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

voska66's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. 2,390 posts. No reviews. No lists. 1 wishlist.


1 to 50 of 2,390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Roleplaying Game Subscriber

I never understood the point of monk weapons. In fact I hate it. I house rule the monk to me non eastern flavor. I had create an Aldori Dueling Monk order in Bevroy. They got none of the classic monk weapon but were trained and proficient in light and heavy blades along with dueling sword.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Seem to me it would provoke an attack of opportunity as it doesn't say that it won't. If it didn't provoke the text would say so. I don't think that is unclear.

From the PRD:
"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action."

The last line if this weren't to provoke would say so. It would say this instead "An alchemist can draw and drink an extract as a standard action that doesn't provoke an attack of opportunity".

Pathfinder Adventure Path, Roleplaying Game Subscriber

Looks about right, I played a Barbarian like that in RotRL. The DR was extremely helpful, I'd have died with out it that high. I mean I was taking 40 damage a hit at times so even with DR I was still a little over 20 damage and hit and had a huge amount of hit point. My AC was horrible but the damage output was huge. I used Reckless Abandon and Power Attack.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Cheapy wrote:

Schroedinger's Ranger has a quiver full of arrows to bypass the material DR. Not so much the combination DRs, the alignment DRs, the epic DR, - DR, etc.

I don't think a quiver full of a bunch of arrows is going help a ranger stuck in box where you don't if the ranger is alive, dead or both until you open the box. <grin>

Pathfinder Adventure Path, Roleplaying Game Subscriber

My biggest beef with Cluster Shot is once you have you have no reason to not use it as there is no penalty. So Clustered Shot everything on off hand chance they may have DR. I don't like this aspect. For me Cluster Shot should be at -2 to all attacks when you use it.

Pathfinder Adventure Path, Roleplaying Game Subscriber
leo1925 wrote:
Thelemic_Noun wrote:


I addressed that. Flexible spell slots shouldn't be a 400% markup over a pearl.


BretI wrote:

The spontaneous caster item is the Runestone of Power.

Originally printed in Pathfinder Society Field Guide (pg 53) it is also in Advanced Class Guide (pg 234). The price is 2,000 gp (1st), 8,000 gp (2nd), 18,000 gp (3rd), 32,000 gp (4th), 50,000 gp (5th), 72,000 gp (6th), 98,000 gp (7th), 128,000 gp (8th), 162,000 gp (9th).


Seriously, why?

Because spontaneous casters always get the short end of the stick on the rules, it's really there if you know where to look.

The big reason why they cost double is they are more useful than pearls of power by a large magnitude. Say I'm wizard and cast the shield spell and between fights use my pearl to recall the shield spell. I can only cast shield. Now say I'm sorcerer and cast shield as well but I use the rune stone. I still have spell for the day to cast any other spell I'm know which can be a very wide list of with using Pages or Spell Knowledge and playing a Human sorcerer. At 1000 gp a spell, I could most of the spells that wizard has as known spells and the rune stone allows me to cast any one of them. Much more powerful and pearl of power. Double seems a really good deal to me.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Orfamay Quest wrote:
blahpers wrote:

I'd still use pearls almost exclusively unless a GM dropped a ring of wizardry into my lap.

Well, yes. If you get something for free, you might as well use it. Cost is no longer an issue.

It's not free, a ring of Wizardy is 20,000 gp of treasure allocated. That's 20,000 gp of something else you won't get. If you don't like the ring you can sell it for 1/2 price. So definitely not free.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I haven't had an issue with mythic power points, my players burn through them fast. Like on your turn you spend a free action for amazing initiative, you use shadow stealth and move action, as a swift action you Fleet Charge and as an Immediate action you surge the die to hit. You just blew through 4 mythic power points in 1 round. At tier 4 you have 11, that over 1/4 of your power in 1 round. You can blow through it all in 1 encounter. So my players tend to conserve it and nova once in a while.

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

I found nothing wrong with mythic adventures. Ran home brew game with it and it worked great.

Now the AP Wrath of the Righteous, that has problems. I think these problems come from the AP being designed to be run with out mythic. So if you have mythic you are over powered for most if not all of the encounters.

I quickly rework some of the encounters in the book. Some I leave easy for the players to feal mythic. When I tweak an encounter I increase hit points sometime up to max. I add the the advanced template or increase the monster count. I've advanced the mythic tier on some monsters that already mythic as well. This seem to work well.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I don't ban classes, classes to me are the mechanic it's how you flavor the class that counts. To use you example of a medieval setting I'd say no to Ninjas in traditional sense but if player wanted to play a medieval styled ninja I'd be curious to see what they come up with.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I like them all except for the arcanist. It's not that I think it's over powered it's just every time I try reading the class I glaze over. Something about it just doesn't interest me. I like all the other classes, they interest me.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Carl Hanson wrote:
Anzyr wrote:
Balance is very important for the overall health of a game. It's no fun being useless and there's many many opportunities in Pathfinder to become useless. I'd rather have everyone be useful then cater to a hypothetical player who enjoys being useless or enjoys being overpowered. And I think everyone agrees. Except the hypothetical person. But I've never met a hypothetical before.

I have played a lot of RPGs over the years, and balance did not exist in any of them as anything more than an illusion. In any system that allows choices, some choices will be better than others--sometimes much better--even if which options are better is determined by situational variants (such as campaign style in an RPG).

Further, balance is not necessiraly as desirable as some people seem to think it is. In the harsh reality of game design, the trade-off for adding balance is usually a reduction of uniqueness because the more varity of options used, the harder it becomes to balance all of those options.

As to the uselessness of certain classes. Almost every Pathfinder or D&D game that I have ever played in has included a Figher and/or a Rogue, and I have never heard a player in any of those games complain that they felt useless. I know that my experience may not be the same as yours, but it is just as valid; and there should be rules to support both of our playstyles.

I've played many classes and I find they all have their points when I feel useless. It's not an issue. I mean I feel useless in dungeon of traps when only the rogue in the party is disarming them.

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

Compared to most games I've played in the past Pathfinder has been very good and keeping power creep to minimum. For how many books with new classes, more feats, more spells, more monster, more magic items the creep really hasn't impacted much.

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

I like Pathfinder as is in the sense that I don't need a new edition. Sure there are some things that bother me but they are minor. An upgrade to the fighter and rogue for example would be great. So feats I feel could change. Some feat trees could be condensed into a single scaling feat. None of this would require a new version of the game but the core rule book could be reworked to work with later books.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Aratrok wrote:
Outlander is a campaign trait for Rise of the Runelords, so it's not available unless your GM explicitly allows you to snipe campaign traits from APs.

While it is a RotRL Trait it is also an APG campaign trait. The funny thing about this is when I made a Character for RotRL I chose a trait from the APG when I didn't have the players guide. Later downloading it I found the trait I chose. What coincidence. It would outlander exile.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Starting at 1st especially when you are high level is really a bad idea. The reason is the the character would stopping game time as they level up after every encounter. Talk about a why to kill game time only rush a character through levels in over of few encounters only to end up 1 level below the party.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Thormind wrote:
Thomas Long 175 wrote:

1) Boots of speed grant Haste. Haste specifically does not work with speed weapons. Still only getting a cap of 5 attacks per round.

2) 5*(40)=200 but you have not counted your to hit. You haven't calculated dpr at all. We need the hit numbers because honestly it doesn't matter how many attack you have if they're all terrible.

3) Level 13 200 DPR is not hard.

1) true, i got mixed with the Slayer, he gets 6th from high BAB. My rogue only has 5, thats why all my numbers were with 5 attacks.

2) Sure i can include to hit. Just like the Barb 3rd attack (with no speed) my fifth attack is not reliable. The thing is me losing one hit is a lower lost than a barb losing one. And to kill most stuff at my lvl i do not need to hit with all my attacks.

3) Don't know, maybe we are not expert at creating characters. All i know is that when we started at lvl 1 the barb felt way more powerful than all the other characters. But the more we advanced in lvl, the more the rogue started to get en edge. Now at 13 in my group they all see my rogue as a bit overpowered (even me).

This came as a surprise because when i started reading the forums i kept seeing post about rogue being weak. The same thing is happening with the caster of the group. He was created as a blaster. Almost all guide in the advice section say not to do so, that it is weaker. The melee in the group are complaining because he kills most stuff before they can get one attack in...

I think if you are finding yourself a bit over powered that probably means you are fight CR 12-14 encounters. That's fine but there should also be a few CR 15 and maybe 1 CR 16. A CR 16 fight will show you how weak the rogue is and that is level appropriate encounter that will 1/3 to 1/2 the party resources.

At Level 13 you probably has 22-25 attack bonus in flanking position. A CR 13 you need 3 to hit a typical monster but CR 16 you will 50% or less with your primary attack. As you go up that gets worse and find pretty soon you need 15 or higher on your primary attack. The monster has more hit points that you could do if all your attacks hit. It deals enough damage in full attack to drop you and only needs 4 or better to hit you. This doesn't mean it's impossible to play a rogue, you just hang back hiding and wait for the monster to take enough damage that you can kill in with 1 attack. That blaster caster is you friend here.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Thelemic_Noun wrote:

Why the hell did Weapon Finesse not do Dex to both attack and damage with finessable weapons?

This problem goes back all the way to 3.0 in the year 2000, and even cropped up in the Star Wars RPG. What was the design intent behind it?

The design intent is there for balance. By design some classes are more powerful but balanced by requiring multiple attributes to be effective. Allow Dex to damage means one less stat you need in point buy and you can dump it down to max out dex. This may cause some classes to be more powerful that should be.

Then there is str stat, it's use would be reduced.

I think those are the argument behind it. Personally I don't buy it. It uses up feats and those are in short supply. I'd go higher strength to save few feats many instances as well as to fit a concept. I'd go dex to damage for concept.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Thormind wrote:
Orthos wrote:

Sounds like your Paladin and Barbarian are either badly made or badly played then.

Without being able to look in on your game in more detail, I'm not sure how you're pulling that off. Every rogue we've had in ours has lagged behind the rest of the party significantly, and there's a LOT of evidence on the forums of other groups doing likewise, as well as mechanical examination of its failings.

Rogue with greater two weapon fighting and/or boots of speed and/or a speed weapon has 5-6 attacks on a full round. Base weapon damage 1d6+4 when sneaking(i am using swords of dubtlety). Base sneak damage 5d6 per attack. So total 6d6+4 per attack time 5 attacks = 50-200 dmg per round. It can even be higher if you add two weapon rend (1d10+1 1/2str per round). I might be wrong but i doubt any other melee class (outside a Slayer) can reach that...

Yes there are other classes that get many skills but none get that high dmg and defense. And not many get trapfinding and trapspoter.

My barbarian does 140-228 damage a round assuming all my attacks hit which they won't. Starting with a +31 to hit which means I can actually hit CR appropriate encounters with an AC of 38. For defense my AC is 28 with 8 DR and a crap load of hit points that probably double a rogues. There's a fighter in the game that out damages me using the Two Handed Weapon fighter and he has a 34 AC in Full Plate.

4 people marked this as a favorite.
Pathfinder Adventure Path, Roleplaying Game Subscriber
Thormind wrote:

Just for fun i created a lvl 13 Slayer to compare with my lvl 13 Rogue. I used same base stat, same gear and same combat style (Dex two weapon fighting)

The Slayer is just superior in combat. Full BAB gives him more attacks per round with higher hit chances. He lose some dice of sneak dammage but it is largely compensated by the hit/dmg bonuses he gets from studied target. He also has better saving throws and they are boosted again by studied target.

Skillwise he loses trapfinding but he has access to it from a talent. He has a little bit less skill points and different class skills but again this is compensated by studied target.

He has access to almost all good rogue talents and he gets new ones.

Like if that was not enough the Stygian Slayer archetype was added:

-Invisibility more than once per day for a single talent: no talent better than that anyway.
-The ability to use wand and staff to cast some extremely useful spells as a caster: you lose some small bonuses to a few skills.
-The ability to cast BOTH gaseous form and fog cloud on yourself for 7 minutes per day for a single talent: no talent better than that anyway...
-You lose medium and heavy armor but if you are dex based, most of the time you do not use these to keep your dex bonus.

Conclusion: This class should have been given 3/4 BAB like the rogue

I say the opposite, the Rogue should be Full BAB. Even at full BAB the rogue would be weaker than the Slayer. The rogue is the weakest class in the game, don't measure against it. I don't really see the slayer replacing a rogue anymore than the ranger did.

Pathfinder Adventure Path, Roleplaying Game Subscriber

There's one player that has Summoning App on his IPad. That's been great as he can pull up the stats for summoning much quicker. Definitely speeds up the game.

I use my IPAD for the rules books, it's the main reason I subscribed to get the PDFs. I have also used a laptop when I GM, there are tons of site with random encounter generators, treasure generators, dungeon generators, name generators and other useful tools. Some you pay for most you don't.

I think being able to text at the table would be great as GM. Not everyone has phone though. If they did I could send player specific details to them with out other knowing and it would be less intrusive than passing a note.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Under A Bleeding Sun wrote:
A feat is a lot less of a hit than a 2 level class dip.

That's debatable. I have 10 feats and only 20 levels. Having to spend a feat to get a class ability that I can get with a 2 level dip is a lot more to me than a 2 level dip. I'm usually feat starved when ever I play a divine caster. Just too many feats I want and not feats to take them. So a 2 level dip in Paladin is worth in most cases. The biggest reason I won't take a 2 level dip into Paladin is the alignment.

Edit, still don't like this feat though. I'd HATE to see an caster focused Oracle with having +10 to saves due to 30 CHR.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I don't view hit points a physical damage rather pool of endurance active avoiding taking damage. When you do take damage you are in negative hit points. Exceed you con and you die. For some people taking any physical damage of significance means they are down and out. For others they can fight on some better than other depending on feats and racial abilities. So shooting a flying dragon isn't harming them yet but they lose altitude when they take damage they are spending hit points to avoid death by say flying in manner that could cause them to lose altitude.

I look at it like this because it doesn't make any sense that you can get stabbed once at first level but you can get stabbed a hundred time at level 20. It just makes more sense that you avoid the stab by spending hit points. Not mechanical change just way of looking at it.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Threeshades wrote:
UnArcaneElection wrote:

Those who think 5th Edition D&D simplifies things: That may be true right now, but wait a couple of years, and it will bloat right up -- just like 3.5 (in the last couple of years, Wizards of the Coast seemed to have been in a hurry to drive bloat).

Again the simplicity in 5e DnD has nothing to do with the volume of rules available. The gameplay itself has been simplified, much less math, almost all temporary modifiers result in you maybe rolling an extra die here or there and that's it, on the off chance someone has resistance or weakness to some form of damage you might actually multiply someting by two or halve it. In PF you start adding subtracting, multiplying and doing all sorts of other things to your nbumbers before you roll.

And also again, all additional rules to be released will be just as optional as they are with pathfinder.

I don't have problems in PF with attack numbers. I create a sheet with all the bonus and work it out for that level. So when I'm power attacking with Rage I have line for that. I'm not sure if this something they put in the strategy guide but sure is helpful and speeds the game up a lot.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Lemmy wrote:
blahpers wrote:
I have never felt that I was "sitting out" of the game when playing a fighter, in combat or out of combat. If you do feel that way, then by definition the GM has failed.

That's not a definition of anything. Not everything is the GM's fault.

If a player makes a character who can't do anything significant in a given situation, then he's the one to blame for feeling left out when that situation comes up.

If that situation is something as common as "being in combat" or "not being in combat", then the player who made a poor decision.

The decision on if game is going to have lot of combat to a lot out of combat or anywhere in between lies solely with the GM. So it's more of an uninformed decision than a poor decision. When I'm starting a new game I inform my player to the level of combat vs non combat. Then if the players focus on too much when I've informed then that truly is a poor decision if they are unhappy about it. If they are happy with that then all is good.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I don't see this swashbuckler as over powered. It suffers all the same set back any martial class has.

1 person marked this as a favorite.
Pathfinder Adventure Path, Roleplaying Game Subscriber
cnetarian wrote:
Swashbuckler doesn't really obsolete any melee class that I can see, maybe the fighter going into duelist but that's about it. Now Slayer however, well the rogue was bad enough but I cannot see any reason to take a rogue when slayer is available.

I'm playing a Slayer now, it's no rogue that's for sure. I can fill the place of rogue by taking disable traps but that's really it. When I make rogue I'm not making a damage dealer. I find making rogue that can fight to be a trap. No matter how much I try it never works. So I focus on non combat stuff like picking talents to augment what I can do with feats and skills. So really all the slayer replaces is the fighting rogue which never worked well to begin with.

Now saying that, if you play a game where you need a rogue who can fight take the slayer. If you play a game where GM plays up opportunities for the rogue go with rogue, the slayer doesn't that well. Also if you compare the slayer to the CRB rogue only the slayer replaces that rogue easily. It's the stuff in the APG and UC that make the roguish in my opinion.

I like talents like Black Market ties, convincing lie, Charmer, hard to fool, honeyed words, quick disguise, and stuff like that. Not very usuful in combat but very useful in campaign where the GM lets you use that. As GM I want a rogue that can do these thing, never see it though. They always go the combat route.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Rogues piss me off. When I'm the gm and someone plays a rogue I know I have extra work to do to make the character feel useful. I should say it's more about how they are played. I mean I toss out bones and the rogues never take them, they focus too much on being a fighter and maximizing DPR. All this while I've dropped opportunity after opportunity for them to maximize their skills and talents to gain more wealth and information. But's all ignored then they complain at high level that they can't take hit and can hit anything.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've played the Metal Oracle and the Battle Oracle. I found the Metal mystery much more useful. I found armor Mastery and Dance of blades better than anything you get from Battle. With battle Oracle was I could get weapon focus at 1st level but the problem was I didn't have martial weapons so if I picked that first I had to choose a simple weapon. But then I take Extra Revelation as feat to get the proficiencies. So it all works. Problem is now I have all the revelation I want out of the class by 3rd level except for the one where I need a high level.

With the metal Oracle I found it easier. I didn't need the martial weapons at 1st so I took Dance of Blades at 1st level as I couldn't afford medium armor. At 3rd I grabbed proficiencies and too weapon focus as feat. At 5th armor mastery going with Breast plate which allowed me to use my Dex of 4. Of course this was all before the Ultimate Campaign, now I'd do a Battle Oracle with weapon focus simple weapon the train it out to martial weapon at level 2 saving me a feat.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Boon companion is 3 levels. It makes you count as a 4th level druid if you take with at 4th level as Ranger which you can't as you don't get a feat a 4th level. I think that's why people think it gives you 4 levels, they forget that 4th level is 1 druid level when they grab the feat at 5th level.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Just keep the ranger and stock up on wands. You will do fine. The party offense between the fighter and ranger will really kill things fast. Pick UMD, you won't be trained in it but grabbing skill focus and circlet of persuasion puts you at +19 at level 10 with +0 for CHR. Then pick up a bunch of cleric scrolls.

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

I stumbled upon this and really LOVE what I saw. I'm going to use it it for lots of stuff in the coming future!

What book are these option rules in?

Pathfinder Adventure Path, Roleplaying Game Subscriber

My Barbarian was running up these rickety stairs on the inside of tower. We had to make acrobatics or dex checks every so often. My dex wasn't bad and I did have few ranks in acrobatics but rolled terrible. I ran up to 40 feet and fell, up to 80 and fell. I got up close to the top then failed reflex save when large dropped on us and down I went again. I had a ton of hit points a high con stat and rolling lucky on my hit points. I rolled 12 for hit points 3 time in row leveling up. By the time I got the top so the cleric could heal me I had to rage to keep myself alive. My friends still talk about that one.

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

I don't want a new edition. I want a evolution to the current rules set. The Ultimate classes and upcoming PF unchained seems to be doing just that. This is something I like compared to ceasing all that is PF today and started over with 2.0. I hate it when new editions come out. First you invested so much in the current edition and then you are moving to new version of the same game where content has yet to be released so you have to wait for years to get to where you were with current edition and repeat.

It's not so much the money but the lack of rules content that comes with new editions. Like take the 3.5 to PF change. You multiple monster manuals and now you have 1 bestiary which over the years became 4 and NPC guide. A new edition brings us back to 1. Sure you can convert content but that's a lot work. That's just what small changes do. Say a entirely new direction, like what D&D did. Well conversion isn't even option really. So while I can buy it all again I just hate having to wait 5-6 years for it all to come out again in different version.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've never had a problem with high level play. When playing high level I avoid fighters and rogues unless I'm multiclassing. I had 18th level Barbarian that was blast to play in RotRL. I was a casters nightmare and loved Spell Sunder.

When I gm a high level game I run the 10+ much differently than lower that than 10th level. I use the first 10 levels to set things up for high level play. They get the contacts, responsibilities and such. When I don't do this high level characters are like dropping nuke into a setting when there is no care on the impact of such action. Just scry and fry with out consequences. Who cares about the aftermath in the area or have no effect at all. Actions need consequence in high level play or just goes crazy. The only way you can have consequences is getting the players invested in the setting.

Pathfinder Adventure Path, Roleplaying Game Subscriber

For this build if you have the Ultimate Class Guide you can use the Eldritch Scion archetype. It's a spontaneous caster using CHR as the casting stat. Intelligence isn't all that useful for Paladin but CHR sure is so useful for saves and to hit bonus when smiting. On top of that you could grab 4 levels of Dragon Disciple too for +4 str as you'd be spontaneous arcane caster.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Wizards are not an automatic win, far from it really. What a wizard brings is versatility at high level. They have much larger tool kits. Compare that to the fighter with a hammer and that's all he gets. Feats to go to making the hammer more effective but it's still just a hammer and when there are no nails to pound the fighter is out of luck. The wizard has something almost any situation.

As for class that = win I've seen fighter dish out so much damage that they tend to win fights faster more often than a wizard does. But then there are fights where the fighter is all but useless. That's rare for the wizard useless once they get high enough level.

Pathfinder Adventure Path, Roleplaying Game Subscriber

A ring of Spell Spell Knowledge from the Ultimate Equipment. There is one for 1st level up to 4th level spells. You can put a spell in with DC 20 Spellcraft to teach the ring the spell. Then you can use the spell and one of you known spells. You can even put spell that aren't on the wizards/sorcerer spell list but the count a level higher. So if you have 4th level ring you can put any 4th level or lower spell on the Wizard/Sorcerer spell list or any 3rd level or lower spell from any other spell list. Want cure light? Counts a 2nd level spell and you can spontaneously cast it as known spell.

1 person marked this as a favorite.
Pathfinder Adventure Path, Roleplaying Game Subscriber
DrDeth wrote:

Don't dump wisdom. You will rue that over and over.

Start with Fey Foundling, Power Attack.

The problem with taking weapon focus falchion, is what happens if you find a Holy Greatsword?

Extra lay on hands is good.

Then see how the campaign goes.

See- what happens if you find you need to give more healing? Or you find a cool weapon or shield? or there's lost of touch attacks (then Dodge looks good), etc.

Every table is different.

Paladin's dump stat is Wisdom. They have a Good Wil save and Divine Grace at 2nd level. At an 8 he have a +5 will save at 2nd level. That's not too shabby for 2nd level and it just goes up from there. I'd be more worried about the 10 dex and poor reflex save.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Michael Smith 978 wrote:

Hey all. Tis me, he who asked about dodge on a paladin (I've settled on "no" for that one). I have another question: Is Weapon Focus (greatsword in this case) worth taking? Here's my initial stat block at level 1 (20 pt build).

STR- 16 (14+2 human)
DEX- 10
CON- 15
INT- 10
WIS- 8
CHA- 16

Feats- Fey Foundling, Power Attack

Base Attack- 4 (+1 class, +3 STR)

Yes, I know that this isn't min/max'ed. Yes, I know I could pick up another 2 attribute points using the Dual Talent alternate race feature. I may in the end go that way, but am leaning heavily against it at this point because I want three skills built up over the course of the build (initimidate, knowledge (religion), use magic device).

Alright, given all of that, should I consider taking weapon focus at some point, and if so, should I do it at level one in place of Power Attack? I'm not really sold on Weapon Focus, but then again, +1 never hurts to have.

Some feats I'm looking at down the road (some I'm more solid about than others:

Furious Focus
Extra Lay On Hands
Greater Mercy
Cornugon Smash (I'm making an intimidate build)
Intimidating Prowess (see above)
Great Cleave
Dazzling Display
Shatter Defenses
-Step Up Chain
-Improved Crit chain

Dual Talented isn't worth giving up a feat and skill point ever level for +1 stat bonus.

As for Weapon Focus, I never take weapon focus unless it's prereq for other feats like Weapon Specialization or Dazzling Display. Since you have Dazzling Display listed you need Weapon focus so pick up Weapon focus sometime prior to that feat. Go with Power Attack, Furious Focus at first level. That's when you get the most bang for you buck out it.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I have a Character Ranger Guide/Red Mantis Assasin. The concept was bounty hunter that was more about bring he prey in dead for the fee. He was approached by the Red Mantis assassins with offer to work for them due to cold hearted efficiency. The Ranger Guide fit ok but now that I see the Slayer that's the class he should be. When the book come out I'm going rebuild him as Slayer RMA. Can't wait!

Pathfinder Adventure Path, Roleplaying Game Subscriber
K177Y C47 wrote:
Ok.. htis is actually pretty awesome... poor fighter though...

Fighter is still my go to class for tanking up. Nothing come close. Tried the Armored Hulk barbarian and it just didn't match up. I still the find the fighter suffers too few skill points and poor saves though.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Rynjin wrote:

Honestly, it might be a losing battle. Rise of the Runelords is by FAR the easiest of the APs I've played.

Even if your archer tones it down, without heavy alterations you're not going to see a ton of change except instead of the archer killing everything, you'll see the archer killing a lot of things while the rest of the party facerolls over the rest.

I found RotRL to be one of the harder APs. If you play it with 15 pt buy it's quite difficult compared to later APs.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I'd play a Magus in this game. I'd pretend to be a fighter and use spell covertly.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Sounds like you players have flair for the dramatic. My players just marched a army down main street and kicked the palace doors in. They cleared the place in no time, it was a breeze.

I'd suspect nuking Pitax would make annexing them quite a bit more difficult.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Eldmar wrote:
wraithstrike wrote:

So basically you have to change the rules to force the rogue to be useful. That is not evidence in your favor or the rogue's.

With that aside even in core you don't need a rogue. Summon an animal to set the trap off, or just use dispel magic unless the GM is trying to force you to have a rogue in the party. Traps are normally set up in their location so you just make sure you are not in the room when it goes off.

How is playing with the core book / rules changing the rules or as someone else said earlier playing a different game? All the other books are optional extras, just because they have been published doesn't mean that they 'must' be used.

As far as the summon animal suggestion - well that is great as long as you have enough of them to cover the entire adventure, because in most dungeons you shouldn't get chance to rest and recover. Also doesn't help if traps are not one time only. For example when there is an area of a 'revolving floor' trap that revolves with anyone stepping on it, dropping them into a pit and is too far to jump. Now sending your summoned critter across sets off the trap and drops to it's doom, then seconds later the lead pc walks across the trap because it is safe now right and, oh crap I am falling into a deep spike filled pit.... A rogue on the other hand could have used disable device to jam the mechanism and everyone could then walk safely across. It sounds like your gm's have no idea how to construct traps.

Anyone can take disable device and take the vagabond child trait to get a +1 trait bonus making it a class skill. Between that and spells you should be good to go.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Ssalarn wrote:
Petty Alchemy wrote:

Oftentimes in stories, rogues take advantage of their terrain or exploit weaknesses in magic to overcome their difficulties.

See Aladdin. There's all sorts of obstacles for him to acrobatically take advantage of, he tricks Jafar into a form that the universe regulates.

This requires a story centered on him.

In Pathfinder, combat is a large part of the game, so you can't just run and expect the party to run with you and have fun. Magic doesn't really have any exploits to take advantage of. And standing, well, rogues ain't so hot at that for reasons discussed.

A rogue with a party is far more restricted in how he can deal with problems, and magic does what skills do but many times better.

This touches on another Rogue issue, what I like to call "Getting screwed by the loud clumsy oaf in full plate who just got a -4 on his Stealth check". I don't know about you, but this is an iconic Rogue moment in groups I've played in. The Rogue has had a few harrowing near death experiences after getting too far ahead of the group, so now he tries to stick with the group so he doesn't get caught in the middle of a group of enemies with his pants down. That usually ends up playing out something like this:

Cleric: *rolls Perception check, succeeds* "Hey guys, it sounds like there's a group of orcs partying just up ahead."

Rogue: "Excellent! This is our chance to get the drop on them. Stay close on my heels and we'll take these guys down before they even know what hit them." *rolls Stealth check* "Hah! 32! I'd like to see the orc who can perceive that."

GM: "Okay, since you guys are traveling in a fairly close group I'll need Stealth checks from the rest of you as well."

Dwarven Fighter: "Let's see, that's a 10 on the die, -6 for my full plate, -2 for my heavy shield, +0 for my base skill modifier... What's a 2 do for you?"

GM: "The orcs have heard your approach. As you spring from the trees they stand ready to meet...

The fighter wouldn't be that bad. For the rogue to get 32 on roll assuming a roll of would 22 bonus. Lets assume 5 from magic, 6 from Dex, 3 Class skill. So that mean 8 ranks of stealth so 8th level rogue. Now 8th level fighter with 2 levels of armor training, the armor expert trait in mitheral full plate and shield would have ACP penalty of 0. Adding shadow to the plate is fairly cheap so 10 +5 for shadow, +3 for Dex. The fighter would have 18 Stealth. Any fighter wanting ambush would have some ranks in Stealth as well if they went to expense to put shadow on their armor. This cost just over 1/2 your wealth by level to get +1 Mitheral Full plate and Shield.

Also if I were the rogue I'd kick some GP towards the fighter getting Shadow armor. I need flanking partner after all and if I can ambush with the fighter that's good for me. The cleric and wizard can use invisibility.

Of course I've seen the fighters that don't synergize well the rogue. I always try to be stealthy with my fighters as it helps the rogue big time. Gives my fighter something to do out of combat too.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Dannorn wrote:
Ok can someone explain why they're saying Rogues have bad to-hit? I'm just not getting it, aside from not being full BAB how is a Rogues ability to hit, or to improve their to-hit, any worse than any other 3/4 BAB class?

Rogue have a bad to hit because they 3/4 BAB with no in class method of increasing their to hit bonus. Simple as that. Every other 3/4 BAB class can increase attack bonus via class feature or buff spells.

Then to make it worse most rogue builds go Two Weapon Fighting which makes sense since you have the DEX to do it and it works really well at the lower levels. At the higher levels the -2 to hit impacts you more because monster AC is much higher. Also add the fact that monster AC at the higher CRs is typically higher than they were in 3.5 and the rogue didn't get anything boost their to hit.

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

The adventure has captured my attention but I'm loving the extras with the book.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Seannoss wrote:

Fleet charge actually enables a full round attack every round in addition to that extra attack, so it should be looked at as it is the most powerful champion ability.

I would suggest using slow xp and limiting mythic tiers. I nerfed mythic power attack and removed legendary weapon and mythic vital strike.

How did you nerf mythic power attack. I nerfed it by accident, misread the rule and though you spent as swift action to make your attacks that round with no minus. We've just playing it like that and it works quite well, then I noticed it was 1 mythic power for 1 minute. Well seeing as worked great when we were doing it wrong we just kept it like that, 1 minutes seem too powerful.

1 to 50 of 2,390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.