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I am attempting to start a subscription for the Adventure Paths but no matter what I do it wont let me start with Age of Ashes 1 instead the system insist I start my subscription with Pathfinder Adventure Path #144: Midwives to Death (Tyrant's Grasp 6 of 6). Any help?
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Arachnofiend wrote:
I am now planing a play within a play, thanks for the idea.
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tqomins wrote:
Wait wait wait, are these rules to roll up a cleric of Treerazer?
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ChibiNyan wrote:
If you are unlikely to hit because of the multiple attack penalty this is the perfect way to stack some more damage with your third action. Enemies can even critically fail the save, so if you know the victim has low fort and you already attacked twice this is a good option.
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Belisar wrote:
I'd watch that, there are not enough high fantasy movies
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I feel that each bloodline should have non focus/power dependent feats that define your class, let demonic bloodline invest into becoming a melee powerhouse, allow the draconic one be, well, draconic. All while still ofering interesting and powerfull universal options.
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Mark Seifter wrote:
For me mounted combat was not the cavalier's appeal. For me its appeal was the Tactician ability, I hope you guys introduce a class that focus on this withou getting derailed by the Charges and other mounted shenanigans P.S mounted shenanigans are awsome but I rather have that as an archetype than built in in a class
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Threeshades wrote:
Except that in 5e a level 1 can hit a lvl 20 enemy with AC 20 a good 25 percent of the time, in pathfinder a level 1 pc hitting a cr 20 enemy is Unthinkable and that is good for those who like that more epic level narrative
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So I ran Doomsday Dawn first adventure among my PC's there was a Monk, and he was really underwhelmed by the monks ACs, during the game he was the first to go down and was afraid to actually get in the thick of it due to his low AC.
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Martials need better Feat Options specially at levels 10 and above. As it stands there is little incentive not to multiclass into a caster class. Martials get their toys either late, broken or with some assembly required, all of which make it easy to be left behind in a table with Players that are either playing casters or multiclassing into one. Some feats for martials have questionable restrictions like the duration of the fear effect on Intimidating Strike for the Fighter which only functions seems to be setting up Shatter Defenses instead of being a solid option on its own merits. Some feats are acquired way too late like the Rangers Powerful Snare that feels like something that should be available way before level 10. In addition there is also the problem of some martials having late or worse options than the casters like Rangers getting Full-Grown Companion and Specialized companion two levels later than the Druid for no aparent reason. My last issue is that there are some feats that seem incomplete just to make the player invest in two different feats to get the desired result, an example of this is Felling Strike and Sudden Leap, this one example is particularly problematic since those are both level 8 feats which is a major investment on a character at that level and the effects of both feats combined can easily be recreated by a level 5 Wizard casting Earthbind, this means that a Fighter needs to spend a level 8 and a level 10 feat (and spend one more action) to do what a wizard could do at level 5, which is not fun. Not everything is bad though, things like the Fighter's Mirror Shield and the Barbarian's Dragon Totem Wings seems really fun and serve as evidence of the improvements that martials have undergone since first edition and I hope this means we'll see even more improvement when the second edition is released.
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PossibleCabbage wrote:
You don't need them to be good for them to be a playable option, not every character has to be heroic.
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Im not sure 2 ancestry feats is the answer since some options would be too powerful (humans with both general training and natural ambition seems strong), but what about geting 1 ancestry feat and 1 heritage feat at level 1. That way hybrid races can have their cake and eat them while ancestries like dwarves do t have to choose between being resistant to poison and having a clan dagger.
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Necromancer:
It'd also be cool to add some powers like more hp for undead minions and more temp hp gained from sucking the life out of enemies.
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Deadmanwalking wrote:
Also maybe monks and rangers.
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Roswynn wrote:
I'd rather have all bows add str to damage from the get go, I doubt it will break level 1, I asume that the sling is a simple weapon and as such should be weaker than a bow which is why it has the reload property, Im just disapointed because I wanted to try an urban rogue that favored a sling not because I dont understand the design choice. That said I still think that most range weapons should add str to damage from the get go, slings included
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looks great, now I just need to find out how many hp per lvl do they get and what weapons proficiency natural or otherwise they can get, to see if it is actually possible to play the demonic/draconic melee sorcerer without being a liability to the party
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The martial artist is a popular character archetype that is not necessarily covered by the fighter. Weapons associated with martial arts like the Nunchuck and Bo Staff are as much a part of that character archetype as is the asumption of superior unarmed combat prowess and so I am somewhat bothered by the exclusion of the monastic weapons as part of the baseline monk. On the other hand the mystical part of the Monk like Ki belongs to a subcategory of the Martial Artist archetype and so I'm glad that it is not part of the baseline monk.
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I actually like the way the new archetypes are being implemented, but I do not like how the prerequisites are being use for the class feats. I'd much rather have the prerequisites for an archetype feat be to have x amounts of feats in the archetype than a specific feat. For example for Roll with the Ship I'd rather have: For this feat you need to have at least 2 Feats from the pirate archetype. And for a feat like Boarding Action you can add a caveat that if you have Rope Runner you can use this feat While swinging on a rope. By doing it this way you can add player customability while still limiting acces to the more powerfull feats and so preventing people from just taking the archetype at high levels to get the more powerful feats
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The only thing I disliked about this was Sea Legs being a prerequisite for Roll With The Ship, I mean unless I can trade a skill feat for Sea Legs it would be hard for me to take it instead of a class feat unless I really want Roll With The Ship
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TheFinish wrote:
I agree with this, having to spend my first level Feat to be able to use a Bo staff is more than a little disappointing
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The info about Barbarian's fatigue was really interesting, they don't become useless in between rages, which is good, but they potentially open themselves to attacks. This open up some strategy for barbarian players on whether or not taking all of their actions while fatigued, each -1 to AC increases the enemy's chance to crit by 5% up to a total of 20% counting the -1 they start with that round making it the smart move to maybe take only one or two actions while fatigued
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Excaliburproxy wrote:
I don't think any background should give a mechanical advantage in combat. A Town Drunk could easily get an Alchemy skill feat (after all they should have experience getting rid of hangovers) and for lore a town drunk (does local drunk sound better? drunkard?) could have lore brewery or brews.
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GM Aerondor wrote:
Giving Combat bonuses to Backgrounds would be a mistake, as long as they stick to lore training and a skill feat, they avoid creating obviously superior options and thus all options are technically viable. If not only combat relevant backgrounds would be picked. **Edited a word**
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I just hope that smite can be used on any enemy regardless of alignment, Paladins are a God's champion they should be trusted to make the right calls. A giant beast with Neutral alignment about to descend on a village can do as much harm as an intelligent and evil creature and a Paladin should have all the weapons at her disposal to beat it.
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The decrease in spell slots is more than overturned by the Spell DC being tied to class level instead of spell level. A Hold Person will be as useful in the level that you learn it as when you get to level 20 that is not bad at all. That said the idea of having to prepare multiple copies of the same spell is not appealing to me
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Stone Dog wrote: I'm still in favor of halflings getting Wis for their tenacious spirit and gnomes getting intelligence for their keen minds. All small races getting Charisma seems bland I actually like the Idea of Halflings being +dex/+wis, but I'd prefer for the Gnome to remain +con/+cha But I don't mind things staying the way they are now |