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Vecna

yukarjama's page

62 posts. 2 reviews. No lists. No wishlists.


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Is it just me or does it really weird that the evil wizard, having 5 hit dices and act like a 4th level caster,labeled as CR1?


Have you seen the Dragon Age movie "Dawn of the Seeker"? What do you think of it?


Which one do you prefer, Space Godzilla or the burning Godzilla in Godzilla vs. Destoroyah?


What's your favorite monster from the Godzilla movies, other than godzilla himself?


For a customer who bought two CRB and intend to buy the beginner box, I will NOT buy the reorganized books. Unless they include some rule changes or an overhaul, in this case it's better just do a second edition. And I dare say if Paizo came up with second edition right now they would definitely lose many, many customers.


Iomedae is listed as a LN goddess of honor and rulership. Isn't she a LG goddess? or am I missing something?


Gorbacz wrote:
Wha, The Illustrious Industry Leader is laying people off again? Who got the axe this time round?

It seems Bill Slavicsek, Director of R&D for Dungeons & Dragons Games and Novels, is leaving WoTC.


Gorbacz wrote:

Hey, I've just read the spell creation chapter.

While it includes some nice things, there are passages out there that burninate my brain, especially in the Benchmark Spells section. Whoever wrote that burning hands is better than sleep should, uh, get some sleep. Few weeks, maybe.

And Someone put Mind blank in 7th level section, while it's actually a 8th level spell.


Sean K Reynolds wrote:
I really am sorry that the UM VOP doesn't work for you. But you're asking for something that goes against one of the basic assumptions of the standard game, and one page or one paragraph isn't going to create something that (1) gives you what you want, (2) is balanced against the other characters, and (3) is also realistic in any sort of way.

How about making a whole new book talking about gearless characters? Judging from the posts in this thread it will sell pretty well. :P


James Jacobs wrote:
Still doesn't mean everything in a Paizo rule book is in Golarion. But perhaps a more accurate way to say that is that until someone comes up with a good idea they're not in there. But once they are, they're in!

This still concerns me though.

Yes,not everything in a Paizo rule book is in Golarion. But when Paizo publish more and more books there might be more and more "unique" and/or "strange" cases. If you don't put them in then people start to complain those things"do not gain enough support".
I know Paizo folks spend a lot of time,love and effort into this setting and I really, REALLY don't want to see the world got nuked.:(


Neil Spicer wrote:
yukarjama wrote:
Gravity Nail of Nethys

*...Not really a fan of making a GM stop in the middle of a combat and calculate everyone's encumbrance and the effect of double-weighted gear to determine their reduced speed. Both of the other abilities are just disintegrate and reverse gravity SIAC effects. Vote to Reject.

*...Don't mess with physics. Reject.

*...Agreed. Rejected.

Thank you Neil, and all the judges. Though I really, really want an item to control gravity...ah,well.

Maybe I'll try different concept next year.

Again, thank you so much for your time.


Will there be a geisha archetype in this book? :P


Gravity Nail of Nethys
Aura strong transmutation; CL 13th
Slot none; Price 102,860 gp; Weight -
Description
This nail is made of fine steel; the sharp end is pitch-black while the other end is marble white. You can active power from either side, but no more than total three times per day. When you strike the marble
white side on the solid surface and speak the command word, it reverses gravity in an area while the nail itself remain in the same place, it functions just like the spell “reverses gravity” cast by a level 13 wizard.
When the pitch-black end is struck on the solid surface, it causes the area to succumb to heavy gravity. All acrobatics, climb, ride, and swim checks incur a –2 circumstance penalty, as do all attack rolls.
All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved.
Creatures that fall on this area take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage. If the nail is ever removed from the solid surface, these effects immediately end.
If Nethys is your patron, you can use a melee touch attack to strike one single creature or object to unleash the force of opposite gravity, causing violent thrust and tearing the subject from inside.
This functions like disintegrate spell cast by a level 13 wizard. Whether the subject successes save throw or not, the nail would be shattered and destroyed in the process.
Construction
Requirements craft wondrous item,Reverse Gravity,Disintegrate ; Cost 51,430gp


A bit more lore for Osirion, WorldWound, Tian Xia, Mana Wastes and Rahadoum would be nice. :)


Count me as the one who thinks "If you can hear the sound of dice rolling, it's not working as a story". Not to say the author should write whatever he or she wants and ignore the gaming rules. But to make the novel read like someone's last night gaming session is not really that interesting. On top of that, I think it's the very reason new readers hesitated to pick up fictions based on games because ,well, they haven't play the games yet. Just my two cents.


What's your opinion on the Japanese anime "Record of Lodoss War" and "Slayers"?


All I have to say is the day when casters and non-casters reach complete balance and/or the fighter can generate shockwave every hit as well as monk can jump through time is the day I stop playing this game.

Everything class A can do, class B can also create samiliar effect with just different name sounds exactly 4th edition to me.


Where would you put Sarwin (from "The Thunder Below") in Golarion?
And which monster is the most suitable one for Ubothar?


I failed to understand the arugement such as "magic-users can alter reality in high levels while melee classes can only attack four times per round, therefore it's unbalance", or "high level melee classes need magic items else they cannot beat magic-users on toe to toe fights".

So the magic-users shouldn't fly,use teleport, turn invisible or cast wish spell because it's unfair, because high level melee characters can't do that? or the melee characters in high levels should have some "magical cool but not really magic powers " to let them alter reality?


Happy Erik Mona Day!


Guess I'm late to the party, but here's my story:
My group started 3.0 and then moved to 3.5. The first module I got chance to run is a free adventure called "Frozen Whispers" pulled from Wotc website.Later I found out it was written by James Jacbos, the current Paizo Creative Director. As it turns out, the 3.5 books I enjoy the most, such as Expedition to the ruins of Greyhawk or Fiendish Codex I were all written by Paizo staff. And then of course the dungeon magazines, I love those adventures and was sad to see the licence gone.
So when Pathfinder came out I jumped right in and never looked back.
Thank you,Paizo! For bringing endless hours of fun and excitement to me and my group.


James Jacobs wrote:
Templars were NOT removed for space. Jason spent quite a bit of time wrestling with the concept of a paladin that lived between LG and CE, and in the end came to the correct decision that there's really no such thing.

I just want to say thank you. Thank you for making the correct decision.

Paladins are lawful good, anti paladins are their counterparts and that's pretty much it. Holy warrior of any alignment can either be Cleric, Cavalier, Inquisitor or Oracle.


Zaister wrote:


It would seem so, unfortunately. Personally, I had hoped the archetypes and other stuff for pseudo-Asian fantasy would be confined to the World Guide book, so I could just conveniently ignore it. Ah, well.

yeah...I thought I could just get the Tian Xia sourcebook and ignore the "ultimate" series. :(


So...the Tian Xia sourcebook in the Campaign Setting line will be most fluff, light on crunch. In order to run Asian theme game we need Ultimate Magic and Ultimate Combat to get those rules?


I agree that this Prc is balance if stick to 10 level, but 1-4 level dip it seems to be too good for cleric. Yes you lose a caster level, but can still cast 9th level spells and get all the goodies.
What I don't understand is the Vindicator's shield ability. The ac bonus disappers after first struck in combat. I assume it means normal melee or range attack. If, say, some one shot a magic missle at vindicator in the first round, does he lose the ac bonus?


or you can combine animal growth, Strong Jaw and Vital Strike on druid's animal companion and we got yet another damage monster.


That makes elf and half-elf good summoner because, you know, they are immune to magic sleep effects.


Urban Ranger/Assassin seems to be an interesting combination. It's easy to picture an assassin killed his target without being noticed and vanished into the crowd quietly.


There's a feat from complete arcane called "extra spell", which only grant one extra spell known per selected. If Human sorcerer can have one extra spell known "every level" that's really really powerful. This might not be totally broken, but it would become a no-brainer.


Jared Ouimette wrote:
Summoners can no longer have their eidolons and use their summon monster class ability at the same time. They can dismiss and recall their eidolon at any time, however, so they can swap them out.

It seems differnet from the sample character(Balazar) of Master of the fallen Fortress. Does that mean Balazar is using Beta rule instead of true APG rule?


Good luck to you, Patrick!


Not what I expected, but still awesome!


I really ,really hope there's a section dedicated to low magic or no magic campaign.


oh...man....wand of true strike?!


ElyasRavenwood wrote:


I don't now why i didn't the council of thieves very much, Perhaps it was the artwork, Im not sure.

Don't know if anyone else have the same feeling ,but I think the artwork in Council of Thieves is not as good as rest of the APs. Some of the pictures are just...ugh.

As for the AP itself, I would say:

1)Legacy of fire
2)Rise of the Runelords/Curse of the Crimson Throne
3)Second Darknesss/Council of Thieves


Jess Door wrote:
this says more about the pure single classed 3.5 fighter than anything.

I mean,really, these kind of threads can go on and on and on forever.

Last time I checked the wotc splat books, there is a base class which has paladin/ranger-like arcane spell progression, d10 hit dice, full BAB and a couple of special abiltiy. It's called hexblade.
And it sucks,most people would just do 3 levels dipping and leave.

I don't think people in these threads want another hexblade, they want another duskblade.
Just ask youself and your fellow gamers if a fighter(be it 3.5 or Pathfinder version) and a duskblade stand in front of you, which one would you like to play?

The most funny thing is, d8 hit dice, 3/4 BAB , 6 level arcane spells, can cast in light armor. Those might be some people's ideal fighter/mage. And Pathfinder Bard actually fits.


ProfessorCirno wrote:


Honestly, Duskblade was a pretty good warrior/mage. If you want to play a warrior/mage type from the start, I'd say go with that.

Back in 3.5 days, if you have duskblade and Bo9S classes, no one would want to play a pure, single class fighter.

That's the whole problem, at least in my group.


Lokai wrote:


So if REALLY want to weaken or beat the class solution is to simply tone them down for your games if thats your issue.

Step 1: give them spell failure in armor
Step 2: give them D6 hit dice
Step 3: remove there armor proficiency.

I don't think clerics need THAT much nerfing, the broken options(Divine metamagic,Persistant Spell...etc.) do not appear in PFRPG,yet.

Clerics need to keep decent HP, AC and saves since they're likely to be the priority targets of enemy. And before channeling appeared, clerics had to stand right next to another party member in order to heal, that makes them easy targets of enemy brutes.
If clerics's hit dice dropped to d6, cannot wear armor, it's easy to imagine that they will die very quickly, unless their spell lists got an overhaul.


I believe Paizo has done very well in multi-class so far, and I fear people crying for optimizing will create the abomination we saw in the end of 3.5 era. I don't think a character who has 15+ BAB, d10 hit dice and cast 7th up spell is "weak". Heck, those spells are definitely better than any of the fighter bonus feats, and d10 hit dice makes you tougher than straight wizard.
Now we're talking about figther-mage, and then perhaps monk/mage and then what? druid/rogue? paladin/monk? paladin/wizard?
Anyone remember the arcane hierophant, argent fist, duskblade or abjuration champion?

Maybe histroy will repeat itself, we'll see.


Un...does anyone noticed that p.92 the next volume should be "Mother of files" instead of "The Infernal Syndrome"?


In my area (Taipei, Taiwan), among the gamers I know, I'm the only one who has Pathfinder books, as well as Paizo APs and modules. Most of the local gaming groups went to 4E,some stayed with 3.5, a few of them just quit playing like my old gaming groug.
Last year I asked our FLGS if they could get some PF books, they refused, thought that wouldn't sell. Last month I had a chance to talk to the employee there, he said they were considering order some PF books,because they kept hearing good things about it. Right now the 3.5 books and 4E books on the shelves are about 50/50, according to him the 4E books sold out quickly while 3.5 books only sold one or two books per month.

So that's what I've heard. I hope to run at least one PF game in Febuary,start with Carrion Hill and then perhaps Legacy of Fire.


Thumbs up for Eidolon change. As for summon monster SLA,full round casting time, min/level duration and only one SLA active at one time seems good enough.


The difference between ranger,paladin and so-called fighter-mage is that the ranger and paldin are not just fighter with divine spell lists. Yes,they have spell and if combine with 3.5 splat books that may be very powerful. But Ranger is also a hunter, a tracker, a Nemesis and paladin is the symbol of good and justice. What about a fighter-mage?
Honestly I would like to see more fluff and themes tied to class instead of "one who can cast arcane spell and fight", "one who can cast spell without prepared and fight", "one can choose whatever spell but with limited selection"...etc.

(I'm also very concern about the templar option in advanced phb, it sounds like "I want the paladin's cool power but don't want to be LG" kind of thing.Please... just don't do that.)


My biggest complain lies in the races section, pictures in beta are FAR better than the core rule book. I almost always play human but those pictures of elve and half-elf make me actually want to play an elf. Well, the new one in core rule book just couldn't do that. I don't know why they change that. I don't like the new race bonus of half-orc either, guess I'll use the beta version bonus.

Paladin seems too powerful while bard seems underpowered. Counting abilities by rounds works fine on barbarian but not bard. Sorcerer got lots of love, at the same time the universal Wizard is really boring and underpowered.

Not a big fan of new prohibited schools,specailists can use scrolls and wands of their prohibited schools without penalty,really? I'll houserule that to active such scrolls cause you full round action or longer,use wand and staff cost you two charges instead of one.

I'm also concern about critical feats, but haven't try one yet so can't comment on that.

That's all for now.


Quote from PRD:
Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.

I think you can only make "one" attack when you're grappling. Also, casting a spell does require concernation check(10+ grappler's CMB+ spell level).


One thing I found both funny and weird is that a druid can have large size lion/tiger and wolf but can only aquire medium size bear. Hope we can see larger size bear compainions in the bestiary.


stardust wrote:

Here it is.

Pg 113

"Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full round action for a sorcerer or bard. The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat."

Guess I just roll a natural 1 on knowledge(feat) check and miss the page 113.

Thanks for the reply, now I get it.:)


Tholas wrote:


Uh, how? I don't see any cheese that allows a sorcerer to apply a metamagic feat without using the appropriate higher-level spell slot. Quickening a 1st level spell would need a 5th level spell slot and he's no chance of quickening a 9th level spell withough going way into epic levels. An universalist wizard can do such a thing but it is hardly 'without limits'.

I guess you misread the bloodline arcana 'Metamagic Adept' power.

Otherwise: Comparing a wizard with a sorcerer is like comparing a Swiss Army Knife with a meat cleaver.

http://paizo.com/pathfinderRPG/prd/feats.html#quicken-spell

Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened.

A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

so this feat is an expection that spontaneous casters use higher level slot instead of increasing casting time?


The rules around Vital Strike are not very clear. It says "you can make a single attack that deals significantly more damage",so can I use it when full attack? during charge?
When I use this does my character get only one attack per round or I choose which attack is consider vital strike and multiple the damage dice?


Correct me if I'm wrong, but now the sorcerer is able to quicken their spells at first level and quicken their 9th level spells without any limits. The wizard just can't do that without magic items or other ways.
To me it seems to be a HUGE advantage. And it get worse when comparing school powers with bloodline powers, universalist wizard is by far the worst choice. He has no extra slot and no capstone ability.
I also don't understand why give sorcerer capstone ability that can immune to critical hit?

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