Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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Ok I have a question for the GM, is Yog-Sothoth being a part off backstory going to make it harder for me to get into the game? I realize he's not the most influential or easy to work with deity in Golarion. Also, Yog-Sothoth could rather easily be substituted for Abraxas or another evil deity of secrets or space


Hey Nate,

I'm working on a gnome hunter that rides on a giant wasp/dragonfly. Sort of a fey knight concept. In combat he'll buzz around hitting people as hard as he can with a lance and then flying off.

Here's a question: Mounted Combat lets you spend an immediate action to cancel an enemy attack per round against your mount using your ride skill. The mythic version lets you cancel multiple attacks up to 1+ your tier, but doesn't specify an action type. What action type (if any) does it take to block multiple attacks?

Here's another question: in your previous thread you mentioned using racial SLA's to qualify for feats. Are you still good with that? Thinking of having Gort customize his weapons with arcane strike/mythic arcane strike.

RPG Superstar 2012 Top 32

Sacred Geometry- ok, glad to have heard from some who have seen it in action. Based on their first-hand experience we're going to go ahead and ban it.

Rynjin- unfortunately, no, spell storing does not work with extracts. I think there's an item that does store extracts but I can't think of what it is. any help, anyone?

Pavaan- the way they are worded the halfling trait and the cavalier ability do not stack. If you want to pitch a guy focused on using aid other, go for it- no objection from me.

Ashmael- Yog-Sothoth is part of the official Golarion pantheon, so go ahead.

Gort- Mythic Mounted Combat is poorly worded but I'm going to rule that the first use in any given round costs your immediate action and subsequent uses are free actions.

SLAs and meeting prerequisites- I will allow SLAs to meet requirements for feats, but not for prestige classes. I reserve the right to tweak feats based on your specific SLA(s)... for example, if you take arcane strike based on gnomish racial SLAs and then take Mythic Arcane Strike I may restrict the list of enchants you can add with that ability to natural/nature-y/fey related option or something like that.


Cool thank you


Ok, the amulet of mighty fists, when using auto progression it is not available. I do believe that the auto bonus progression should be applied to unarmed strikes.

another way to look at it, without it, would amulet of mighty fists be a monk only magic item? essentially that is saying the same thing.
I should not have to spend 16,000 gold for +2 enhancement to unarmed strikes when everyone else can have a +2 magic weapon for almost nothing.

kind of makes the unarmed fighter archetype useless under the system.

I think there is an interpretation of this:

A brawler's (monk's) unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

saying that this statement makes them able to be attuned because they are "manufactured"

There is no official ruling on this only the thoughts of the folks at Hero Lab.


oyzar wrote:
Philo Pharynx wrote:
oyzar wrote:
Here is sacred geometry is it fine or do you prefer to not have to deal with it?

Anybody who allows this feat at a live table is stupid. The amount of game-slowing it does is much greater than any benefit it allows. On PBP, it goes to merely annoying.

oyzar wrote:


On another note I'm having trouble deciding between this appearance and this.
The second picture is quite forbidding. As in "403 Forbidden".
That's weird. Is this better?

The first is better.

RPG Superstar 2012 Top 32

Ed- uncommon unarmed builds aren't very well supported by automatic bonus progression. If you take at least one level of monk or brawler your unarmed strikes will be eligible for attunement (since they count as manufactured weapons). An amulet of mighty fists only effects natural attacks, which aren't improved by ABP, so they will still exist as an item and are available for purchase.

Variant Multiclassing- sorry, I just realized that I missed this question. I actually went back and forth on this before recruitment went up and decided that we won't be using it- with 2 classes (and an increasing number of archetypes that blend classes), plus a mythic path, you should have plenty of options to build the character you want without needing this.

*if anyone else has any unanswered questions please ask again I somehow missed it*


from the SRD:

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

with auto progression, enhancement bonuses do not exist. but you are saying that enhancement does exist but only for this item?

so I need to spend 16,000 gold for what everyone else gets for free.

I also don't like having to level dip to be able to use something that should be available to all. there is no class restriction for using the amulet.

I actually can't believe giving someone +2 enhancement to unarmed strikes is so much more unbalancing than giving someone +2 to a great sword that can also get other abilities on top of it

for 16,000 gold I can add +2 to hit and damage with my unarmed strikes = OP

for 8000 gold and auto progression I can add +2 to hit and damage and add 1d6 fire and add 1d6 cold and for a little more I can make it adamantine to bypass hardness = that is just fine?

but anyway... its your game...


nate lange wrote:


Rynjin- unfortunately, no, spell storing does not work with extracts. I think there's an item that does store extracts but I can't think of what it is. any help, anyone?

Disappointing, though expected. I didn't really have a combo in mind regardless, but it would have been nice. Zair is very much a "debuff based" fighter. Between Studied Combat, Cornugon Smash, and Sickening Offensive, with occasional use of Dazing Assault once the Shaken and Sickened combatant is thoroughly softened up, addition of something like Ooze Touch would be nice, but hardly necessary . =)

RPG Superstar 2012 Top 32

Ed- the issue you're complaining about is equally true when not using ABP... The amulet of mighty fists is always twice as expensive as a normal magical weapon. If you can ask a more specific question I might be able to give more specific feedback/advice... Without monk/brawler levels you're unarmed strike is only ever going to do 1d3 non-lethal damage. Perhaps you should/could invest in something like a cestus or spiked gauntlet? The damage would still be low but it would be lethal and you could attune it...


DM Nate, I would like to hear your interpretation of the Mythic Toughness feat.

FYI, I was thinking this campaign might feel like The Avengers but on Golarion! I'm so excited! I might pick out some theme music for my character!


Not quite true. With IUS it becomes 1d3 lethal, and the damage dice is largely irrelevant regardless. I see no real reason why someone can't attune to their unarmed strike unless they're a Monk or Brawler. Unarmed Strike is a weapon, it's on the weapons table and everything.

RPG Superstar 2012 Top 32

Rynjin wrote:
Not quite true. With IUS it becomes 1d3 lethal, and the damage dice is largely irrelevant regardless.

Fair enough. I'll read weapon attunement again and consider the implications of allowing it on unarmed strikes.


According to the Ultimate Equipment book, it's considered a light weapon and are not considered a natural attack.


Improved unarmed strike feat: your unarmed strikes can be either lethal or non lethal.

Brabarian, brawler rage power, If you have the imporved unarmed strike feat your unarmed strikes do 1d6 damage while raging.

there, I do 1d6 damage while raging (same as a level 1 monk).

the question is the same: can weapon attunement be used on unarmed strikes.

also the amulet of mighty fist can only contain special abilities just like all other weapons under the auto progression rules (APB).

So in my example above, I would gain the same benefit as the sword wielder at twice the cost if it can be applied.

without allowing ABP with unarmed strikes (unless monk or brawler) I have to pay twice the cost for half the benefit. a double setback.

how about we only allow swords use ABP for fighters only
or maybe only clerics can apply it to blunt weapons.
rogues can only apply it to light weapons or a rapier.

I would like some input from others of course.

I also am not truly trying to argue, only trying to make things balanced for everyone and have a healthy discussion.


what format would you like to see our characters on, as a alias with spoiler format to make it smaller, using a different website like myth weaver, something else?

RPG Superstar 2012 Top 32

Waskally- mythic toughness doubles your bonus hp from the toughness feat (to +2 per level) and gives you DR/epic when below 0.

Pavaan- ideally I'd like everything in an alias. I know some people try hard to avoid alias bloat so I'll accept other formats too, as long as they're clear and easy to follow.

Ed- I'm also trying to engage in a healthy discussion, and trying to allow as many people as possible to build characters they're excited about. I do, however, find your tone to be rather aggressive for someone who doesn't want to argue (particularly the mini-rant about changing the ABP rules to limit other classes/builds). I didn't write these rules and I'm trying hard to make them work for everyone.

Unarmed Strikes and Natural Attacks- Attuning unarmed strikes or natural attacks is significantly different than attuning a weapon because they can't be disarmed or surrendered/secured, and many builds have multiple attacks (or options for attacks). In order to accommodate people wanting to use these combat styles, and remain true to the pricing conventions established under the standard rules, players can choose to attune their unarmed strikes/natural attacks but doing so counts as enchanting two weapons so, a +1 bonus since level 8, going to +2 at 14th level.


I would suggest allowing Unarmed Strikes to progress at the normal rate, but Natural Attacks need to be split. The ABP progression is already much slower than Enhancement bonuses usually come online (around the same speed a Monk or whatever already upgrades their AoMF, actually), and +2 at 14th level CRIPPLES unarmed builds, especially non-Monk ones since bypassing DR becomes effectively impossible. Fighting with a weapon is already much stronger for a Monk too (especially an Unchained Monk, who gets 1.5x Str to damage), and for everyone else too usually so it doesn't make a ton of sense to restrict it further IMO.

Also, are you saying Myth-Weavers sheets are not allowed, and I should move my character sheet into a spoiler in my Alias?


nate lange wrote:


Ed- I'm also trying to engage in a healthy discussion, and trying to allow as many people as possible to build characters they're excited about. I do, however, find your tone to be rather aggressive for someone who doesn't want to argue (particularly the mini-rant about changing the ABP rules to limit other classes/builds). I didn't write these rules and I'm trying hard to make them work for everyone.

Unarmed Strikes and Natural Attacks- Attuning unarmed strikes or natural attacks is significantly different than attuning a weapon because they can't be disarmed or surrendered/secured, and many builds have multiple attacks (or options for attacks). In order to accommodate people wanting to use these combat styles, and remain true to the pricing conventions established under the standard rules, players can choose to attune their unarmed strikes/natural attacks but doing so counts as enchanting two weapons so, a +1 bonus since level 8, going to +2 at 14th level.

Ok, I do apologize then. I guess what I was trying to convey really did not come out right. I was actually trying to be a little sarcastic to convey a point. I did not intend to propose all those rule changes.

your rules do seem reasonable but I am looking for a more official answer.

also I fear I have put myself out of the running.


Thanks for the info, Nate. Okay. Now, can you please tell me if we as characters lose multiple attacks as we are now following the Fractional Bonuses by Class Level chart. It seems we now all have one attack per round. Please clarify.


I hope Myth Weavers is acceptable, though I always make an alias to post in if I get into the game that has my relevant stuff. It keeps me from having a bunch of aliases that I don't use.


TheWaskally wrote:
Thanks for the info, Nate. Okay. Now, can you please tell me if we as characters lose multiple attacks as we are now following the Fractional Bonuses by Class Level chart. It seems we now all have one attack per round. Please clarify.

Fractional bonuses are only for multiclassing. So if you multiclass like a Rogue and Monk you get a bit more BaB.

With Core, a Monk 1/Rogue 1 has +0 BaB.

With Fractional bonuses, a Monk 1/Rogue 1 would have +1 BaB (or, +1.5, 3/4 BaB + 3/4 BaB, but rounded down).


Okay. I think I get it. Add both hit die for both classes together on chart to establish true BAB. Multiple attacks are unaffected.


Yeah.

Revised Action Economy is the one that drops iterative attacks.

RPG Superstar 2012 Top 32

*quick tutorial on Fractional Bonuses*
If you're taking the same 2 classes for all 11 levels ignore all this.

If you plan to multiclass at all here's how it works:
your BAB, saves, caster level, etc, are all gained as fractions...

BAB:
if you're class has full BAB that's +1 (barb, fighter, etc), medium is +3/4 (monk, cleric, bard, etc), slow is +1/2 and it's gestalt so you take the higher of the two bonuses each time you level; add all your bonuses together and round down. here's an example:
level 1- fighter 1 (+1)/monk 1 (+3/4)= you gain +1 and BAB is +1
level 2- cleric 1 (+3/4)/monk 2 (+3/4)= you gain +3/4 and BAB is +1 (1 3/4 rounded down)
level 3- cleric 2 (+3/4)/monk 3 (+3/4)= you gain +3/4 and BAB is +2 (2 1/2 rounded down)

saves:
good saves gain +1/2 each level, poor saves gain +1/3; if a save is a good save for any of your classes you get a non-stacking +2 bonus to it. here's an example:
at level 1 a fighter/rogue gains +1/2 to Fort and Ref, and +1/3 to Will- these all get rounded down to 0 but Fort and Ref each get the +2 bonus (so... F +2, R +2, W 0)
at second level he takes another fighter level and a cleric level- now he gains +1/2 to Fort, +1/3 to Ref, and +1/2 to Will; Fort is now at +1 but Ref and Will (each at +5/6) both get rounded down to 0, however all three now gain the +2 bonus (so... F +3, R +2, W +2)
at 3rd level he goes fighter/cleric again. That raises Fort to +1 1/2, Ref to 1 1/6, and Will to 1 1/3- after rounding, that's +1 to all 3 (and all 3 gain the +2 bonus, for a total of F +3, R +3, W +3)

caster level:
this only applies if you're taking a PrC that gains caster levels for a former class, but not every single level... but since you have to ask me about the PrC anyways we'll discuss this one if/when it comes up.

This will result in better BAB but worse saves for most multiclass combos. More importantly, it prohibits any nonsense where someone lines up their classes for an artificially inflated BAB or Saves.

RPG Superstar 2012 Top 32

Rynjin (et. al)- I agree that the system is not perfect and that even with my fix there is greater potential benefits for those using weapons. I'm sorry but it is what it is. The workaround (that I see) is using brass knuckles, a cestus, or a spiked gauntlet which will allow you to attune the weapon normally and potentially use special materials like cold iron or adamantine. Alternatively, if anyone can think of another compromise that isn't quite so harsh to unarmed builds but also doesn't ignore the inherent benefits of always being armed with zero chance of being disarmed, I'm certainly willing to consider it.

Myth-weavers sheets are fine as long as there's somewhere where I can easily find a link to the sheet, your background, and the interaction all in one location.

Ed- you're not out of the running; the ability to step back, re-evaluate your approach, and apologize if necessary is an important one and you've demonstrated you can do that. regarding a more official answer: you'd have to take the question to the rules forum and try to get it flagged for an FAQ, or post it to one of "Ask <insert developer here> all your questions" threads and hope for the best.


Edward Sobel wrote:

Improved unarmed strike feat: your unarmed strikes can be either lethal or non lethal.

Brabarian, brawler rage power, If you have the imporved unarmed strike feat your unarmed strikes do 1d6 damage while raging.

there, I do 1d6 damage while raging (same as a level 1 monk).

the question is the same: can weapon attunement be used on unarmed strikes.

also the amulet of mighty fist can only contain special abilities just like all other weapons under the auto progression rules (APB).

So in my example above, I would gain the same benefit as the sword wielder at twice the cost if it can be applied.

without allowing ABP with unarmed strikes (unless monk or brawler) I have to pay twice the cost for half the benefit. a double setback.

how about we only allow swords use ABP for fighters only
or maybe only clerics can apply it to blunt weapons.
rogues can only apply it to light weapons or a rapier.

I would like some input from others of course.

I also am not truly trying to argue, only trying to make things balanced for everyone and have a healthy discussion.

Note that you're at least half confused as to how ABP interacts with weapons with special abilities.

If you buy a shocking flaming longsword, for 8000gp, you don't get to have a +2 shocking flaming longsword. The special ability bonus of the weapon is substracted from the ABP bonus.

In your case, if fists were able to interact with ABP, and you went and spent 16000gp on a Shocking flaming amulet of mighty fists, you wouldn't have +2 shocking flaming unarmed attacks.

You're not getting 'half the benefit'. You're spending twice as much gold to get the same benefit as everyone else. This is how unarmed strikes have always worked.

I'm not saying that's a good way for it to work, but you're absolutely not being treated unfairly compared to the normal rules.


@ The Dragon:

basically here is what I was trying to say. sorry if this comes out wrong:

the weapon attunment from ABP would give the weapon the +2 enhancement bonus.

the amulet with flaming and shocking would indeed cost 16,000 but without aloowing ABP to apply to unarmed it would not get the +2 enhancement bonus.

end result is spending twice the gold and not getting the full benefit.

however the compromise given by the GM is workable. since by taking the two-weapon fighting feat and allowing ABP to apply to all unarmed attacks I would be getting two +2 weapons (well actually the equivalent) for the cost of one... That would also be unfair. (this is why Amulet of Mighty Fists costs twice)

however the compromise would reduce that to +1 using the ABP and would equal a two weapon wielder applying his +2 ABP bonuses so be split at +1/+1 which is equal to what was proposed.

I hope that helps clear everything up.


This weapon enhancement thing is confusing me. Are we limited to weapons with enhancement bonuses+abilities of +2 or less? Or do we buy items with abilities and the progression bonuses add enhancement?


nate lange wrote:
Rynjin (et. al)- I agree that the system is not perfect and that even with my fix there is greater potential benefits for those using weapons. I'm sorry but it is what it is. The workaround (that I see) is using brass knuckles, a cestus, or a spiked gauntlet which will allow you to attune the weapon normally and potentially use special materials like cold iron or adamantine. Alternatively, if anyone can think of another compromise that isn't quite so harsh to unarmed builds but also doesn't ignore the inherent benefits of always being armed with zero chance of being disarmed, I'm certainly willing to consider it.

Well here's the thing: Unarmed already pays a LOT for always being armed (which is a generally irrelevant benefit. Enemies who use Disarm and Sunder are so rare as to be nonexistent in every game I've ever played...the only ones I've ever encountered who use it are PCs and NPCs I made, and a dragon from late in this AP).

Unarmed generally has MUCH smaller damage dice. Unarmed is stuck with a 20/x2 crit rate, whereas many manufactured weapons can get a x3, or 18-20/x2, and thus get bigger benefits from Improved Critical. Unarmed Strikes cannot be used in two hands for extra damage (effectively double damage, since you get 1.5x Str AND Power Attack). Unarmed attacks have a harder time bypassing damage reduction, as you've already noticed (both of the special materials variety, and of the Slashing or Piercing variety). Unarmed users are taxed a Feat or level tax in addition to all of these things, whereas a weapon user does not need any such thing, or if they want to drop a Feat get something like the almighty Falcata, who rolls with 1d8 damage and a potential 17-20/x3 critical.

Quite frankly unarmed fighting is the worst fighting style in the game unless you're a Monk, and it's not much better then. It already makes quite enough compromises that tossing on another item tax is unnecessary to the extreme.

Certainly he could use a gauntlet or cestus instead...and he'd be mechanically much better as a result. With a Cestus he has the same damage dice, access to Special Materials, a 5% better critical rate, the ability to bypass DR/Piercing, and cheaper access to magic weapon special abilities like Flaming (2k vs 4k, 8 k vs 16k, etc.).

Why tax him more for an objectively weaker option?

Then again, he seems fine with it so I'll drop the matter. It doesn't affect me in this case.


HighonHolyWater wrote:
This weapon enhancement thing is confusing me. Are we limited to weapons with enhancement bonuses+abilities of +2 or less? Or do we buy items with abilities and the progression bonuses add enhancement?

You only buy the enhancement abilities, since you naturally gain the enhancement bonus, but must reduce that bonus to accomodate the ability you chose. So to answer your question, yes, we're limited to what our enhancement bonus is.


I am going to work on a Cleric/Monk. I probably won't post too much in here just so I won't get worked up too much about making and remaking my character like the last higher powered campaign, but I'll be checking frequently.


Ashmael Spiritfire wrote:
@Shirin Ravengale, just wanted to say I think your backstory is awesome! Great flavor and cool plot points.

Thank you, I'm glad you liked it. :)

And here's my intro post:

Ameiko Kaijitsu hummed a jovial tune as she cleaned glasses behind the bar. Business was going well today, the Swallowtail Festival brought in numerous customers. One in particular brought a grin to her face as she stepped through the doors.

The woman was of average height and slender build. Her raven black hair hung loosely down her back, bringing out the bright green of her pensive eyes as it cast over them like a curtain. She wore black hide armor, adorned with white fur about her shoulders, upon which slung a bow in its quiver. Shirin was her name. She was relatively new to Sandpoint, only having lived there for maybe a year now, but in that time had become one of Ameiko's closer friends.

The circumstances that brought Shirin here were still a mystery to her, but it was clear she must have come from some elven establishment. Shirin's wild but reclusive nature reminded her of them. She set the glass she currently slaved over down on the counter, drying her hands as she regarded her friend with a teasing grin. "Not participating in the games? You could rake in the prizes with your skill. Maybe I wouldn't have to cook, I heard they're giving out pies to the winners of the Devil Hunt." She winked for a little emphasis. The answering laughter was soft, but melodic, reminiscent of birdsong and had Ameiko secretly jealous.

Shirin took up a seat on one of the stools and gave Ameiko an inquisitive stare before relenting, returning her friends cheer. "I wouldn't rob the good people of Sandpoint of their bounty. Besides, I've been told that they aren't exactly magnificent." She held her gaze steady, her smile growing ever more broad as Ameiko moaned, going back to her work. "I wouldn't want to disappoint you."

"Yeah, right. Ameiko turned, waving a ladel scoldingly. "I think you plan to keep it for yourself." Her eyes narrowed as the ladel descended and pointed straight into Shirin's face. "All humor aside, you should see the festival. There will be all kinds of people there, who knows who you'll meet? Maybe a man will come and sweep you off your feet, carrying you off into the sunset."

Shirin rolled her eyes. "And likely lose a hand."

Her matchmaking shenanigans shot down before they could take off, Ameiko's ladel drooped as did her smile. "Off with you, I'd join you but I must tend the Inn. Perhaps later."

Shirin sighed, turning to leave and rob the good citizens of Sandpoint of their mediocre pie.


Rynjin wrote:
nate lange wrote:
Rynjin (et. al)- I agree that the system is not perfect and that even with my fix there is greater potential benefits for those using weapons. I'm sorry but it is what it is. The workaround (that I see) is using brass knuckles, a cestus, or a spiked gauntlet which will allow you to attune the weapon normally and potentially use special materials like cold iron or adamantine. Alternatively, if anyone can think of another compromise that isn't quite so harsh to unarmed builds but also doesn't ignore the inherent benefits of always being armed with zero chance of being disarmed, I'm certainly willing to consider it.

Well here's the thing: Unarmed already pays a LOT for always being armed (which is a generally irrelevant benefit. Enemies who use Disarm and Sunder are so rare as to be nonexistent in every game I've ever played...the only ones I've ever encountered who use it are PCs and NPCs I made, and a dragon from late in this AP).

Unarmed generally has MUCH smaller damage dice. Unarmed is stuck with a 20/x2 crit rate, whereas many manufactured weapons can get a x3, or 18-20/x2, and thus get bigger benefits from Improved Critical. Unarmed Strikes cannot be used in two hands for extra damage (effectively double damage, since you get 1.5x Str AND Power Attack). Unarmed attacks have a harder time bypassing damage reduction, as you've already noticed (both of the special materials variety, and of the Slashing or Piercing variety). Unarmed users are taxed a Feat or level tax in addition to all of these things, whereas a weapon user does not need any such thing, or if they want to drop a Feat get something like the almighty Falcata, who rolls with 1d8 damage and a potential 17-20/x3 critical.

Quite frankly unarmed fighting is the worst fighting style in the game unless you're a Monk, and it's not much better then. It already makes quite enough compromises that tossing on another item tax is unnecessary to the extreme.

Certainly he could use a gauntlet or cestus...

This was true once upon a time. Then they introduced Horn of the Criosphinx and Pummeling Charge. Suddenly monks and brawlers are able to pounce while flurrying and deal double strength to damage, making them one of the highest damage options in the game. Unarmed fighter is from before the time they started making unarmed archtypes that actually works (ACG, I've made more Enlightened Paladins than I've made normal paladins for example). Most archtypes are really hard to make work though. I don't think the double cost of amulet of mighty fists is fair either, but given that I think the proposed solution is perfectly fine and in line with other paizo material. Arguing with GM decisions has never done any good and just ends up with people feeling bad.


Eating those three Feats puts you on par with a good 2H Fighter in damage (though the melee based Clustered Shots effect is great). Assuming the 2H Fighter has invested zero Feats beyond Power Attack (which would make the Monk's investment 4 Feats, come to think of it), and doesn't come online until 9th at the earliest now that MoMS is gutted.

I stand by my statement.

RPG Superstar 2012 Top 32

Weapon Bonuses- in the automatic bonus progression system weapon bonuses do come online slower than dedicated melee builds would probably prefer. Right now your options are:
- one free +2 weapon,
- two free +1 weapons,
- buying a weapon with a +1 quality (like keen or flaming) and still having a +1 enhancement bonus on it
- buying 2 weapons with +1 qualities on them and getting 0 enhancement bonus
- buying a weapon with +2 worth of qualities on it and getting 0 enhancement bonus
- buying a weapon (or two) with a +3 quality and knowing that you'll get no enhancement bonus until like 15th level

I know that might feel like a nerf to some but with it being standard for everyone it should work out fine. Also, there will be a variety of methods for adding to that if you want (arcane pool, divine bond, sacred weapon, the arcane duelist bard's ability, magic weapon spells, etc)

Unarmed Combat viability- at this point what's really being discussed is a game design issue, and that's well beyond anything we're going to address in a recruitment thread. The general consensus seems to be that my ruling is fair enough so we're going to stick with it and I'll ask that any further conversation be moved to another thread (which you can feel free to drop a link to in this thread for those who wish to participate).


Thanks for the clarification on the ABP for weapon attunement. I thought we got a +2 from the ABP and just bought weapon abilities. I will fix my character's weapon to reflect this new information.


well, can only dot for now.

I think I was the first person that said I totally want in on this.
Alas, I was ill the last few days and am still recovering, not feeling well.

I will definitely get something together if at all possible. I do hope that I recover sufficiently to get a proper background and gameplay impression together for you until the deadline
(permanent headache kind of interferes with creative thinking processes)


DekoTheBarbarian wrote:
Thanks for the clarification on the ABP for weapon attunement. I thought we got a +2 from the ABP and just bought weapon abilities. I will fix my character's weapon to reflect this new information.

Yeah, glad I got rid of that Impact enchantment on my weapon. ABP just seems very bad for anyone that wants weapon special abilities. The things are already usually worse than getting the simple Enhancement onuses, but between slower progression and it eating into your already stunted progression instead of just being purchased? Why would you ever get one?

RPG Superstar 2012 Top 32

I know that being limited to a +2 weapon feels tough when a dedicated melee type could usually eek out a +4 by 11th level but 1) the same limitations will be on your opponents, and 2) it will [hopefully] slow down the descent into rocket-tag... slightly...

@Mordred- you've got almost a week still, no worries.

I'm going to try to compile a list of applications tonight (if I can, I've been swamped so far today).


I have such troubles deciding between Mythic Spell Lore for Steal Power and Mythic Spell Focus. 5 power points feels so little, but Mythic Spell Focus is such an awesome boost to DC. Other than that my character is pretty much done mechanically, though still some work left on fluff.

I just found out that the Courageous weapon quality has joined the things FAQed into oblivion. Can I use the old version?


oyzar wrote:

I have such troubles deciding between Mythic Spell Lore for Steal Power and Mythic Spell Focus. 5 power points feels so little, but Mythic Spell Focus is such an awesome boost to DC. Other than that my character is pretty much done mechanically, though still some work left on fluff.

I just found out that the Courageous weapon quality has joined the things FAQed into oblivion. Can I use the old version?

While it makes sense, courageous was way more powerful than other +1 bonuses, I can't help but wonder why they keep churning out all those useless armor and weapon enchantments.

Cunning, Countering, Courageous, Grounding, Neutralizing, Huntsman, Jurist etcetera etcetera I mean, who uses that crap?


how do you want to do learning new spells for spell books and familiars and the like. buy a scroll and then pay cost to scribe it in, just pay cost to scribe it in book, something else. or do you want to go with just spells learned from leveling up.


Another question for the GM, you said we are going to be above 20th level by the end of the campaign. Just wondering how you are going to run that? new classes? Epic level rules? I'm trying to make a character outline and i wanted to know what to expect. So what is our maximum level and how are we going to get there?


Abbo's profile is now updated with a more complete background :) I hope you guys enjoy. I'll be adding even more in the next days - very excited with this character, because I love L5R (my inspiration for the "Sacred Dragon Monk"). Feedback is welcome!


i am the RL friend the gm mentioned. i am thinking of running a pali/rogue any thoughts on build specifics would be welcome


Rynjin wrote:
DekoTheBarbarian wrote:
Thanks for the clarification on the ABP for weapon attunement. I thought we got a +2 from the ABP and just bought weapon abilities. I will fix my character's weapon to reflect this new information.
Yeah, glad I got rid of that Impact enchantment on my weapon. ABP just seems very bad for anyone that wants weapon special abilities. The things are already usually worse than getting the simple Enhancement onuses, but between slower progression and it eating into your already stunted progression instead of just being purchased? Why would you ever get one?

Yea that's why i was confused. Didn't think 50gp for a +2 greatsword matched to 8k for abilities and no enhancement. Oh well guess we can at least get higher enhancements at level 19+.


JoeLudwick wrote:
i am the RL friend the gm mentioned. i am thinking of running a pali/rogue any thoughts on build specifics would be welcome

Here you go! This build is designed to maximize defenses and limit multi-attribute dependence.

Your race is human. With your 30 ability points, are going to put 10 points each into Dexterity, Constitution, and Charisma.

Str 10
Dex 16+2+2=20
Con 16
Int 10
Wis 10
Cha 16+2=18

Take levels in unchained rogue instead of regular rogue. Your maximized Dexterity will help with rogue sneakery, and also benefit from...

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Because Dexterity replaces Strength, you can use all sorts of good feats like Power Attack. Use one of your feats to pick up Exotic Weapon Proficiency in the elven curveblade (crits) or the elven branched spear (reach).

Your high Constitution helps with hit points, Fortitude saves, and staying alive with negative hit points.

Your maximized Charisma will not only help you to be a good social character, but taking the enlightened paladin archetype will get you this...

Confident Defense (Ex)

At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.

As well as a host of other nice benefits. For a bit of min-maxing, you might want to go full levels with Rogue, but have your other class be Paladin 4 to get the most out of your Charisma modifier and get a ki pool, then grab levels in weapon adept monk. You will be fast, have a high AC, great saves, and very durable.

/two coppers


SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (Two-Handed) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Seth86 - Nox - (Trickster) CG Human Rogue (Unchained) 11 // Magus 5 / Shadowdancer 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (?) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Guardian) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6

Joe Ludwick - Paladin // Rogue


Champion/Trickster for my Mythic Path.

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