As somebody who's grappled for most of my life, it really triggers me that people keep ringing up martial arts not relying on strength. BJJ and Judo both explicitly have weight classes because of how much strength and weight distribution matter. And unless you think you're going to imanari roll an orc I dont see how it's that relevant in a weapons based system to begin with.
Seriously. Try rolling with someone who's 40 lbs lighter than you or has no muscle mass. Tripping is absolutely a move that requires strength as well as technique, and it shows when you give against people significantly weaker or stronger than you.
Haha, Imanari rolling an orc - with a greataxe in hand (I mean the orc...)! xD
I absolutely agree. I have some years of experience in Karate, Krav Maga and still practicing BJJ.
If I had to go to war (without guns), I'd definitely grab my heavyweight training partners, maybe a few middleweights, but not the lighter ones.
Dexterity is the best stat anyway, and it really bugs me that you get dex to damage in 5e. Apart from the not so much liked real world example, dex is good enough anyway.
So if you wanna do damage, get strong and grab a big and heavy pointy stick (e.g. greatsword).
So the finesse weapons and attack rolls with dex makes sense, but not dex to damage. Maybe some precision damage extra, but that should require some extra skill / feat / whatever.
I've seen it in 5e with my players: not many strength fighters/paladins anymore, why take strength when you can do it all with the "über-stat" dex?
Thanks for your input, bad for my PC though... ;)
That was my first thought, I only got the idea with the hardness after reading the very few comments in the www that exist about that path ability.
Has this been subject of any rules clarification / FAQ from Paizo?
Hello,
anybody have a clear idea if the shield's hardness can save it from any damage?
E.g. I have this path ability and use a light mithral shield +1 with a hardness of 17. Then I get hit for 13 hp and I use sacrificual shield to block it.
So does my shield get the broken condition now if I do not use mythic power, or can its hardness prevent that?
It's a good ability when using a magic shield anyway, but it would be even nicer if its hardness would prevent burning MP...
I had a half-elf druid in my group, so simply high wisdom, skill focus, the racial +2 beat everything almost always.
It was a little bit frustrating for the GM and other players alike, so he shifted the skill focus to something else...
This FAQ, which came out a while ago, states that being able to use spell like abilities counts as being able to cast spells of the level of the spell like ability.
...
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 3rd-level arcane spells.
How can you get 3rd-level arcane spells before level 5 ?
I guess getting some 3rd-level arcane spell does not count.
Sounds like everybody - including the DM - play chaotic neutral...
I've found that these "non-heroic"/evil campaigns are not really satisfying over a longer period of time.
One liar and a handful of destroyers can still BS their way along as a skilled hit squad working for another devil or the demons. I mean it's not your primary plan, but it makes a good backup.
If you are level 17, you are higher level then some rulers on the material plane. You "should" have access to a number of wanna be heros who would follow you into the depths of hell. Also, having an army of servants makes you look more like a VID (very important devil) if you wanna go the "hide in plain sight" route.
Taking some cannon fodder with us? Not our style...
And there's only one of us with a good bluff skill, so we better try to be stealthy than going the VID route.
boring7,
looks like we need that banner + dim. anchor, I haven't found any other
anti-teleport-area yet, our druid will start some further book research.
Concerning damage reduction / epic:
does a +4 fauchard evil outsider bane count as +6 (vs evil outsiders) and thus as epic?
Another thing that just came to my mind:
Wasn't there a problem with bags of holding and inter-planar travel,
or has that also changed from older editions?
Haven't ever done any planar stuff in PF yet as you can see.
We're level 17 now, and recently I can only trip every 4th opponent or so. Too many monsters are too large, flying, have no legs, ...
On the other hand I recently shut down an anti-paladin's melee power completely by tripping him (being enlarged with 20ft reach).
The good thing if you're a fighter you will have enough feats to have some other tricks up your sleeve.
My other specialty are criticals - did I mention that I hate oozes? ;)
Talked to our GM...
No wayfinders, no ampoule of false blood.
But we'll be able to get that planar adaptation spell.
I actually haven't mentioned what we're supposed to do in hell:
We have to find and get some artefact which Asmodeus uses as a "proxy"
to pretend being some other good deity to deceive a big city's clergy
on our prime. I think we'll get some hint where to look.
So we must stay undetected as long as possible, because of this
"divinely morphic" thing. Cause if we know where to find the artefact,
but the controlling deity changes the plane... well, that's it.
Some more ideas to not let the devils teleport?
BTW: embarassing, but I always forget that my fighter is half-elf, not that it matters, but playing that PC for 2.5 years now and 17 levels... no racism towards my elvish side meant! ;)
A few comments:
- bane + bane is not allowed by our GM
- my weapon is already holy, so it will be an extra +2 / 4d6+2
- one of the few things our GM mentioned was to keep a low profile, so I'll forward some hints you gave to the spellcasters.
- as we have some time to prepare available, we'll try to find out as much as possible in advance how our GM's hell works (sounds strange!)
Any other ideas for ranged weapons?
Problem is I don't have quick draw, and the bow won't do enough damage unless it's holy, which might get a little too expensive.
What is "wayfinder"? Which ioun stone do you mean?
Bane (Evil outsiders) - OMG, how could I forget that one?!
But does that work in hell?
I remember from older editions that enhancement bonusses went down, some stuff didn't work at all on the outer planes, that still so?
Flying... hm, always relied on the sorcerer, but some more potions make sense, also at least a +1 adaptive comp. long bow.
Any ideas what to bring?
I still have 60k gold to spend. (all Paizo books allowed)
Here's my (fighter) equipment list (which is quite great, cause I got
most of that custom made and for half price):
fauchard +3, holy
mithral full plate +4
amulet natural armor +5
ring deflection +5
ring freedom of movement
cloak resistance +4
headband wisdom +4
belt str & dex +6
ioun stone con +2
gloves of dueling
boots of speed
quickrunner's shirt
many enlarge potions...
things that come to my mind:
- improving the +: fauchard, armor, cloak, belt (to con +6)
- luckstone
- jingasa of the fortunate soldier
- cap of the free thinker
- bracelet of second chances
Does that work for a domain-only spell?
If yes, you can use any spell slot above and incl. 3rd level to spontaneously cast fireball. Including metamagic!
Just talked to the other player, and when I told him that I'm thinking of playing a druid, he told me that a saurian druid is a must have... Well, this is something I don't like at all, maybe in a campaign where dinosaurs are typical animals, but we're playing in a world where even dragons are more common. So only for min-maxing, meh.
Thinking druid melee-shaper with ape companion now (tiger later), sounds okay, fits the campaign better. Any ideas for archetype?
The ranger animal companion is a little too squishy at level 4.
Is there any other class out there with a full animal companion?
I usually don't like it, when other players summon like crazy or have a whole zoo with them - but mostly because it slows down the game for everybody else.
But in a 2-man party I might consider the summoning druid with his pet...
"The wolf pack": druid has wolf companion, wildshapes into wolf, summons some more wolves... surely not the optimum, but sounds somehow cool.
Thanks for the advice!
I forgot to mention: alignment must be good, so no undead stuff.
The alchemist / barbarian combo sounds interesting, I'll have a look at that.
we recently had the question coming up:
A monk using a reach weapon and doing a whirlwind attack - can he attack using the reach weapon PLUS attack adjacent foes with unarmed strikes?
One of our players said yes, because the monk doesn't need to have free hands for unarmed strikes...
I'm thinking of buying a Windows 8 notebook with touch screen.
(I need Win 8 for work.)
So I'd like to use it for gaming sessions:
- character sheet as pdf
- scribble on that with a digitizer pen for changes like hitpoints, notes, buffs, ...
What kind of software do I need for that? Or has Win8 everything needed for that? Like using Acrobat + some "overlay" for writing with the pen?
Concerning which squares a creature can (whirlwind) attack, is this right?
(open spoiler please)
Spoiler:
O = origin, square of attacker
X = can attack
- = can not attack
medium creature with lunge can attack those squares (24):
1 2 3 4 5 6 7 8 9
1 - - - - - - - - -
2 - - - - - - - - -
3 - - X X X X X - -
4 - - X X X X X - -
5 - - X X O X X - -
6 - - X X X X X - -
7 - - X X X X X - -
8 - - - - - - - - -
9 - - - - - - - - -
medium creature with lunge & reach weapon can attack those squares (40):
1 2 3 4 5 6 7 8 9
1 - - - - - - - - -
2 - X X X X X X X -
3 - X X X X X X X -
4 - X X - - - X X -
5 - X X - O - X X -
6 - X X - - - X X -
7 - X X X X X X X -
8 - X X X X X X X -
9 - - - - - - - - -
large creature with lunge & reach weapon can attack those squares (96):
1 2 3 4 5 6 7 8 9 0 1
1 X X X X X X X X X X X
2 X X X X X X X X X X X
3 X X X X X X X X X X X
4 X X X - - - - - X X X
5 X X X - - - - - X X X
6 X X X - - O - - X X X
7 X X X - - - - - X X X
8 X X X - - - - - X X X
9 X X X X X X X X X X X
0 X X X X X X X X X X X
1 X X X X X X X X X X X
Edit: damn, sorry, formatting got lost due to non-courier font in actual post. :(
TPK is not common.
It should only happen if the party does a big or a lot of mistakes. If these mistakes are not so obvious, some warning by the GM (via NPCs or whatever) are fair.
If you find an encounter is unbalanced and might kill the whole party without their fault, you can always improvise: reduce monsters' hitpoints, send some help, ....
As for better armor, yeah it would be smart, but unfortunately I'm pretty deep into roleplaying this character as opposed to advanced technology.
She also hates money...
Sad that the system would break down so quickly from such a small thing.
Combining all that with your not so optimized character (even with the wrong ruling concerning the buckler - and even worse the ranger archetypes!!!!): bad idea, friend.
2 major questions arise:
- do you contribute to your party's success or just barely surviv with using up too many resources from the other party members?
- do you have fun playing that character?
You know that you don't get the buckler's AC bonus when using a weapon two-handed? AND you get -1 to attack.
Better get better & magic armor. In fantasy RPG you can make any armor look like you want it to look - ever heard of the chain bikini? ;)
Using that leather armor for role-playing reasons is like coming with a knife to a gunfight in the real world.
If you can use better equipment without any significant penalties, then do it.
For leveling, take the next ranger level for the feat and the will save, and prepare for horizon walker.
Selective Channeling first!
It the best low-level multi-target ranged healing.
We had it so often recently that our cleric could not use healing channeling in combat because there were too many monsters around also getting healed - becaus he did NOT choose that feat.
I don't use Herolab, i do all the maths when building magic items myself.
Adamantine weapons are automatically masterwork, so they have a non magical +1 to hit (only).
So, from the corebook:
Adamantine bastard sword +3000 gp (cost of the sword itself not included)
+1 enhancement +2000 gp
Keen property +2000 gp
for a total of 7000 gp if this is what you were asking.
"A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities."
So keen would need to be +1 keen so 8000gp