Amuny's page

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Been a while since I posted here. I think a lot of things got cleared out of my mind while playing Pathfinder, and our party is now really proficient in the rules. But let's get to the point.

Pathfinder RPG came basically at the same time than D&D 4th. No need to say, D&D 4 came with a ton of hate. And I was first in line. I followed Paizo through their path(finder, ohoh!) and enjoyed what they did for the community. I was super happy to see an active forum of players AND designers working together to bring the best out of the OGL.

When the first official Pathfinder RPG book came out (Core Rulebook), I bought it immediately. I enjoyed the read, and it was clearly the "3.5" we all wanted. I ditched my 4th edition books, and dive into Pathfinder for 6 years straight.

6 years have passed.

Pathfinder now have a whole bunch of compendiums with Advanced and Ultimate everything. Wasn't exactly what we were blaming on Wizard of the Coast, 6 years ago ?

But hey, Pathfinder did indeed bring a huge focus on their adventures paths. Which are absolutely amazing.

But the Adventure Paths... changed.

Through a lot of talking with my multiple groups of playing, we came to notice that APs are now... blend into the bunch of compendiums added to Pathfinder. And by this I mean that they evolved so much that someone with the core book only basically can't play the last APs.

More, it looks like Paizo... know that their game is broken. Because yes, it is. And any person with a few "power gamers" know it is. There is absolutely no way to balance a group of experienced adventurer in combat past lvl6-7. And the DMing forums are all about that.

And so are the Adventure Paths.

There is some epic starts on all of them. Some great encounters, with a lot of life around them. The first 2 or 3 books are all amazing, both for the DM and the players. But then... then... oh god. Caravan rules, ship rules, realm rules, whatever they can use to fill this huge gap where the DM absolutely lose control on his players. There is nothing to do but dodge the mishap of the compendiums; Pathfinder is now as broken as 3.5 was.

Then, APs that used to end lvl20 now end lvl17, even 15 for a few. They avoid these lvl9 spells like hell. They know there's nothing to do. Nothing to do to make something balanced for everyone. Every group need his special adjustment, because every group is broken to a different level.

There's a whole lot of things that are directly abusive in this game. Litany of Righteousness, or how to deal 1000 damage to the BBEG in 1round, come to my mind. Synthesist Summoner. Oh god why. Gunslingers. Alchemists. Ninjas. Witch. Feats, spells, abilities and archetypes from book to book just bring the thing worst to worst.

6 years later, I don't enjoy Pathfinder that much anymore. It became clustered with sub-par rules, impossible for a newbie to be to the same level (too much research needed), and just need as many books as 3.5. And that's if you don't allow the use of 3.5 material, which absolutely destroys everything you may love.

So after all the hate, 6 years later, we started a few games of 4th edition. And well. I enjoy it. A lot. And I'm already planning to use some Pathfinder Adventure Path and change the encounters to be 4th edition. Because well... encounters are easy to create, to balance, and to play.

In the end, the only things Paizo respected from their starting promises was the regular adventure paths, and the proximity of their community. They destroyed the OGL the same way Wizard did, and it's now a clustered unplayable system.

tl;dr: 6 years later, 4th edition > Pathfinder.


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Not exactly an illusion, but I already saw a player dealing with the DM between two games to use a Dream spell on a player.

That dream was showing him his god (he was paladin) asking him a favor... which you could guess, was definitly in the advantage of the Dream's caster. In this case, freeing a criminal that promised to help the wizard.

The player learned it was a Dream spell only years after it happened!


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Hi there.

So here I go. I've been playing, as DM or Player, around every class existing in Pathfinder at least one or two game, taking the time to create and evaluate it before.

I'm usually a min/maxer, not even close to some pure powergamer around here, but still.

I'm trying to get the point with the Alchemist. Many people around the forums seems to love this class. I have my book in hands, but I turn it on every side, and can't still see the point of Alchemist.

All I see is a toon that say "Hey, I have low spells, a weak bomb that doesn't even match a fireball, and few so-so self buffs."

Plus, the bomb are not only weak, but they are EXTREMELY limited in number. So when I see all these Rapid Shot or TWF templates throwing bombs everywhere... I'm like... well cool story, but after 2rounds you're out?

So I'm just here pondering: Did I miss something?

I even took the time to create a fully working Alchemist Character Sheet lvl1, 5 and 10... and still can't see in which case this toon would worth another character of this level. Even my bards are doing way better fighter / caster ... ???


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There is also some Ioun Stone (orange from what I remember... but not sure) that Increase Caster Level.


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Here is some great debate turning around our table, and I didn't see anything on this through my research.

We are just wondering: What is the limit to illusions spells? What if you produce some dangerous/offensive illusion, and that the target really believes it? And by that, I mean... there's nothing that apparently "limit" the illusions spells to make such powerful effect that every caster in the game would be jealous.

Here some example:
1- What about using Illusory Wall (4th) to reproduce a Blade Barrier spell (6th)? The target would avoid it until entered in contact. What if he gets in contact and fails his will save, and thus believe the illusion? Would he get the damages of a Blade Barrier? What would be those damage? Assuming a lvl7 wizard could cast such a spell, would it make a blade barrier of 7d6? What would prevent me of doing the same with Major Image?

2-And if I use Major Image (3rd) to create an image of a powerful Glabrezu, heat and odor included, that rushes toward my enemy? If he interact with that glabrezu and fight with him, completely believing the illusion... what would happens? Can he die from it?

3-What if I make an illusory pit with Hallucinatory Terrain (4th), and the target "falls" in it. Will he take the damages? How it would like to those who disbelieve the illusion? Would he just fall prone and broke his leg from nowhere? How could they go heal him?

And so on...

I actually made a point with Shadow Conjuration/Evocation spells. But those have clear restrictions about the power and the effect given. Other illusions/figment seems to have only our imagination as limit. But these spell actually fully reproduce the spell if the target believe in it. So, what would prevent me of casting a Firewall, Blade Barrier, and so on, with a Major Image / Illusory Wall?

Is there any precision on the subject? I can hardly believe we are the first crazy guys thinking about these things.


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Hi folks,

So the question is pretty simple, yet unclear to me.

From heresy inquisition:
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

From Infiltrator Archetype:
Guileful Lore (Ex)
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

So I'm just curious to know if everyone sees it the same way I do.

Would it allow the inquisitor to add TWICE his WISDOM Modifier to all his bluff checks?

Amuny,


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Smite evil that bypasses all DR,
Aura of Justice.

Swift lay on hand on self.

Invulnerable barbarian archetype,

The fact that wizard and sorcerer doesn't have an enough high difference on spell/day that they should assuming all magic item that can grants you more. I think spontaneous caster should have a bit more spells/day to really challenges prepared caster, or as said by Nemitri, having access to the same spells on same levels.

Crossblooded Sorcerer.

The fact that nearly all Magus archetype kicks off Spell Recall.

Two-handed overwining two-weapons.


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Hey folks,

We are actually building around a new party, and we were looking to have a balanced team with all "role" filled.

But something, from experience, makes me wonder: What's the role of the rogue now?

The rogue always been the one to open the locked door in dungeons, to disable traps, to find secret door, and often comes to be a good roleplay character due to high skill points.

But now in Pathfinder, we have less skill than in 3.5, and more and more classes and character can afford a quick Diplomacy/Bluff.

Breaking door is always a good option.
Smashing traps is not always a good option, but usually working. (Note that this sometimes need a lot of imagination that lead to, I think, some AWESOME situation where everyone need to think about everything on their character)

Wizard with Knock is never really far. And put a chest in a bag of holding and prepare Knock on a downtime is pretty easy.

All of this to come to the point here: In today pathfinder world, where is the place for the rogue? In some very high dungeon-settings, he might find a bit of use to avoid some traps and doors, but even though, you can easily strip the rogue of a party and they will survive. (Which you can't without any tank/main caster/healer)

Even more when I look to the Inquisitor and the Ranger, who also have an awesome number of skills points and are really more effective in combat.

He can't win a DPR Challenge. He has medium HP, and any caster will be WAY more ressourcefull on mid-high level. He doesn't have a good BAB, and will never, never be able to fight like any comparable classes (ranger, inquisitor,...).

So, where do you fit them? I've seen a lot of post recently on the effectivness of the rogue. But I think the main point is here. He can't be effective if he has nothing to do. Don't you think so?


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I was curious to know what the paizo community would think about this.

We are actually discussing around it with our party, so if you have any idea, comments or balance issue to correct those, it would be really appreciated.

Divine Revelation
You had a divine revelation that shows you a new path and grant you a fraction of the diety's powers.
Prerequisites: Wis 13, Weapon Focus with the favored weapon of the selected domain's diety, character level 3rd, same alignement of the diety.
Benefit: Select one cleric domain. You must have Weapon Focus with the Diety's Favored Weapon. (for example, Greatsword for War domain of Gorum). This domain can't be a domain you already have access. Your alignement must match with the selected diety. For exemple, if you select Gorum's War Domain, you must be chaotic or neutral to fit with Gorum's alignement. You gain the granted domain power for the selected domain. For purposes of using that power, treat your cleric level as equal to your character level – 2, even if you have levels in cleric, oracle, druid or inquisitor. You do not gain any of the other domain abilities.

Divine Revelation, Improved
Your divine bond reaches higher limit.
Prerequisites: Wis 15, Divine Revelation, character level 3rd.
Benefit: You can have access to the first domain power. (IE: Battle Rage from War Domain) For purposes of using that power, treat your cleric level as equal to your character level – 2, even if you have levels in cleric, oracle, druid or inquisitor. You do not gain any of the other domain abilities.

Divine Revelation, Greater
Your divine bond reaches his maximum.
Prerequisites: Wis 17, Improved Divine Revelation, two level higher than the power.
Benefit: You can have access to the second domain power. (IE: Weapon Master from War Domain) Your character level must be equal to the granted power's level +2 (IE: 10 in the War domain case). For purposes of using that power, treat your character level as your cleric level for all your cleric domains powers granted by this feat, Divine Revelation, and Improved Divine Revelation.