Friendly Fighter

Ainslan's page

177 posts. Alias of François Buisson.


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Robert Hawkshaw wrote:

Hmmm, Black Armand - This anywhere near the rogue? - More shortsword / shortsword than longsword / shortsword.

http://www.reapermini.com/FigureFinder#detail/02152

http://www.reapermini.com/FigureFinder#detail/02618

http://www.reapermini.com/FigureFinder#detail/02626

http://www.reapermini.com/FigureFinder#detail/03065

http://www.reapermini.com/FigureFinder#detail/03286

http://www.reapermini.com/FigureFinder#detail/03345

http://www.reapermini.com/FigureFinder#detail/65032

There is a pile of minis over at reaper.

Thanks a bunch! Just found the one that will be perfect right there!

http://www.reapermini.com/Miniatures/rogue/latest/03237


sanwah68 wrote:

The Gnome is easy...this one.

I bought one for my husband's Cavalier from Paizo (it is showing as unavailable now) and it also came with an unmounted version. If you put the name into google there seems to be a few purchasing options.

Gilfalas: it may even be the same figure.

Oh wow, this mini is AMAZING! I planned to try and get my hand on an halfling outrider, but this blows it right out of the water! Sad it seems I won't be able to order all from the Paizo store tough. :( Ah well...

For the cleric, I think I'll go with Romeo Exett from the Anima Tactics Line (light faction), but I am still amiss for the rogue. My orginal idea was a good old Riddleport Tax Collector, seems fitting enough.


Not sure this goes here. I do need advice, just not about the rules...

Anyhow, we recently started a new campaing, and I want to outfit our group with nice minis. However, for a few of them I'm not sure where to look. I went trough a few ressources (namely the Paizo online store and the Reaper's site) and for once I can't seem to find what I'm looking for.

Our group setup is the following:

-Me, a Musket Master/Inquisitor of Iomedae. The mini I use is Garell the Redeemer from the Rhackam Confrontation line. I own this one already, and it rocks.

-A Holy Hunter (Paladin archer archetype) of Iomedae. He's flamboyant, clad in golden armor and carries a huge composite bow. For him I was thinking of using one of the William Gallant minis, from the Magnificient Ego Line. Other ideas are welcome tough.

-A male cleric of Iomedae. Pretty much standard issue from what I remember. War and Heroism are his domains. Rarely fights, but uses a longsword when he does. I guess for this one there is simply too many options, but I'd still like ideas.

-A male half-elf melee rogue. Arms as wide as the sides of a barn, dual wields a longsword/shortsword and likes to throw daggers a lot. Half-elves minis seem rare tough, might need to use a human. Or a beefy elf, if those exists anyways.

-And for last, the trickiest of the lost: A mounted gnome Paladin. For now he's mounted on a dog, but plans to use a boar later from what I understand. Only mounted gnome I found so far is from Reaper's, and is on a beetle (?!). I guess I'll also need another mini for when he's on
foot.

We are using decent enough proxies, but I'd like to outfit my friends with cool minis for Christmas. So thanks for the help!


So. Many. Fun. Options.

Easter:
-Easter Druid. Your favorite shape is a bunny.
-Easter Summoner. With a Giant Pink Deadly bunny as an eidolon.

Valentine's Day:
-Cupid, Arcane Archer for Hire (or any other archer theme build)

Indedence day:
-Tommy J., a gunslinger from Andoran with a top-hat.

Halloween:
-Jlords' halloween witch idea is seriously wicked. Pun intended.

November 1st (Day of the deads):
-Why, a necromancer of course!

Summer solstice:
-Fire sorcerer. Bring on the heat!!!


Oh, by the way, bonuses of the same type are, with a few specified exceptions, never cumulative. Which implies that trait bonuses are also not cumulative. As such, you can't have 2 traits that give the same bonus (as is the case here, both your traits give a +1 trait bonus to Will saves). Well, you could take both, but you'll only end up with a total trait bonus of +1 to your Will saves.


Steelfiredragon wrote:

......

did she threaten your character first??

if she did, then tell her this, the sun blade is like the holy avenger.

you take an alignment hit with that threat and if she wants it for RP reasons.... well btw whats her alignment??

its a sunblade and she worships a sun god... not a good arguement one way or the other.

I can be LN and worship sarenrae and would take a -1 to hit and all for it.

still a oracle of the sun godd and all but I would be unable to use that weapon at -5 to hit, both with not being proficient and and for not being good aligned.

same goes for you.

bodily harm will result in an alignment hit.

not an option.

I had overlooked that. Yet another reason not to resort to violence. OR even being manipulative and indirectly causing the other character's death. Both way of actions can not be defined as good.


Blue Star wrote:
... but I've already said the Summoner has me beat in pretty much every way, so I'm pretty darn sure he's a lot closer to being the "star" than I will ever be.

We might be on to something there... I don't know the Summoner so well, as I haven't looked at them since the playtest, but can't some types of Eidolon use weapons? Is yours the kind that could? If so, give the Sun Blade to the Eidolon, who will make an even better use of it! I'm sure King Solomon would share my advice...

Now, more seriously, as for solution, are you far from gaining a level? Would the DM be opposed to you taking Leadership as your next feat, and taking a healer as a cohort? Maybe he could be teleported him, or you could save him from some dire situation... That would allow you to effectively ignore the Oracle without threatening to kill her.

Which brings me to my next point: Her threatening not to heal you is far from the same thing as you threatening to actually kill her. Not at all. Even tough the characters are in a fantasy world doing a dangerous quest, and there is quite a difference in context, let me use the real world as a parallel: Should you actually decide to kill the Oracle, your action would be murder, plain and simple. Her not healing you would merely be failure to provide assistance to a person in danger, something that is not even penalized most countries (including the US with some exceptions). Even tough the context is different here, those two things absolutely do not share the same level of gravity.

Also, I strongly doubt she'd actually stop to heal you. Indirectly provoking your death would certainly lead to hers soon after, and surely she can see that. As such, if I were you I'd call her bluff. Silently. Just don't provoke her by doing so in her face, as doing so might make her tilt enough for her to make good on her threats, humans being generally driven by their monkey brain and all. Simply refuse to hand over the sword, or agree to give it to her once you finish the Quest.

In short, killing her or threatening to kill her is NOT an option.

At the very worst, I guess you could try to evaluate the dangerosity of a situation, and when you find an enemy that would be over her head but not yours, give her the weapon and politely invite her to go kill the thing. When she dies and you don't, grab it. THAT would be the equivalent of the threats she's doing you. It's still a jerk move, but at least it's not outright murder.


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LazarX wrote:
Ainslan wrote:
I see a lot of people promoting the oracle's "RP" reasons. I call it vanity. The group is fighting dangerous ennemies, buffing the groups survival is in everybody's interest. Any character saying the contrary is NOT roleplaying, they are being petty. In our groups we always outfit the frontliners first, and the commonly have double or tripple the wealth value of the others. Why? Because we want to live, and if the frontliners die, the rest will soon follow. If she wants the damn sword, the oracle damn better be using it. Magical treasures are not meant for fluff or vanity, they're meant for survival. Fluff does not need gear, it is self-sufficient.

Again we're only seeing one viewpoint here, we also see one player who's carrying what looks like the bulk of the group treasure with weapons he admits to not using.

Yes I understand outfitting the frontliner is a priority, but this isn't WOW, there is no tanking, and other characters need consideration as well.

Also the at least one of the primary uses of the sun blade the aoe attack vs undead requires no weapon proficiency at all. Having someone other than the main melee be using their action to activate that function is sound tactical sense.

And above all, what I see here is petty argument about loot possibly inspired by prolonged character history. That's the real problem here, not who should be "best" at using one particular piece of swag.

Granted this is not WoW. But party roles are still applicable. In a game I was DMing, the group outfitted the dwarf fighter first (and i mean HEAVILY invested in him). At some point, against the dungeon boss, most of the group failed a fear save, and started running in chaos. It should've been the groups end, but the "tank" made his save and single-handedly held (and severely weakened) the boss and it's two minions for FOURTHEEN rounds, just about enough time for the fear to run it's course and the others to come back. Just then did he fall, but then his allies could finish the ennemies. This was truly epic. Our groups philosophy is generally to give items to the member who will most help the group with it, and it works wonders.


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I see a lot of people promoting the oracle's "RP" reasons. I call it vanity. The group is fighting dangerous ennemies, buffing the groups survival is in everybody's interest. Any character saying the contrary is NOT roleplaying, they are being petty. In our groups we always outfit the frontliners first, and the commonly have double or tripple the wealth value of the others. Why? Because we want to live, and if the frontliners die, the rest will soon follow. If she wants the damn sword, the oracle damn better be using it. Magical treasures are not meant for fluff or vanity, they're meant for survival. Fluff does not need gear, it is self-sufficient.


Buri wrote:
Azure_Zero wrote:
Buri wrote:
Psh. You people are your CRs. Involve the Gods themselves. Or just one. Teleport them to the pit where Rovagug is imprisoned.
Why not the big cheese of Devils, Daemons, or Demons.
That Zon-Kuthon (probably misspelled that) guy is pretty nasty.

Yeah, but he's not very proactive. I'm more scared of Rovagug myself. And besides, some people think Zon-Kuthon is all kinds of wicked fun...

Kelsey, in what area do you live? I'm sure someone here on the forums could point you to a few mature and dependable players. Sure beats asking around the game store. From what I've witnessed, the percentage of jerks amongst the kind of people hanging there is too great for me to ever risk recruiting this way without further reference.


Icyshadow wrote:

Okay, I know it's an unusual sight even by the canon of the setting, but Lawful Neutral followers of Zon-Kuthon do exist and are indeed possible, and there was a thread on this once that I felt like ressurecting, but then I changed my mind.

So, any tips on how I should build up on the attitude (towards her allies) and rituals of my Cleric of Zon-Kuthon (who will later take levels in Pain Taster when I do get to play some day) that I might not have thought of? I mean, I do know she's unusually calm and leaning more towards masochism instead of sadism, and is sorta protective of her allies, whom she regards more as "people she happens to kinda like" instead of as "friends".

She's probably wearing something painful (and arguably kinky) under her robes (though she has some clearly visible piercings on her ears) and is reluctant about hurting halflings due to having been (accidentally) freed by the Bellflower Network (she was formerly a slave in Cheliax) but really, REALLY enjoys hurting followers of Asmodeus and Lamashtu. As a side-note, I really hope I don't need to bump this thread like I've been forced to bump other threads I've made lately.

This will be difficult at best, as Kuthites seldom have any other motivation than to inflict suffering on themselves or others, but clearly, you need a goal. A deeper motive that will push your character to do something other than flagellate herself and go out adventuring. Once this is done, the hardest part is behind you, as Kuthites are actuallty pretty good at blending in and not very agressive or disruptive toward others.

Attitude toward your allies should probably be one of disturbing indifference. They do their stuff, you do yours, and it just happen to be mutually beneficial. Depending on your party setup, you will be able to do wonders with the bluff and intimidate skills (actually you don't need bluff, since you'll probably mean it when you'll say "answer me and your pain MIGHT not last as long". Maybe they won't like you, but they will certainly respect your usefulness (avoid pallys tough).

As for your rituals, well flagelation, mutilation, self-cuts, S&M stuff is all good, just try not to go to far as the others players rarely enjoy hearing about that kind of stuff, or at least it tends to get really old really fast.


The spots I tough might fit well for a dip would be level 2, 4 or 6.

Also, all the way to level 5 inquisitor might be interesting (for Bane), but I'm not really sure it's worth it.


Body armor is calculated for the whole body, but gloves, boots and such are magic item slots. So you can get stuff like winged boots, belt of giant strength and the like.

So far, you build appears top notch to me, just maybe put your highest stat in Strength. If you do not have that 3rd 18, 16 in Con will be way enough. Strength can never be to high.

As for deities, unless you are a divine class (and for religion traits) they have no mechanical impact whatsoever. They should however strongly impact your role playing if you chose to be especially devoted to a deity (like by taking a religious trait). But again, no mechanical effect at all.


You can't really optimize "a" cleric, as there are simply too many possible builds. Would it be possible to start by saying what kind of cleric? If all he wants to do is heal, not much need to go farther that taking the healing domain, as this lead to truly outrageous heals. For the rest, it takes a bit more work.


Maxximilius wrote:
Ainslan wrote:
That said, for the case at hand, excuse me if I sound rude, but don't you think you are being a bit over controlling? I mean, does it really hurt your game that much if your players dip to have more powers? The point of the game is to have fun, and it seem they get their fun in playing near superheroes.

To be fair, her issues were with options the players abused and voluntarily misread, which made them way too overpowered and thus needing control. Except you can't control this kind of munchkinism. The player knows he's wrong but still argues just because it hurts in his poor little heart.

And our DM is hyper-comprehensive, we still optimize the hell out of our characters (including roleplay-wise).

Yeah, saw that from later posts. Edited mine for that. Really, do dump em, for your own sake.


From the way you put it, you do seem to run into troublesome groups a lot. It is not necessarily an issue with you tough, as groups all have their different play style. So it's quite probably more an issue of difference in taste than a problem with you personally.

That said, for the case at hand, excuse me if I sound rude, but don't you think you are being a bit over controlling? I mean, does it really hurt your game that much if your players dip to have more powers? The point of the game is to have fun, and it seem they get their fun in playing near superheroes.

Now, it seems that this ampers your fun. Why? This is the question you need to ask yourself. You need to be having fun too, if you are not, something must be changed. Could you simply let go and accept that your player like this and that, direct your campaign this way? If so, this could be the simpler solution. If not... well then you need to change group for a more fitting one.

Edit: A lot of new info between when I started writing this post and the moment I posted. Considering all this, you clearly have a bunch of loudmouthed power-gamers for players. And clearly, this is not a style for you. Quit your group,and do it now. They will only bring you grief. They problem is not level dipping here, it is their attitude.


A thing that might have been left aside, as most people consider it minor are your traits.

As a fighter, you definitely do not need armor expert. Armor training and a masterwork suit will take care of that. And unless you plan to be swimming, climbing and stealthing all the time, Armor check is'nt that of a big deal for you.

Quite a few traits increase saves by a point. It may not seem much, but for a fighter a +1 to Will saves is always good to have, and might save your whole party's life.

Rich parents is great at the start, but you'd barely notice the difference by level 2, and probably not at all at levels 3 and higher. You'll come accross masterwork stuff pretty soon in your adventures. So if I were you I'd drop those too and go for something else. Hey, your background already mentions you were bullied as a child, so why not take the most popular trait of them all, Reactionary, for a +2 to initiative? Or a +1 to a reflex save too? Or modifiy your background a bir, say you became a trainee of the Pathfinder Society and take the astoundingly good Defender of the Society trait? (+1 AC with medium or heavy armor).

Also, Iron Will is a must. It's true that a bad will save will make you kill your party, I almost just did that in one of our games (as a sword and shield fighter), over 1 failed save.

That said, even considering this I'm not so sure of your choice of 18 in Wisdom and 15 in Con. Putting your other 18 in Con would net you 20 more HP at level 10, with only 2 less on your will save, and 40 more at level 20. It is definitely noticeable. 15 Wis seems quite enough for a fighter, especialy if you do dump armor expert for a +1 to will saves trait (and if you happen to worship Iomedae, purity of faith in particular is crazy good).

Finally, with such a high dex I think you really should consider taking Combat Reflexes, probably in place of Weapon Focus. WF might give you more chances to hit (wich will barely be felt in the grander scheme of things with all your bonuses), but Combat Reflexes will give you downright more attacks.


My group just started a new campaign. I decided to play a gunslinger (musket master archetype) and when most of my group opted to create some kind of "Iomedae's strike team", I agreed to join them with a common background and philosophy. I also tought of dipping a few levels of Inquisitor to increase the flavor factor and my overall utility.

But then while working on my build, I started to realize how much it would probably hurt my dps, given all the goodies gunslingers get each level, combined with the party setup. I'm coming here for advice as to how many levels of Inquisitor would be optimal to fit in (I was thinking 1 to 3, if any), and WHEN to take them?

Our party is composed of the following members:

-Gnome paladin of Iomedae, mounted fighter (dunno if he uses an archetype, don't think so)

-Human paladin of Iomedae, Divine Hunter archetype. Took money traits (rich parents?) so he could start of with a MW Composite bow set up to his strenght rating.

-Half-elf cleric of Iomedae, standard build from what I see. Took War and Heroism as his domains I believe.

-Half-elf rogue. High str&dex and favors throwing daggers when the ennemy is out of his reach.

We started gaming with AD&D 2e ed, and as such still favor rolling stats, in the open before everyone. While I'm generally quite unlucky, the gods of gaming really blessed me this time around, with an astounding array of 17, 18, 15, 15, 13, 13. So, without further ado here is my planned gunslinger build:

Cassiel, the tears of solitude
Human musket master 1, LN

Str: 13
Dex: 18 (+2 human = 20)
Con: 15
Int: 15
Wis: 17
Cha: 13

1.Point Blank Shot
(Bonus) Rapid Reload: Musket, Gunsmithing
(Human) Precise Shot
3. Rapid Shot
(Gains the Fast Musket deed, so I can reload as a free action with Paper cartridges)
4. Deadly Aim; +1 Dex
5. Weapon focus: Muskets
7. Snapshot
8. Improved critical: Muskets; +1 Dex
9. Improved snap shot

Now the questions is, when should I include Inquisitor in my build, and for how many levels? I initially wanted to take a dip as soon as level 2, to benefit from the huge front load the class has. But I also realize a gunslinger wants to get to level 5 ASAP to get Gun Training. I my case it will be devastating.

Also, while perusing the teamwork feats, I saw the Target of Opportunity feat, which becomes downright crazy if both the Holy Hunter and I take the feat (or if I take 3 levels of Inquisitor and take it with Solo Tactics). I just might take it at level 8 instead of Improved Critical.

I also wanted to fit in dodge/mobility/deft shootist somewhere in there, but I can hardly see where before level 13 and up.

Please note that I have no idea up to which level this campaign will take us. Hopefully past level 10.

The first Inquisitor level I would take would look something like that:
+0 BaB
-Gain class skills: Diplomacy, Knowledges (Dungeoneering, Religion, Nature, Planes), Sense motive, Spellcraft, Stealth
-Domain: tactics
-Judgment 1/day
-Monster lore
-Spells known (2 of either): Comprehend Languages, Deadeye's Lore, Disguise Self, Expeditious Retreat, Long Shot, Know the ennemy, True Strike

I initially planned to take only 2 levels of inquisitor, to get Detect Alignment and Cunning Initiative. The third level is also appealing for Solo Tactics. But it is clear that every level of inquisitor will greatly hamper my damage output.

Sorry for the long read. In any case, any opinion/advice is welcome. Thanks!


Abraham spalding wrote:
Ainslan wrote:
Abraham spalding wrote:

Realize that if your allies are using guns you can quick clear their guns too.

Also you don't pick and choose deeds -- you get all that are listed for your archetype.

You get them all? Really? I kinda assumed they were like feats, rage powers and rogue abilities, and you picked one at the relevant levels.

Yeah... skimming versus reading ;D

Ahah, got me! In any case thank you, you just made my day there! :)


Abraham spalding wrote:

Realize that if your allies are using guns you can quick clear their guns too.

Also you don't pick and choose deeds -- you get all that are listed for your archetype.

You get them all? Really? I kinda assumed they were like feats, rage powers and rogue abilities, and you picked one at the relevant levels.


Abraham spalding wrote:
Or if you are a gunslinger you could of course just use quick clear...

I was wondering just how mandatory quick clear is for a gunslinger, considering that in a campaing were starting I'm going to play a musket master, and that from level 13 they don't misfire anymore with a two-handed firearm (so at this point Quick Clear becomes completely useless). I was contemplating Gunslinger's Initiative instead.

Still, it appears that this Deed is pretty much mandatory to the class.


How much time does it take to clean a gun (lets say a Musket) that misfired if you don't have Quick Clear?


About the embers, each blacksmith will use specific embers.

The first blacksmith, Rickert I believe, will use the large magic and enchanted embers. The second blacksmith will use divine, large divine and dark embers.

Also, I previously mentionned Crystal Lizards as a mean of getting twinkling titanite. They deserve a post in themselves.

Crystal Lizards are elusive little critters that will run away when they spot you and try to burrow to safety. When killed they drop one or more twinkling titanite and sometime other kind of titanite (some of them might even drop a slab!). They do not respawn when they die. However if they just burrow away, they will come back if you die/rest at a bonfire/reset the game. This means the most efficient way to catch one that got away is to stand where it first was, quit your game via the menu and log back on. The lizard will be just beside you waiting to be harvested. Dead lizard will not respawn. So make sure they do not fall to their death, and to kill them somewhere you can loot. If you are unsure, let it escape and try again.

Note that a large amount of crystal lizards can be found in an area call The Great Hollow. The lizards there are a bit different. A total of about 10 lizards live there, but only 4 or so will spawn at any given time, concentrated in 4 various locations in the hollow. The game will randomly check each time you respawn/rest/reset to know which lizard spawn. If any of the selected lizard has already been killed, no lizard will spawn on that spot for that occurence. This mean that if you see a spot with lizards, stand there and quit/log back on until you are confident you have killed all of time (ie, no lizard spawned there for quite a few resets).

Also, twinkling titanite can be obtained from Snuggly by trading him various kinds of moss. You can get up to 3 this way. (There is a bug allowing you to get much much more but it will be soon fixed). Snuggly is a talking bird living in a small nest on the path down to the undead Asylum (yes, there is a way to get back there, and you can reach it before ringing the first bell). To trade with Snuggly, drop an item in his nest, and log out/back in. If snuggly likes your gift, your reward will be in his nest instead of what you dropped.


Upgrading requires both materials and costs souls.

Titanite shards are used to upgrade regular weapons up to +5. I believe the cost of the upgrades are 200 souls per + at this level. Titanite shards will be found as treasure and as drop from some ennemies. Also, they can be bought from 800 souls apiece from Andre of Astora.

After +5, upgrading branches up various paths. To go trough these paths you will need to chose the Modify Weapon tab in your blacksmith's options. Also, to modify a weapon into a specific branch a blacksmith needs a special item tied to that specific branch that is called an Ember. You find those around the world and bring them to the blacksmith. He'll ask if he can take it from you, and when you give it to him it opens that related upgrading path. This means that you can only upgrade to +5 until you start finding Embers.

Also, it is at this point that different kinds of titanite will be needed for upgrades. Large titanite shards, titanite chunks, green titanite, white titanite and red titanite. Also, titanite slabs exist of each colors to get the final upgrade in a given path (those are very rare, up to 3 regular slabs can be found in game, and 1 of each color. They can be dropped by some ennemies, but this is an extremely rare occurence, akin to getting a world drop epic in WoW).

There are various levels of upgrade.
-Normal up to +15 (special embers required past +5 and +10)
-Divine up to +10 (from a +5 weapon, require divine ember and large divine ember past +5)
-Occult (from a +5 divine weapon, required Dark ember)
-Magic up to +10 (from a +5 weapon,requires large magic ember for +6 and up)
-Enchanted up to +5 (from a +5 Magic weapon, requires enchanted ember)
-Raw up to +5 (from a +5 weapon)
-Fire up to +10 (from a +5 weapon, requires large fire ember for +6 and up)
-Chaos up to +5 (from a +5 fire weapon, requires chaos ember)
-Lighting up to +5 (from a +10 weapon)
-Crystal up to +5 (from a +10 weapon, requires crystal ember)

Note that crystal weapons and armor can not be repaired.

Also, note that giving an special enchantment to a shield WILL NOT increase any elemental resistance, only give elemental attack power. On a shield. Yes, it is as useless as it sounds.

Twinkling Titanite is used to upgrade special weapons and armor. Special is a pretty generic term, as a lot of armor suits fall into this category. Black Knight weapons, most of the weapons dropped from large ennemies, and almost of of the armor sets that are not the starting set of one of the classes. Upgrading an item with twinkling titanite costs 2000 souls per if I remember well (or is that boss weapons?). Twinkling titanite is a rare resource that you will rarely find in as treasure, but mostly as a drop from the elusive Crystal Lizards*.
Special weapons upgrade to a max of +5.

Dragon Scales are used to upgrade Dragon Weapons or given to the Everlasting Dragon to advance in the Path of the Dragon Covenant. They are extremely rare, and are acquired by defeating dragon-type ennemies or winning duels as a Dragon-covenant member. Upgrading a dragon weapon costs the huge amount of 10K souls per level along with a varied number of scales. Dragon weapons are extremely powerful, but do not scale with any stat at all, which greatly reduce their effectiveness past a certain level (exception being the Moonlight Sword). And with the Drake Sword, lowliest of all dragon weapons, this level comes pretty quick.
Dragon weapons upgrade to +5.

Demon Titanite is used to upgrade weapons crafted from the souls of certain bosses. The chance to craft such weapons will come to you later in the game, when you meet the giant blacksmith. To craft a boss soul weapon you need: A boss soul (obviously), a certain type of weapon upgraded to +10 (type of weapon required varies for each boss soul, there are generally 2 different options, sometimes 3), souls and I believe some titanite. Some boss weapons are very powerful, some are rather weak. Boss weapons upgrade to a max level of +5.

Oh, and finally a very important tip: If you happen to find an item called Firekeeper's Soul, DO NOT consume it. Bring it to a firekeeper (the first one is the mute chick in Firelink Shrine, you will meet others later) and ask to "Upgrade Estus Flask". Your flask heals will now be permanently stronger.


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As for the tips:

1. When you get to Andre of Astora, the burly blacksmith near the church, be sure to buy a repair box. This will allow to repair your weapons and armor yourself at bonfires. A broken weapon is bad enough in Undead Burg, but in Blightown, or the middle of the Tomb of Giants you will scream to all hell if you can't repair.

2. Do play online. Tips are extremely usefull. Invasions might be frustrating if you're not Way of the White, but are a great source of Souls/Humanity if you get good at PvP. Also, the NPC invasions might net you some cool items, and you'll waste the chance to experience them if you kill the boss of the area without having experienced them.

However, be wary of people who think it's clever to leave tips like "Try attacking" before an important NPC or "Try jumping" before a ledge.

3. Iron Flesh is a Pyromancy spell that is sold by Laurentius of the Great Swamp, the first Pyromancy trainer. You will find him stuck in a barrel somewhere close to the beggining of The Depths. To save him, DO NOT attack the barrels. Roll into them instead. Currently Iron Flesh raises your defense and poise to absurd levels, making you able you able to wistand the heaviest blows without flinching (i.e allows you to 2-hand your big weapon and assault the ennemy, practically ignoring it's blows). However it prevents rolling and makes you move VERY slowly. This spell will soon be nerfed.

4. Can can only be part of one covenant at a time. Joining a new one will break your old covenant, and in some case make the NPC that proposed the previous covenant to you angry at you. To prevent this, always leave a covenant by talking to Oswald of Carim. You will find this NPC in the tower of the Undead Church. I think he appears right after you ring the bell. Also, if you make an NPC angry you can come to see this guy and pay him to get your sins pardoned (and be friends again with the NPCs). Breaking a covenant with him is free. Being pardonned costs [Your level*2000] in Souls. Better safe than sorry.

5. At some point you'll meet a cat. She is VERY sensitive, so I suggest you agree with what she says (she's a real diva and hates being told NO). If you make her angry or are not satisfied with what she offered you, refer to #4.

5. If a boss has a tail, try to chop it.

6. Upgrade, upgrade, upgrade! This will make a world of difference to you.

7. Some unassuming items become very good if upgraded. A good exemple of this is the Hollow Soldier Shield, which is one of the best shield in the game at +10 (for now, it's going to be nerfed soon).

8. Stability is very important on a shield, as it allows you to lose less stamina by blocking blows (and as such block more/harder blows). Good contenters for this are: All greatshields, the Hollow Shield when upgraded (past +5 or so), the Balder shield when unupgraded (past +5 I believe Hollow is better).

9. In the Church you can unlock an elevator/shortcut back to Firelink. When you get there, play around with the elevator. There is a few secrets to be found. Open you eyes, and practice your jumping.

10. Do not be afraid to die, especially if it's by trying stuff. There are amzing things to be discovered this way. Also, try to stay away from the Wiki, as it abounds with spoilers and you might end up feeling like you finished the game without having played it halfway. We already said a lot, but nothing too spoilerish. And we'll be glad to continue helping you.

Incidently, what was your starting class?


Wow, this thread really picked up. :)

Ornstein & Smough are considered one of the toughest fights in the game. With reason. There was so much crying posts on the net about these guys that I kinda got affraid of them, and decided I would take NO chance with them (also I wanted to kill Ornstein last for his spear and armor).

So I made sure to put all chances on my side. Reverted to human, summoned Solaire, grabbed the Crystal Ring Shield I had just crafted, got a strong grip on my BSK+5, and went Captain America on their asses. Granted, that's a cheap tactic that soon won't work anymore. But hey, it's effective. They both fell in under 2 minutes first try, and I escaped with my sanity unscathed.

(The Crystal Ring Shield is a shield/weapon you craft using the Soul of one of the sub-Bosses, the Moonlight Butterlfy. You throw it on ennemies, and a bug makes it so that it adds the attack power of your right hand weapon to its own. So with a strong weapon you utterly destroy pretty much anything. This will be fixed in the upcoming patch, making this shield into pretty much a novelty item).


Great game. Presently at the last boss (been for a while). But did'nt really want to go fight him until I had bought / got everything from the NPCs, gotten every weapon and improved the stuff I use to the max, including a weapon of each Lightning, Fire, and Divine (and maybe occult too).

Anyhow, Nathan's tips are spot on. Just realize the Drake Sword you get from there is a crutch for the early parts of the game. As soon as you can (which is shortly after) you should work on mastering and improving another weapon of your choice. The Drake Sword is NOT worth improving.

My personnal favorite was the Black Knight Sword I got from the first Black Knight (I was lucky as it is a rare drop). Learned it's swing pattern/timing, got it to +5 as soon as I could, and everything became much easier.

Also, decide on a build (either Str, Dex, Int or Faith) and try to stick to it. If you don't know what to increase, put points in END, it's the most important stat in the game (tough a bit less for casters). RES is useless. Do not touch it.


Muser wrote:

Why even make a thread about this?* This has happened loads of times in the groups I've played. RotRL in particular is very language heavy and it could just be that everyone else was pretty aware of the fact, while the paladin player just concentrated on smashing stuff to a pulp. Pally players are like that.

I agree with Chugga and Ravingdork(woah). Some reshuffling and soon it'll beceome one of those tableside funnies, such as when we made a flying colossal tyrannosaurus.

*Disclaimer: Sorry if that seems harsh. I mean it more in the vein of "Should have made a thread about silly player mistakes rather than an advice asking one"

Maybe I should've posted that in general or some other forum, but there are some legitimate questions. And thanks to you guys for the pointers. Our DM is pretty harsh sometimes, but tries to be fair and considering the situation he just might let the swap fly.

And thanks for the "voices in the head" idea, pretty good fluff way to explain how he would've learned a few new languages, and convince our DM to let him learn new ones quickly, since he hates the skill mechanic for learning a new language, being more of the "language are complicated and long to learn, study one for a few months and then we'll talk" school.


Chugga wrote:
Personally (and I'm assuming he's a newish player and deserving of a little leeway) I'd just allow him to retcon a few ranks of linguistics and call it a day.

The worst is, he's not new to gaming in general AT ALL. As for PF, I don't know his exact history, but I assume he started at the same time we all did, which is a bit under two years ago, when we started the campaing. We're not native english speakers tough, so that might be part of the problem.


Love

1. Gunslingers. I have no problems with firearms in a fantasy settings, and those guys reek of cool.
2. The Antagonize feat. Yes, I went there.
3. Inquisitors
4. The art
5. The APs
6. CMB / CMD
7. Traits
8. Way skills are handled (no more of that half a rank crap)
9. No dead levels
10. The campaing world

Hate

1. The fact that general erratas seem to be made with organized play in mind. Just update the PFS rules and don't errata something if it's not to fix an obvious mistake or typo.
2. That many APs seem to be "On a timer"
3. Weapon list of the Inquisitor
4. Crossbows
5. Crafting rules
6. System sometimes require lots of math to pull out moves (iterative attacks + TWF + power attack (and off hand) + special situations, like enlarge or such)
7. Lack of APs that bring the PCs to level 20
8. All the forum discussions considering optimisation for a character at level 20 taking #7 into account.
9. The fact that magic items are so much part of character advancement that you need a "Character wealth by level" table.
10. Unclear magic item creation rules for new items, while everything else seems to be so standardized.


One player in our group just had to make a new character, his previous Paladin having been pulverized into a fine mist by an angry giant.

He made an Infernal bloodline halfling sorcerer specializing in charm spells.

Thing is, he doe'snt always think things trough, or tends to read the rules to quickly or missing important points. (For instance, he took the feat "Prefered Spell" for his Sorcerer (he tought "Cast Spontaneously" meant cast as an immediate action... sigh) or said he wanted to cast Dominate Person on a raging barbarian about to charge him. Also, he pops spells like an addict would pop pills while in the middle of a pretty dangerous dungeon and we're on a timer.

Spoiler:
We are in the process of inflitrating the Fortress of the Stone Giants in RotRL, to stop Morkmurian and his army.

Anyways, the latest problem that showed up seemed to be the worst one, as it pretty much jeopardizes his whole build.

You see, the character has a very average intelligence score of 10, and only speaks common. Did'nt take the Tongues spell or invest in languages, mainly because he lacks skill points, and because he did'nt want his character to look like he was tailored for the campaing (we seem to be having some translation problems with old ruins and all that).

So, the first encounter we're we faced his little language problem went pretty much like this:

Were invisible trying to push trough the place as fast as possible. We come upon a narrow passage blocked by a couple of trolls, and they start talking about how they smell us (DM's way of saying to us that we won't be abble to sneak past this encounter). Halfling backs away a bit, hides and then casts charm monster on each troll, both failing their saving throws. Now he starts talking to them.

[Halfling](In common): Hey there my friends. Let us pass. I bring prisoners for the [Boss' name redacted]. They are invisible so the other brutes here won't eat them right away.

[Trolls] (In giant): Hey look, cute little thingy here. It looks like it's trying to speak to us! It's so cuuuuute!

[DM]: So, how are you going to get them to do what you want?

[Halfling's player]: You mean they don't speak common?

[DM]: Nope. And thanks for reminding me by the way.

[Me]: Wait a minute. You're telling me you made a beguiler, did'nt invest in linguistics AND did'nt take the "Tongues" spell?

[Halfling's player]: Uh.. yeah, did'nt think about that part...

[Us]: /facepalm

In any case, my character tried to pull the halfling away and whisper him his message translated in giant to repeat. The trolls then instructed him to bring the prisoners to the cages, which we had just emptied. That's pretty much when I drew my sword.

Now that I'm done ranting, any suggestions on how to fix his little problem? Other than me killing him and having him create a Wizard I mean. Oh, and why we're at it, how do you guys handle the rules for learning new languages in game, both normal ones and obscure dead languages?


Depends on the target. For instance, if used to finish a witch character or a hag, it'll be "DING DONG!"

The DM really makes you use a different sound everytime? Annoying as hell... If you have a smartphone just get one of those free apps with tons of different sounds. If not, buy one of those annoying toy guns that make all kinds of different sounds and light effetcs.

And when you're really bored, get a squirter gun instead and shoot your DM in the face when you cast. Then say his "WTF??!!?" is the new sound for your magic missile.


Gruuuu wrote:
DreamAtelier wrote:

Were I your GM, I'd probably handle it as none of the above:

You hit the maximum damage (d6 per caster level) then maintain that for the extended rounds, is how I'd approach it.

I would agree, based on the fluff of the spell, saying it grows to cover the target's body.

Yes, but then the potential dammage is greatly increased. As it is the spells would deal an average of 60 dammage at level 10 (10+20+30). But extending it this way the average becomes 150 (10+20+30+30+30+30).

Granted the target can take a full round action to end the spell (and probably provoke attacks of opportunity), and the dammage is spread over many rounds, but it still appear to be too much of a good deal out of a simple +1 to slot level, no?


KrispyXIV wrote:
voska66 wrote:
I don't like this change. My reason is there was nothing wrong with trait as it was. Now it's just adds situational modifiers that become irrelevant after you find your first Masterwork weapon.

What was wrong with the trait as it was previously was that it violated trait design philosophy.

Traits are half-feat equivalents; previously, it was 300 gp (a valid trait on its own, per AP traits), weapon proficiency with any single weapon (half a proficiency feat), and focus in any single weapon (half of weapon focus).

Regardless of power level, it was the equivalent of three traits per the stated design of how traits worked.

That "design philosophy" is hardly present accross the board. Just take any trait giving you a new class skill (there are tons of them) along with a +1 bonus. This effectively gives you a total bonus of +4 for the skill, while skill focus grants you a mere +3. And you can stack them.

Granted the trait becomes less attractive compared to skill focus with levels, since SF eventually grants +6 to the skill (the trait is still better than half a feat then, more like 2/3 of a feat). But Heirloom weapon also lost much of it's polish with level (the masterwork quality becoming irrelevant way before level 10). But now it is completely useless.

Also, consider the lesser value of bonuses linked to items rather than to the character itself. It goes a long way in limiting the power scope of the feat.


Corrosive consumption lasts 3 rounds. Each round deals acid dammage in an increasing capacity (round one deals 1 dmg / caster level, round 2 deals 1d4 dmg per caster level, and round 3 deals 1d6 dmg per caster level).

Now, extending it would make it last 6 rounds, but how do you handle the dammage?

A. Two rounds of 1 dmg / caster level, then 2 rounds of 1d4, and 2 rounds of 1d6 (so X, X, Xd4, Xd4, Xd6, Xd6)

B. Finish the first serie and then start over (so X, Xd4, Xd6, X, Xd4, Xd6).

C. Can not be extended with extend spell.


2 people marked this as a favorite.
LazarX wrote:


The trait was so good that it became a "must take" a very good sign that it was far from balance with the other traits. It was a standard part of any munchkin weapon user's toolbox. The only downside about this revision was that it wasn't the way the trait was released originally.

Ok, let me review. It went from a trait that gave you a free MW Weapon (Rich parents gives you easily 3, and you can sell back the weapons afterwards when they are no more needed), a +1 bonus to hit all the time, and proficiency with the weapon.

Granted, that rocks. The trait gave you a weapon that defined you, and gave you good reason to spend ridiculous amounts of money enchanting it (by selling found loot for half its value or less and then paying full price for the enchant, plus the waiting time).

Then, you could lose the weapon, have it stolen, broken, shattered, confiscated, etc, and completely lose that trait forever.

Not only can you still easily lose your trait bonus forever, but that bonus is now only either a proficiency with a lame weapon most classes meant for combat can already use anyways (except for those poor Inquisitors), a +1 bonus to hit on AoOs or a +2 on combat manoeuvers made with weapons (and both are useless on most ennemies after level 6 since they are all large or bigger anyways).

Now, this traits is only worth considering (barely) for Inquisitors, reach fighters with combat reflexes and maneuver monks. For any other class, and any other situation, it is utter crap.

Alternatively I can get a freakin' +2 to initiative that applies all the time, stacks with everything and that nothing can ever remove.

Or a trait that could also permanently buff one of your saves (preferably your weakest save) by +1, (and with the relatively slow scaling of saves and saves DC's a +1 is a pretty relevant bonus).

Or a new class skill (preferably one of those nifty super useful skill you could really use like Diplomacy, UMD, or relevant knowledge skill (that's equivalent to a +4 bonus by the way, BETTER than skill focus, wich is a feat, and that you can still take anyways).

Now, you have a choice of a permanent bonus to something that comes in play quite often, or a an extremely situational bonus (and temporary unless you pay good money to upgrade the weapon) that you can lose in a flash for ever.

I don't know, but in the groups where I played, heirloom weapon would appear as a trait only rarely (generally taken by an Inquisitor as a get-out-of-suck card, or by the fighter to play around with an exotic weapon). But it seems every character and their mother was [i] bullied often as a child, but never quite developped an offensive response[i], is a Warrior of Old, or have Elven Reflexes. Oh, and most tried to take two of those, before I rolled eyes at them saying "Silly player, same typed bonuses do not stack".

That trait was nerfed into oblivion and is now drastically inferior to pretty much all other traits. It was already not a "trait so good everybody must take it", now nobody in their right mind would even look at it twice.


Liz Courts wrote:

Gun Mage is the spellslinger archetype, under wizard.

Dragoon is delicious...I'm havin' flashbacks to Kain in Final Fantasy IV! Squee!

Don't want to be all rainin' on your parade, but I'm pretty sure they're reffering to the horse-riding type of dragoons and not the jumping-with-a-spear type.


WPharolin wrote:

Thoughts going on in the monsters head: "This guys armor is so strong I can barely penetrate it (high AC)! And he is so tough that even when I do he seems un-phased (High HP). Plus, he is about to rearrange my face (full attack) like he did to my buddy over there if I don't put some distance between us (move). On top of that the scrawny guy in the pointy hat (wizard) is making it really tough to fight. Looks like I could squish him (hit him) and then me and my remaining buddies could concentrate on (flank) the big guy."

Player (to the DM): "That's bull s&$~! How come the monster never attacks me! I'm the tank!"

Don't mind so much for smart organized monsters. But it does tend to be damn right annoying when targets are selected randomly and the monster goes all the way around the "tank" to attack the caster, while the fighter is right there in it's face, and blows haven't even started to fly yet. Happens often, and in way too many gaming groups for my taste. Might just be a trend in my region tough...


Brian Bachman wrote:

Earlier on I posted that my main objection to this feat has nothing to do with whether it is balanced or not.

It has to do with my opinion that such an "aggro" mechanic is completely unnecessary in a game that has a real live GM and a real live players fully capable of deciding for themselves how the NPCs and characters react to taunts and such. I further believe that undermining the discreton that GMs and players have over the actions of the various NPCs and PCs is not a good thing. Thus the feat is banned in my game (with the enthusiastic and unanimous consent of the players) and will remain so, regardless of any rewrite. To me, this type of thing is strictly roleplaying and GM discretion, and should not have a determinative mechanic.

However, I'm interested in hearing from others why they think such a mechanic is necessary and/or what they think it adds to the game?

You would'nt believe the amount of DM's I saw that determined their npcs' and monsters' targets randomly, even when the npcs' and monsters' are begin seriously threatened by the group's armor clade fighter.

Or the amount of frustration of said armor clad fighter experiences when he his completely ignored by the meanies in favor of his squishier friends.


ProfPotts wrote:
Evil Lincoln wrote:
I also think it should merely force a penalty to alternative actions rather than forcing an aggressive action.

I agree. Of course, that's exactly what the Diplomacy version / option does right now, so I still say just drop the Intimidate part (which is where all the problems with the Feat are, barring the DC which is now sorted) and be done.

Ainslan wrote:
6. Should the tag "This is a mind affecting effect" be added? Why, or why not?
No... because it already has the mind-affecting tag. It's right there at the bottom of the first paragraph (of the benefit text), last line.

Yes, tough the Diplomacy version has a pretty tame penalty (-2 to attacks and 10% spell failure) but lasts for a full minute. The intent of the intimidate version is to give a stronger penalty altough one that is much more limited in time. On course, in that case I might had that dammage from other sources that the person using antagonize should break the effect (a literal slap in the face).

Also, you are right about the mind-affecting effect part. Dunno why but I was under the impression that it was'nt there.


So, to make a quick recap, to fix antagonize the new reading would need to mention:

1. A higher DC (already taken care of )

2. Add a prerequisite or two. But then what? If this feat is aimed mostly for melee types using a Cha prerequisite is pretty harsh. But then it would solve the "problem" of melees dumping Cha (please don't get into that tough). One option would be having X ranks in Intimidate and / or Diplomacy, but that would probably preclude low level characters from taking that feat, and it does'nt seem to be the intention.

3. That it can only be used while engaged in combat with the target.

4A. The tricky part. The target flies into a rage. On its next turn it is forced to take a melee attack on the character that used antoagonized or suffer a significant penalty (exact number to determine) to attack rolls made against other creatures that the character who used antagonize until (exact duration and conditions to be determined). I would be tempted to add an important spell failure chance too (maybe 25% or so?).

4B. The other popular option is to force the target to simply attack the target of antagonize with it's preferred form of attack, not only melee attacks.

I personally prefer solution 4A, as it strongly encourages the target to come over and hit the feat user, but the target still retains free will.

5. It appears a more specific explanation as to what "The effect ends if the creature is prevented from reaching you or attempting to do so would harm it." entails. Does it include only garanteed harm (walking in a wall of fire), or also likely harm (AoOs from nearby ennemies? On this point I would tend to go with the former, as the feat seems to imply a certain amount of recklessness.

6. Should the tag "This is a mind affecting effect" be added? Why, or why not?


Quandary wrote:

Well, if you can combine it with ANY action, why wouldn´t you do it with Spellcasting also?

Maybe I wouldn´t force anybody to ACTUALLY attack, but they would have to do it by spending an action that COULD do so, i.e. declare Fighting Defensive Attack Action but don´t take the attack roll you´re allowed.

But then why not simply go for full defense? (Other than the fact that full defense is a dodge bonus, which you won't always benefit from).

As for spellcasting, from my understanding it would be mutually exclusive since there is already the notion of casting defensively. But then I guess a caster could be adopting a defensive stance to cast defensivelier...

Anyways, I'm trying to think of other actions (probably mostly skills) which could (or could not) be done on the defensive. First Aid on the defensive? Maybe Tumble defensively?


45ur4 wrote:
Diego Rossi wrote:
Ainslan wrote:


About the dragon thing, and the fact that this feat will make players cry if used against them, I'd like to point out a pet peeve of mine. Why the hell can monsters select player feats and players can't take monster feats (and do go all "You can with your DM's approval" on me, rules are there to provide for a stable environment where you can rely on your expectations, using DM fiat for everything screws that over).

Exactly, what monster feat you can't take?

Something that require 4 or more arms? or that require you to be huge size for starter? capable to naturally fly?

the monster feats that you can't take are those that require monstrous anatomy or minds.

I think he's referring to the fact that in some games, PFS included, you are precluded to take feats from the Bestiaries, unless your GM rules that you can... I don't have links but you can easily look for those threads.

The antagonize feat is partially errataed, as SKR said that they are going to change the part where it says 'melee attack' with 'appropriate attack', so we just have to wait.

Pretty much yes. Still, I'll admit it was a plain bad argument. Probably due to me not reading the Monster Manual since well, DM would'nt like it.

Anyways, I firmly believe melees need a way to force attention to them. I'm fine with the fix that allows casters to cast, archers to arch and so forth, as long as melee classes have a way to make them stop whatever the hell they are doing (which is in all probability aiming for de healer or coup de gracing the rogue) and force them to pay attention to them. Actually, it would fit the spirit of the feat even better, forcing the target to do something that's gonna hurt BAD on the user, instead of someone else.

And come to think of it, who cares if the Dragon antagonizes the caster to force him to come bash it with a cane? It requires a standard action anyways, so before the dragon has time to eat the casters face, the fighter will just move away and antagonize the dragon. :p


There was an old thread debating if it was possible to Fight Defensively without actually attacking, with valid arguments to both points. However, with the adition of the antagonize feat, I believe this question should be brought to light again, as it was not resolved officialy the first time.

Basically, is it possible to use antagonize while fighting defensively? If so, the benefit is obvious. Force an ennemy to come over and attack you AND benefit from a +2 to AC.

By RAW, such a thing does not seem possible. From a logical standpoint, it should be. From a game balance point of view, it only makes antagonize even more powerful. Unless maybe you apply the -4 to hit to the antagonize skill check. Not so menacing behind that shield are we?


ryric wrote:


But Antagonize as written isn't just an anti-caster/archer feat, It's an anti-everybody feat.

Rogue! Come here and melee me, the big dragon! Eat an AoO as you approach and a full attack next round!

Paladin! I know you're smiting the Big Bad, but instead, come over here and fight me, his lowly minion!

Aristocrat! I have said insulting things about you in court! leap over the table and try to kill me in front of the King!

...and so forth.

About the dragon thing, and the fact that this feat will make players cry if used against them, I'd like to point out a pet peeve of mine. Why the hell can monsters select player feats and players can't take monster feats (and do go all "You can with your DM's approval" on me, rules are there to provide for a stable environment where you can rely on your expectations, using DM fiat for everything screws that over).

Seriously, if the feat appears in the monster base built, fine, but if you are building one or leveling one and have to select feats, keep to your damn Monster Manuals (exception made for playable races built solely by class levels of course). And yes, I am aware that class levels for monsters screws my point over. Whatever. I don't care.

As for the wording of Antagonize, I believe simply not forcing the attack to be melee is a sufficient fix, considering the +10 to DC that has already been added. But in that case, it definitely should force the attack to be the most damaging one available to the target, and if melee is chosen the most direct path possible, barring stupid things like passing trough a wall of fire, a spike trap or a line of pikemen (passing trough a few enemies ready to AoO is fine tough, and logical, as those possible attacks are not so much of an obvious hazard).

From my perspective, more that harassing casters (tough this is a laudable end by itself) this feat is more about forcing the big brutish thing away from the healer/glass canon/injured person and toward the fighter. Or to force said big hulking foe to move toward the fighter and single attack him, so the fighter can then have the leisure of full attacking first next round. Basically, it should still force melee if meleeing is'nt equivalent to suicide for the targeted being. Battlefield control should'nt be only for casters.

As for the saving throw bit, yes, maybe replace the flat skill check by a saving throw versus the skill check result if it makes it feel more in the spirit of the game. Same difference. I believe this would make the taunt more likely to succeed anyways, as generally total hit dice + wisdom mod > will save bonus.


I know you said you won't be answering any more questions about the box, so let me phrase this as an hope instead, or as a question about your policies. :p

Paizo's books and APs can generally all be found in french pretty shortly after they are released, and I hope this will be the same for the begginer's box.

I'm wondering about this because it appears that often in the industry the translations are not made by the producing company directly, but rather outsourced, and while a translated version of the books themselves is readily available, other products such as cards and boxed sets are not translated.

It would be a shame really, since for regions where english is not the first language, the language barrier is one of the main things that prevent using such boxed sets to get new people, espacially kids, in the hobby. And Pathfinder would make such a wonderful christmas present for my nephews!


Sara Marie wrote:

We currently have the special order item in stock and ready to ship out. Nothing on your order should push it past the 4-11 business days for getting the Anima items from our distributor.

I don't know why your order confirmation said 17-51 business days since we have the special order item in stock. It should have said 4-11 business days.

thanks
sara marie

The special item order was from Otherworld Minis. It is now listed as "In stock" too. I guess you must have received some from between my order and your answer. In any case, that is great news! Please proceed with the order as initially planned.

(You just made my day with that Sara Marie, thanks again!) :)


I just found out while looking at the sending schedule that one of the pieces is a special order, and will push back the sending date of the order by a large margin. It is my mistake, but would it please be possible to cancel this order so I can make a new one without the special order. I'd like to get the other pieces as soon as possible.

Thank you! :)


You can still willfully fail a saving throw right?

This tactic works best if you can somehow manage to render a PC (or pet) immune or highly resistant to fire.

Step 1. Give necklace to fire-resistant PC.

Step 2. Fire-resistant PC charges the BBEG.

Step 3. Rest of party target the FRPC with a fire spell or effect that allows a saving throw.

Step 4. FRPC fails his saving thow, right beside the BBEG.

Step 5. BOOM


The reason those builds and posts are written this way is because they are about optimization, not roleplay. It is a proposed build to show what would be the most mechanically effective way to build a character, even if this mean the character is a total retard. It is first and foremost a mathematical exercise to be used as guidelines and then build a fun and balanced character while keeping those guidelines in mind to help you. That does not mean you need to blindly follow them.

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