Orithilaen wrote:
You missed the 5% increase on chance to crit. Remember, from level 1 you can do multiple attacks.
1st attack is 9 vs a 10 minimum roll to hit
so if you miss your first swing you have a better chance of taking the guy out on the next one and if you hit and kill with the first swing, you have a better chance of hitting another enemy and taking them down.
Lightning Raven wrote:
It seems like there are a ton of things to do with movement with the swashbuckler. Gain panache if you rolled Acrobatics( or athletics for gymnast) initiative.
You could 8 out of your 11-12 class feats as movement enhancing.
Well I think the biggest issue is that this is a cooperative game. As soon as players start learning how to synergize, their combat effectiveness shoots up. Maybe the fighters defense vs magic is his friend the highly mobile grappling Monk. Maybe there's a caster without a single primarily damaging spell. He can't kill anything, but he can earthbind flyers so slow melee can pound them or grease the floor causing chaos to the guard patrol chasing the party. A rogue might not be able to take out a large group of enemies but maybe he helps the party sneak past them. I remember reading during the play test of one group with a druid who would use stoneshape(or something like that) to make staircases raising enemies high so the Monk could zoom up the stairs, grapple, and then fling the enemy off the stairs. No idea how you would calculate that but it sounds fun, awesome, and funny. A lot of being an effective character, to me at least, is figuring out how to be awesome with the party. A damage dealing power house can be amazing but it's only one part of a whole.
On the week versus month thing.
On magic items in general, I like the whole "Higher level means more ambiguity" thing. Gives GM's more leeway to customize situations for their group. I always see rules as a means to an end. The point of P&P RPGs is to cooperatively tell an engaging story. Rules should facilitate this without getting in the way. I've seen/ played/ gm'ed systems so rules heavy and bloated it got in the way of the story. Players spent all their time searching rules books or number crunching that they forgot their characters and/or story. I've seen and played systems so rules light they required extremely good gm's and players to keep from going off the rails. This is why I like the new proficiency system so much and I see it kind of like how I see players notoriety based on level. In general I see it like: Origin stories
Small/Local(Village or city neighborhood) scale problems
Big local/ small region(whole small city or group of villages) scale problems
Big Region(Major City or small country) level problems
Multiple nation or world endangering scale problems
Shisumo wrote: Rounds are 6 seconds long. Nothing in the rules *anywhere* tells you how to subdivide a round into less time than that. The quantum limit for magic's timing precision is +/- 3 seconds at best; below that, uncertainty reigns. This is a rather good point. Most of the time, when performing a task irl the shorter the task the less the variation but only proportionally. Let's say magic has +/- 10% variability in time. 5 rounds(30secs) = +/- 0.5 rounds(3 secs)
All the same % variable but barely noticeable on a short time frame. The longer the duration, even a small variability can seem huge.
I can totally see making a dwarven clan or monastic order focused on "becoming one with the mountain." Between Mountain stance monks, Earth Elemental Sorcerers, Earth Kineticists, Earth Domain Clerics of Torag, maybe even druids focusing on elemental wild-shaping, you could make quite a diverse group.
Midnightoker wrote:
No they aren't. Finesse training doesn't give dex to damage until 3rd level and restricts it to a single weapon type until 11th(2nd), then 19th(3rd) Finesse Striker gives dex to damage at 1st level to all one-handed agile or finesse weapons.
Midnightoker wrote:
You missed Deific Weapon, Champion Powers(includes lay on hands) Retributive strike, Righteous Ally, and Weapon expertise for the PF2 Lv 5 Paladin
Chuckbab wrote:
*cough*260 foot Wall of Fire 5/day*cough* That will BBQ companies of troops at a time.
So I want to build a caster based on the character Elsa from "Frozen" though male because I'm a guy. Goal: spontaneous spellcaster with a focus on Cold spells. I was thinking Human Sorcerer Elemental(Water) bloodline.
If you can use an Ifrit for your race you get the arcane spell casting requirement out of the way(Sp can cast Burning Hands 1/day) and can go straight martial classes until you can take Dragon Disciple. Otherwise I would go human. Key ability scores are Charisma, Strength. Con is somewhat secondary. Ability scores Human
Assuming Human Level 8 Paladin 2/Sorcerer 1/Paladin 2/ Sorcerer 1/Dragon Disciple 2
Before equipment BAB +6
Feats
Figure you have equipment for at least +2 str and +2 Cha. Stat bumps go to Str and Cha Str 22 (16 + 2 belt + 2 stat bumps + 2 Dragon Disciple)
Nat Armor + 2 (+1 Sorcerer + 1 Dragon disciple) +2 Amulet of Mighty Fists Full attack
and you can Lay on hands yourself 7 times a day for 3d6+6 HP each time.
Tels wrote: By my count there are 43 light or one handed piercing weapons. 20 of those he needs a feat to use without penalty.
I always picture the parry/riposte mechanic should be very important to the swashbuckler.He should be all about movement and AoO. Puss in Boots in Shrek 2 is a perfect example.: Shrek 2 Fight
Think crowd control. He handles the mooks while the rest of the party can focus on the boss. He should be dodging through piles of enemy dancing over furniture and all types of difficult terrain. For rules, Nimble should include granting the effects of Nimble Moves and Acrobatic steps feats. Maybe the ability to be in an enemy's square without taking a penalty. As I stated earlier I think Parry/Riposte should be changed to Spend 1 panache to parry an opponents attack and if you beat his roll by 5 or more his attack provokes and AoO from you. The -4 for creatures larger than you needs to go. It completely stop any Small characters from doing it. When would the ever not have that penalty? Something does need to be done about the saves though. As for build I would go Level
I'm getting back into PFS after not playing for a while.(Group got too busy) Anyway I'm back, going over my stuff and I noticed that my one GM session was never properly allocated to my character. I tried to click the report an issue link and it doesn't work for me. (Does nothing in Chrome and I don't use Gmail or Yahoo, the only options when I click it in mozilla) Does anyone know who to contact?
In a Star Wars Saga Dawn of Defiance game I almost got smacked. One of the players, whenever the chance arose, would use Jedi Mind Tricks to cheat at gambling. He had amassed quit the fortune. The other player were joking that he was so rich he didn't need to go adventuring anymore. He could just invest the money wisely and live off it for the rest of his life. I piped in, "But make sure it's something safe, like a Hoth IRA." There was much face-palming.
How is anyone dispelling Permanency or a Permanencied Greater Magic Fang? Dispel Magic can only cause a spell to reach the end of its duration. Permanency and Permanencied Greater Magic Fang's duration has no end. At best you should be able to suppress it for 1d4 rounds like a magic Item. Either way I feel both Pemranency and Dispel Magic are rather poorly written.
Kydeem de'Morcaine wrote: If I was going to do 3 I'd probably go ahead and do 4 levels then just 1 level of sorc before starting DD I played in a game using a S1/P4/DD3. We had started at 7 and this was a replacement character. It was awesomely horrific. A glass cannon of Epic proportions. The Array the DM had us use for stats was way overpowered though(18,16,14,12,10,8) IIRC I had 22St and 20Cha and just insane saves. The first time I smited in that game every one at the table basically jaw dropped. I mean it was something like:
Next turn I full attack for:
It was a shame that game didn't last. It was Expedition to Castle Ravenloft modded for Pathfinder, but the DM didn't realize how little PF uses negative levels and our only healing was myself and the Cl3/W3/MT2.
deinol wrote:
The US space program has a minuscule budget. It equates to aprox. 1/2 of 1/100 of every tax dollar paid. Here is the problem with exponential colonization. If you assume a civilization will double the # of planets it is on every 1,000 years(gives time for colonies to upgrade and such) in 50 double-ings,(50,000 years) they will have colonized 1,125,899,906,842,620 worlds. That's 1.125 Quadrillion. Even if it takes 20,000 years per doubling, that still that many(1.125 Quadrillion) planets every 1 million years.
The real question is what is the game store going to focus on? Are you going to focus on CCGs? PnP RPGs? Wargaming? All of these have different needs. If you will have wargaming, you need storage for store terrain between games and for Army bags/cases during games. Standard Wargaming sizes is 4x4, 4x6, and occasionally 4x8. CCGs are better with folding tables. PnP RPGs and boardgames usually require at least 2 folding tables to have enough space to play with. Table toppers are good but remember if you go this route to put a frame out to the edges. If you don't, the board can warp and will bend easily during play. You may want one High end or very finished table near the counter for demo games with shop employees. Have the best made terrain pieces and miniatures or the best maps and RPG Books or Popular board games available to try.
Scott Betts wrote:
Then they should have delayed the releases with a full explanation. It would have been much better than them selling an unfinished product. Quote:
They made a game very different from the previous game using very little input from people who played there games. That's not caring about their player base. When they aren't interested in making the sort of game a large percentage of their player base would like, that's not caring about their player base.
I started as a teen with 2nd ed AD&D. Then after a long break started playing 3.5 and Star Wars D20. Tried 4th ed and switched over to pathfinder. I have, within the last 3-4 years played campaigns in Pathfinder, 3.5, Star Wars Saga, Serenity, Mutants & Masterminds, Rogue Trader, and am studying up on Smallville for when my friend runs it. My current favorite is Pathfinder. As to 4th ed. I was very excited when it was first announced. I was unhappy with the game play when it came out and severely annoyed that all the online support that was promised was constantly being delayed. WoTC made a lot of promises they didn't keep. The rules seemed very dumbed down and everything felt too generic. They made 4th Ed into a game for kids and/or people who had never played before and it seemed as if they didn't care about their older players. Mind you I do like their recent board games. They feel like what 4th ed was made for. 4th Ed makes a very good board game. It's just not a good RPG. It seems like with this announcement they have realized their mistakes and are trying to fix that. Good. I hope 5th ed works well and is a good game. Admitting you have a problem is the first step to solving it.
I'm thinking of making a Samurai for one of my next characters but I'm a little worried. I never played one before and never played a cavalier which it seems to be based off of. I like the concept of Samurai but my mental concept of them is a lot more based on movies than history. Can anyone give me a brief overview of pitfalls to avoid and/or what the real strengths of the class are?
So my friend is running the Savage Tide campaign. It is only a 3 person party.We just finished the first session and reached level 2 and while I came really close to dying(-7 hp at one point) I thought it went well. There is a Human Fighter(Two Hander), Human Rogue(Two weapon), and I the Human Wizard. The rules were start with PHB only but we can level using most other books as long as we ask. 4d6 drop the lowest, roll 2 sets of 6 and pick 1. I rolled:
So that became: Str 11
For feats I took
I am going for a controller type. I figure my job is to hold back and delay the enemies while the other two do the killing. I took spells like Grease, Sleep, Daze, and Obscuring mist. I figure a focus on enchantment and conjuration. Any suggestions that will keep the party from dying horrible deaths?
NeonParrot wrote: Here is one for you . . . .you have a 5 gallon crystal sphere of holy water and it impacts on the balor at terminal velocity (about 200 mph). Assuming the crysal breaks, will the balor take damage or will the innate heat burn the water off instantanously, thereby saving Mr. B from an uncomfortable sponge bath? Here's a better point. The sphere is at a terminal velocity of 200mph. That is 1,056,000 feet per hour or 293.333... feet per second. Gravity exerts 32.2 ft/sec squared acceleration. It would take a little over 9 seconds to reach terminal velocity at which point it has fallen more than 1500 feet. Now in pathfinder they figure falling damage based on size of object and distance fallen. Its around the size of a 5 gallon bucket so small but has fallen more than 150 feet(10 x more) so that is a whopping 4d6 damage. In reality(I know) it would pop the Balor like a zit and only break upon hitting the ground.
Christopher Rowe wrote:
Muleback Cords 1,000gp (wondrous Item from Advanced Players Guide) Ant Haul 100gp per 4th caster level scroll (1st level spell from Advanced Player's Guide)
The thing you need to remember is the logistics of it. They were talking about the spike and decline. Say only 25% of those that sign up stay long term. If you open the game to say 100,000 people, you need the servers to handle 100,000 people even though a month later only 25,000 will be paying you money. Thats 75,000 people of wasted server space. And remember, no guilds we be running day 1. A lot of the server economy won't be worked out yet. So let's say you start with adding 4,500 paying players each month. That's 1,125 retains per month. So we have a ramp up of devoted players who aren't being swamped by tens of thousands of newbies just trying the latest flavor of the month. Let's look at it for the 1st year. Player-base Retains
So after a year you will have 12K+ committed players, likely good guilds, and a strong economy already for the full opening of the game. Let's say they release 2 years from now. Average MMO takes 5. Even if you have to wait the full year before you get in, You will be playing PFO 2 years earlier than if it was a "normal" MMO.
Charles Scholz wrote:
I believe it was stated that the fact that River Song was conceived on the Tardis in the Temporal Vortex gave her a leg up on human evolution. The Silence then tinkered with her DNA to make her a full blown timelord.
Tiny Coffee Golem wrote:
Staff Magus Shillelagh
xellos wrote: While watching the lesson of this latest Rarity episode, we find it amusing to keep in mind that Celestia imprisoned her sister in the moon for 1000 years. ^^; I think it was stated that while Celestia used the Elements of Harmony to stop her sister, she could not use them fully because it was only her. It was only when Twilight Sparkle and the gang joined together was it possible to use the elements of Harmony to full effect, breaking through the bitterness and hate Nightmare Moon was filled with and allowed for the redemption of the Princess Luna. And as a 28yo male, it greatly disturbs me that I know this.
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