caster Level. Not sure if that as over sight though. Rangers are Caster level level -3 for example.


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What I really like about the Ultimate Classes book is it is taking most of the common builds I've done with multiclassing and making them a full class that work and play better. In the case of the Slayer it replaces the common Ranger/Rogue build I and many other I've played have used. The Blood Rage replaced my Barbarian/Sorcerer build. War priest the Fighter/Cleric builds and so on.

I'm currently playing a Slayer in game. I'm finding it quite good. Not as powerful as the ranger but fills the rogues roll in party while bringing a bit more to the party. It's not quite as good as rogue when it comes to roguish parts but I think this class would work great in party to replace the fighter and work with a rogue. So solid class here.

I haven't had much of chance to play the other class in the Ultimate Classes playtest but I have built some interesting characters.

The Magus is interesting class but I find it rather weak. I've only seen in play and it seems to burn through resources too fast to maintain effectiveness. If the player doesn't do that the class is quite weak and just shines when it novas. Basically 2-3 fights a day it's really effect then sucks after that or it sucks until the BBEG when it novas to great effect. Don't much care for that.

Oracles I find are hit and miss. I've seen many people take Battle Oracle only to be highly disappointed. I've seen Flame Oracles that are great though. So it seem to me the Battle Oracle is kind of a trap. An Oracle of Metal is quite good.

Inquisitors, now they are just cool. I love the concept but it did take me a while to wrap my head around it. The mechanics are great but just what does this class do. I've played several. I have a Inquisitor of Mask in an FR game, I'm an enforcer in the thieves guild routing worshipers of Cyric and making sure the guild laws are enforced and profits are coming in. It was great. Then I played an Undead hunting Inquisitor of Sarenae in a realm of undead where the living are cattle to be fed upon by undead. Currently have Elven Inquisitor of Desna who travels the roads protecting travelers. Love this class as it's more focused than cleric or oracle. Closer to Paladin but you can have your own code and alignment.


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master_marshmallow wrote:

I have a feeling that a lot of the classes were intended to be *fixes* to classes like the rogue. I feel them being alternate classes and not being able to multiclass between them is a sign of that.

It's good enough for me, in a sense. I feel if you really wanna do a full rogue fix, give the Slayer full sneak and 8+ skills/level. Make it obvious that this is the rogue fix everyone has been asking for.

At first glance I though the slayer was replacement for the rogue. I'm playing one now. If anything this class compliments the rogue and take the rogues roll though not quite as good at it.

I personally think the Rogue should be full BAB.


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It think RotRL could be Mythic by Book 5 going into book 6. No spoilers but if you played it there is good place to put Mythic into in Book 5 in my opinion.


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I find Magic Missile is better at higher level. At low level there are better spells to use and a lot of those 1st level spells become useless. Like Sleep and Color Spray. Great at 1st but at 10th they are useless.

At high level 5D4+5 is decent damage and auto hits for Wizard. Better than the crossbow.


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Rations are good so you don't have to forage for food as that slows you down to 1/2 your speed. So if it take 3 weeks to ride from point A to B it will take 6 weeks if your forage. Packing ration speeds things up quite a bit.

Also as other pointed out you can't take 10 but really in a party of 4 all foraging someone is going to roll above a 10 and for every 2 points above 10 you feed another person. As well chances are good that one character has survival as class skill and can put 1 rank into to get +4 bonus before wisdom is applied which typically is at least a +1.

So it come down to speed really and it really only applies at low levels. Higher level spells and magic items make rations irrelevant for the most part.


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I think prestige classes have a place. An archetype is good for Character concept that starts from the ground up. Prestige classes are good for builds that you want to start and grow towards instead starting out as that concept and growing with it. Having archetypes and new classes removed my pet peeve about prestige classes in that sometimes the prestige class is what you wanted to play yet you had to got till level 7 before starting to play the concept you wanted.

So campaign specific prestige classes are great. They may come off as weak in general but usually have campaign role that gives them more power in that setting. This is great and what I look for in Prestige class.

I've toyed with the idea of playing a all Hell Knight Campaign where the players are all of one order.


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As a GM I always adjust treasure to suit the party. That's the GM's job. If I have party that has small race there will be small items of treasure for them to use if they can't buy it. As well I'll have small items they can buy.


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I like doing it with Prestige classes. I'd do it for a character concept which often leads to less optimized because of it. It makes for more interesting characters I find.

Like I had a Inquisitor with Darkness domain in FR campaign who worshiped Mask. I ended up taking Shadow Dancer even though it weakened my character but it just fit the role playing going on.


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I would not ban Teleport but you could make the spell more costly to cast by adding expensive spell components. Have it require a 1000 gp diamond, you won't see Teleport used that often but it would be used when appropriate. If that isn't high enough make it 5000 GP.

You could also introduce cheap magic one use magic items that through up a area of effect dimensional anchor with no save that last for 1 hour. These could be used by the party as well but you could easily add them into any encounter that you want to prevent teleport from occurring.

As a campaign topic you could have teleport attract the unwanted attention of dangerous monster. Have teleporting weaken the barriers between the world and the 1st world and have evil fey creature plaguing teleporting casters.

Add mundane effect that block teleporting. Like circles of salt or salting the entrances to a room or building. Make something that anyone with can do with low DC knowledge arcana check. Make use of supersition and have apply those effects.

I think there are lots of alternative to banning a spell.


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Taku Ooka Nin wrote:
My advice is to NOT play 2 characters each. Instead treat the party of 2 as being 2 levels lower than usual. Start them, at minimum, at level 3 if you want to explore CR 1 content, then treat them as a CR 1 party.

I second this. Having done this in King Maker it doesn't work well. You are better off using NPC to join the party. If you are using 15 pt buy have the NPC use the heroic NPC stat array. If the stats are higher up the stats for the NPC but keep them behind the PC by a bit. Take care to in building to not over optimize and focus on roles the PC are not covering. Use the NPC for role playing.

The advantage of doing this is if you pick a 3rd player an NPC just leaves if you don't need or want them anymore.


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It's a nice spell but not too powerful for 3rd level. +30 to movement, +1 to hit, +1 AC and an extra attack on full attack action. As far as 3rd level spells go it's nice one but I never see people take HASTE and nothing but.


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I find this is going a little too far. I mean it was interesting when it was new but lets get away from it now.

It's kind of like when two women or two guys first kissed on network television. It was something new and different and acceptable but it lost it's charm as time went on.


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Just looking at book 3, haven't run it yet but I have already reworked several encounters.

Encounter:

The encounter with the Barbarians. Poor choice of rage powers and I noticed they leader didn't have the full allotment of rage powers for their level. Just changing up the rage power improved the Barbarians quite a bit. Still too easy of fight I suspect.


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On the topic a simple fix here is say Anevia was cursed with gender changing item and any attempt to they have tried to fix it has failed and now only miracle can fix things.


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A strawman arguments is when you one person argues for X and another argues against X where instead of attacking X the create a strawman, call it Y and attack it as if it were X.

Basically when it is impossible to counter an argument you change the what you arguing about so that you can attack it.

Like trying to argue that 1+1 is not 2. Clearly it is but then you say but if you 1 chicken and 1 dog you don't clearly you don't have 2 chickens so 1+1 is not 2. The strawman here is introducing species change the argument from mathematical to counting chickens.


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I find the T-Rex isn't really an encounter but more of dangerous environment. I like to through a T-Rex charging through an encounter and since it is a equal opportunity carnivore it attacks who ever happens to be in it's plotted path be they the PCs or the bad guys.

So a monk with Crane Wing (pre nerf) could defend against it. The T-Rex might take a snap at the monk only to deflected then move on to easier pickings. Once satisfied it leaves the area. I don't see this any different that any other character that has a feat, spell, or class feature that deal with environment.

I've had Crane wing in my games and never had a problem with it. Sure there was some encounters that Monk did really good with but that is to be expected. I don't complain about Two Handed Fighter one shotting the bad guy due to focused high damage and this I see far more of than Crane Style.

As well I've used Crane Style against the party. It made single BBEG actually able to survive a couple more rounds.


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swoosh wrote:

I've noticed a pattern over the last year or so of a general apparent consensus that summoners are the worst class ever( not in terms of power) with a few people going so far as to assert that anyone who would ever want to play a summoner should be permanently banned from the table because they're such a horrible person (etc). Among other nastier things.

Interestingly I haven't actually noticed this sentiment being repeated on other pathfinder websites other than Paizo.com, so I was wondering if anyone had any insight as to why the class is so universally reviled.

I think it's hated because it slows the game down. You end up with too much stuff being summoned and turns go by very slowly as the Summoner moves all his parts.

Then there are the Edilons which seem to be broken more than animal companions. If the edilon is out performing everything then question come up and the rule book is out. Next the player is then justifying via the rules how his edilon is doing what ever it was doing and in the end 9 times out of 10 an error is found. This really slows things down.


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The lastest AP, the Mummy's Mask, has the church of Pharasma letting people in to loot the old tombs in Wati. So I don't see why a Priest of Pharasma would be against looting.


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Well the ranger casts spell, has more skills, more feats, tracks, wild empathy, favored terrain, quarry, favored enemy, evasion. So the ranger does a ton more. The animal companion is something extra on top of it all.


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I've toyed with the idea of doing 1D6 roll for hit point for every class. Then if you are 1D12 you add 6, 1D10 you add 4, and 1D8 you 2. A 1D6 HD is just as it is.

One problem I found with rolling hit points is I've seen a Sorcerer with more hit points that the fighter due to rolling a lot of 6 while the fighter in the group rolled a lot in the 1-3 area. I think the fighter should have more the 2 hit points per level better than the sorcerer.


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Xavier319 wrote:

Here's a question. In the magical item rules, it states an optional rule is allowing secondary enchantments on items after the first for a 50% mark-up. You could, for example, make Boots of striding and springing, with a secondary of Feathered step, to ignore difficult ground.

I know this is not PFS legal, since it is an optional rule, but how many of you use this system, what restrictions do you levy on it to limit power? I was thinking two additional enchantments past the first max, but they must, in some way, relate to the previous. For example, a cloak of resistance cannot have a cape of the mountebank as a secondary, but could have something related to saves or protection (Subject to DM discretion of course).

Thoughts?

That's not a optional rule it's a core rule under magic item creation. In PFS you can't use it because you can't take item creation feats. Basically if you have the the feats you can do this if you have enough money. It gets pretty expensive when you are spending 50% or 75% more for additional enchantments depending on what you are doing.


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By RAW no, you can't as you have to proficient in weapon you wish to take weapon focus for. Catch off Guard eliminates the non proficient penalty but doesn't not make you proficient.

As GM if Player wanted to do this this is how I'd do it.

Weapon focus is specific and improvised weapons are broad category. So I could see taking weapon focus broken bottle but it wouldn't apply to the entire field of improvised weapons. If you have the human feat Martial Mastery you can apply feats that apply to single weapon to all the weapons of the same group. So that would then apply to all improvised weapons. This is how I'd rule and it seems reasonable, you wouldn't get the benefit until you were a 16th level fighter.


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andreww wrote:
I am confused about how raging leads to a higher miss rate. What am I missing here?

I had that problem with my Barbarian too. It was the Dice Gods, as soon as I raged for some odd reason I couldn't roll about 5 to hit unless it was my bite attack which almost always was a critical. I end up taking reckless abandon and surprise accuracy just so I could in on roll of a 3. If I didn't rage I rolled average but then I needed to roll higher to hit. Still I hit more often. I was just bizarre, the other player thought it was pretty funny I was raging biter who useless with the two handed sword.


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The PDF version is is the exact same as the physical product. I get both as I'm a subscriber. I find the PDFs work great on IPAD using IBOOKS.

I ran the King Maker game last year. I'd suggest trying out the Ultimate Campaign rules as they seem a little more refined. Volume two's kingdom making rules were the first iteration that the Ultimate Campaign fixed a lot things with. Might take little adapting but it would be worth it in the long run.


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Marthkus wrote:
Ssalarn wrote:
As a note, I don't really consider SR to be an actual gain. Given the monk's high saves, SR actually seems like a penalty. I also would need to see some more evidence before I'm convinced the monk will actually have better AC. Fighters with armor training and Dex as a primary or secondary attribute can crank their AC up pretty high

You can drop the SR. It's a voluntary feature. So monks aren't hurt by it.

I'm going to post a monk build either later today or sometime tomorrow. My estimate is at lvl 20 a monk will have 43 AC or 38 AC. Likewise for a fighter I estimate 39 AC.

I have fighter at level 20 I did up as bad guy on 20 pt build full wealth so CR 20. That fight has 55 AC and is sword and board two weapon shield bashing fighter using standard fighter as I wanted Armor training over the TWF archetype. Took Eldrich Heritage chain to get Dragon Resistance for 4 natural armor.

Mitheral Full Plate +5 14
Dex 7
Dodge 1
Heavy Shield +5 9
Amulet of natural Armor 5
Ring of protection 5
Natural Armor 4

S 28 (+5 Level +6 Belt PP, +1 inherent)
D 24 (+2 Racial +6 Belt PP)
C 18 (+6 Belt PP)
I 8
W 18 (+6 Headband
C 15 (+2 Inherent)

Feats
H) Two Weapon Fighting
1) Improved Shield Bash
F1) Shield Focus
F2) Weapon Focus Shield
3) Dodge
F4) Weapon Speicialization Shield
5) Skill Focus Perception
F6) Shield Slam
7) Improved TwF
F8) Greater Shield Focus
9) Greate Weapon focus Sheild
F10) Martial Vesatility
11) Shield Master
F12) Greater Weapon Specialization Shield
13) Eldrich Heritage Draconic
F14) Greater TwF
15) Improved Eldrich Heritage
F16) Martial Mastery
17) Lightening Reflexes
F18) Improved Critical Heavy Shield
19) Iron Will
F20) Two Weapon Rend


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I don't find skills useless but they do become kind of trivial at high levels when the DCs hit max 40 and players auto succeed. A few still are useful like perception vs stealth, bluff vs sense motive, and Intimidate but even they are minimal use at best due to spells.

I don't see this a problem in general, an 18th level character should succeed like that. The problem is if you character concept is designed around skills what do you do when become so trivial that skill rolls aren't even used anymore. Why bother rolling when you auto succeed. It works but it take the challenge away. It would be like auto killing monsters to the point where you don't need to roll.

I think focusing on skills is fine for the lower levels but by the high levels you need something different to contribute to feel useful, even if your skills are useful just there is no challenge to using them anymore.


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The Bard doesn't eclipse the rogue but the bard bring more to the party than the rogue and if there is both in the party the rogue benefits from the bard being in the party.


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I so want this!


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Lemmy wrote:

Speaking of Rogue Talents... Here is my attempt to fix Rogues without changing them too much.

I mostly tweaked talents to be, you know, actually useful.

I like what you did here. I think your change makes the rogue actually work. I think I might house rule them in to my game.


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cnetarian wrote:
voska66 wrote:
The problem with the rogue is while every class in the game is gets better better. The rogue get better as they go up till about 10-12th level then they peeter off and become less power. Since most people don't play high level game, my group included this problem doesn't show up. If we are playing high level no plays a rogue or if they do they multiclass it.
Not even that late, I've noticed rogues start to fall behind as early as level 4, it's just that around level 10-12 is when characters become fully developed and the weakness of rogues becomes inescapable.

I find rogues are good up to 8th level then start to slide after that. If you play in PFS you end by 12th so this isn't a big deal. If you run AP it seems at high level Paizo tosses rogues a bone by giving you APL -3 encounters. These encounter the rogue can actually hit and survive retaliation if there is any.

I've never thought about it until now but there is ofter encounter that quite a ways below the APL of the party in and AP. Maybe those are encounters to make the rogue feel useful. Or encounter that allow the wizard to blast an encounter oblivion in round.


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Zark wrote:
blackbloodtroll wrote:
There a quite a number of non-Rogue classes with Trapfinding.

None of the vanilla versions of the classes have Trapfinding. Sure there are archetypes that get Trapfinding or something close to Trapfinding, but there is no class where the vanilla version has it.

Nor are these archetypes, with the possible exception of the urban ranger, built to be the typical sneaky trap expert. I’m not talking about the class feature I’m talking about the trap expert role.

blackbloodtroll wrote:
There is even a trait to get it now.

Again: That trait is going to be banned by a lot of GMs.

Also it is not available in Pathfinder Society Organized Play nor is it on the PRD.

That trait won't be banned by me as GM. That trait gives freedom to the game. No longer are you held hostage by traps requiring a rogue.


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The reason you don't see this is because Anti-Magic is double edged sword. The fighter pulls it out and all their magic items are nullified. That's fine against a wizard by themselves but lets say you did this at the end of the RotRL. That's dead fighter really quick. If you've played it you know what I mean.


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The Brachiosaurus I don't think would work. It's a gargantuan creature so counts 8 medium creatures. A 20th level caster can't use teleport to move this beast as they can only bring 6 willing creatures. Next the Brachiosaurus needs to be willing. There is no save except for objects. Teleport only works if you are willing. I can't see a Brachiosaurus being willing.

To move 150 tons it's going to cost about 1000 GP per casting and each casting can move lets say each casting moves 1 ton. Now you could create boots of teleportation to move 3 tons per day per pair at cost 50000 gp per pair. As merchant that would buy 3 sailing ships for 750 tons and the goods arrive all at once in 40 days instead of trickling in at 3 tons per day for over 150 days. As well the ships are restricted to 900 miles.

Seem much better for the merchant to buy ships.


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The problem with the rogue is while every class in the game is gets better better. The rogue get better as they go up till about 10-12th level then they peeter off and become less power. Since most people don't play high level game, my group included this problem doesn't show up. If we are playing high level no plays a rogue or if they do they multiclass it.


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I place the completion when the it completes. It could be at any point in an AP really.


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I have found memories of under mountain. That was game of pure survival. We'd make 3 1st level characters each and go in with party of 12 plus hirelings. The GM let us start with 500 GP each and you couldn't buy magic items except for potions. It was a slaughter and by the time we leveled up enough to survive we'd be down to 1 character each and all the hirelings would be dead. Then it was short lived after that. It all came down the random encounters. I think we did this about dozen times and the highest level we got was 7th. Most of the time we never made it past 3rd.

Those were fun days.


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The original feel of AD&D for me came from it being the first RPG I played. It was all new. So there really isn't way of getting the new experience again when it comes to role playing.

I find the rules are just that rules. AD&D had a ton of rules as well with added book, dragon magazine and 3rd party additions though there are many more 3rd party books compatible with PF than there were with AD&D.


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andreww wrote:
voska66 wrote:
Jadeite wrote:

The healing spells that aren't negated are halfed.

Superstitious is a very good Rage Power, but it has its price.

Also: Superstitious with Core +7 bonus on 20th level
Superstitious with APG +15 bonus on 20th level

As a morale bonus, it doesn't stack with the bonus on will saves from rage. It's a nice bonus but, with the exception of fortitude saves, nowhere near the 'only fail on a 1' it became with the APG.

Don't moral bonuses to different things stack? The rage moral bonus is as bonus to Will saves. The Superstitious is bonus vs spells and spell like abilities.

No, bonuses of the same type do not stack.

We've always played that they did stack as long the moral bonus was to something different. Like you can't use the moral bonus to hit from surprise accuracy with the moral bonus from inspire courage. But the that moral bonus on the saving throw would still apply as it that moral bonus applied to something different. I'm sure that's happen lots in our games. That's kind of pain to keep track off.


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Jadeite wrote:

The healing spells that aren't negated are halfed.

Superstitious is a very good Rage Power, but it has its price.

Also: Superstitious with Core +7 bonus on 20th level
Superstitious with APG +15 bonus on 20th level

As a morale bonus, it doesn't stack with the bonus on will saves from rage. It's a nice bonus but, with the exception of fortitude saves, nowhere near the 'only fail on a 1' it became with the APG.

Don't moral bonuses to different things stack? The rage moral bonus is as bonus to Will saves. The Superstitious is bonus vs spells and spell like abilities.


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Optimization gets in the way of taking interesting feats for role playing purposes that don't optimize the character. Same goes for magic items or stat distribution and skill choice.

If you optimized you can still role play you character the way you want but you limit yourself to optimized version of that.

Now I don't have an issue with that. Where I do have an issue is when those who optimize complain about another player's choices that they take to flavor their character for role playing vs optimization.


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Jadeite wrote:
The Superstitious bonus is wrong. What Barbarian doesn't own a courageous furious weapon? And Superstitious grants a morale bonus ...

I don't see anything wrong with a moral bonus against spells. Seems to me that is a different bonus that the bonus to will saves. I can see an argument that they might not stack now but until now I've never even considered that. Seems to me that bonus would be intended to stack though. Kind of silly that it would stack.


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Rogue Eidolon wrote:
Claxon wrote:
Marthkus wrote:
Lemmy wrote:
"Oh, no! A 20th level Barbarian has a good will save! How will I, a 20th level full caster, deal with this threat? It's not like I have any option other than directly targeting enemies with a SoL effect!"
Why is a barbar capable of resisting the highest possible DC from creatures that are not un-stated Gods?
Why should spellcasters always succeed? So one class, one, has a chance to not get railed hard by the 20th level Mythic 10 caster. You'll be glad you have the barbarian in your party when they're the only one that can survive the magic to bring the caster down. And you'll also be happy when he can sunder the domination magic off of you.

After one fight, the barbarian retreated with pretty much everybody else polymorphed into a fish or turned to stone. He was also in death mode, so he had to keep raging, down some potions for half healing, and finally fall unconscious. Fortunately the enemy has a psychosis that causes him to generally ignore opponents that leave him be, so the barbarian was able to rest, heal up, and then spell sunder all the fish with his bare hands (but he couldn't recognize which were which, so he wound up freeing some other things too...oops!)

All in all, it was a hilarious tale for us to tell and a lot of fun to be had, and the barbarian got to be the big damn hero.

A high level barbarian is that caster kryptonite but 9 tier fighter could drop that same barbarian in 1 round.

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