DarkOne the Drow wrote:
Yeah, I was reading this whole conversation in Buenos Aires with 11 C while wearing 2 shirts, a sweatshirt and a jacket and freezing my ass off, just longing for the warm embrace of Asmodeus in hell.
Hey, so I just noticed, and sorry if anybody has already pointed it out, but you just can't make Hunt Target work with Automatic Knowledge and Monster Hunter, which is weird because Ranger is supposed to be the class specialized in identifying enemies.
Basically, Monster Hunter gives you a (pretty minor) bonus against hunted enemies when you critically succeed at identifying them. So, you have to first declare your Hunt target, and then try to identify them. But Automatic Knowledge lets you identify as a free action triggered at the start of your turn, and it's pretty much the only skill feat to boost this particular thing.
Anybody else finds it odd that THE one skill feat tailor made for monster hunters does not work with THE monster hunter class with the Monster Hunter class feat?
If you don't like spamming Treat Wounds, just add +1 to the dc for each attempt, which also makes sense and adds to verosimilitude. That plus using the hard dc of the enemy that damaged you makes it a competitive check that can't be repeated indefinitely. Presto. You don't have to use ridiculous things like stamina or hero points or short rests or whatever.
Really? I mean, we did have thosee moments in mid or high level pf1 when we rolled high and declared "my attack is about twenty/thirty highyish" and the GM would just say "ok, you hit". But now modifiers are much much simpler, there's less buffs, it just feels easier to know exactly how much you rolled. I haven't played higher than lvl 7, though, so maybe that's it
A character optimized for a skill will end up with a +15 bonus (+7 from ability, +3 legendary training, +5 item).Some skills can get a bigger bonus. Demoralize can get to 16 (because it has a feat for +2 but only goes to a +4 item) or 17 against orcs and goblins; Craft can get to +17. Goblins can get to +16 with Handle Animal with wolves or goblin dogs, and I'm sure there are other such little oddities.
That means you sometimes keep up with Ultimate dcs, always beat Incredible dcs and rolls all over Hard dcs (the treadmill, not the actual checks). That is without consumables, buffs or anyone assisting you. I don't think there is a problem with that. Ultimate dcs are outliers, who cares.
Can you provide a few examples of this, so someone who does not have any training on this can see what you mean?Thanks!
Actually, It doesn't really solve the problem. Goblins could already select a wolf; both cavalier dedication and Steed Ally (paladin) have the caveat that for cultural reasons a GM can allow a different kind of animal, and goblin lore points to them hating horses. It's not really a problem if your GM is reasonable.
The problem is that the wolf still does not gain the mount trait, so it cannot use any non land speed while you mount it. Why do you care? Because paladin mounts gain the ability to fly
I don't understand why Goblins need special Wolf Mount access, those don't seem equally "Goblin Iconic" as the Goblin Rat-Dogs. This isn't against Rough Rider granting it's bonus to Wolves if you manage to acquire Wolf Mount via some other non-Goblin specific means... But better approach would be non-race-specific means to gain Wolf Mount via Ranger/Druid Class Feat or something.
This update to Rough Rider lets you choose a wolf if you are a paladin/cavalier. And eventually, when Goblins of Golarion is published, it will be updated again for the Goblin Dog animal companion
Hey, there. This is just a long rant with little in the form of analysis or suggestions. This just the tale of a goblin and his dog
So, I made myself a goblin paladin for a homebrew campaign. I'm still level 2, but I'm planning my build up to 20.
1-there are goblin dogs and riding dogs in the bestiary. They don't have the mount trait
2-there is a goblin ancestry feat that looks tailor made for this fluffwise, but it fails crunchwise because it doesn't give your mount the "mount" trait:
3-There are many paladin class feats that empower your steed, including the option to have a specialized companion. (As an aside, specialized companions gain by default +2 to their int bonus. The paladin exclusive specialization, auspicious, gives +2 to their int bonus. By RAW, your steed gains 4 to int bonus and reaches companions the equivalent of an intelligence of 10/ end aside). So, lucky me, there's a specialization just for this: Racer, but IT UNBELIEVABLY DOES NOT GIVE THE ANIMAL THE MOUNT TRAIT
Sooooo, it kind of feels that the game is fighting against the concept, and it really really shouldn't, because goblins are kind of paizo's thing. They wanted them to be core. They are little and angry and funny and ugly and scrappy and they love fire and they hate horses and dogs. I'm not usually uptight about respecting the canon fluff, and in fact I usually don't even read it. But this time you (paizo) succeeded! I actually care about goblins and want to play as a goblin and want it to feel like a goblin. And the damn rules won't let me!
Proposed solutions, because I'm not just going to rant:
B-please just do one of these:
Any of these would do. You got me good, paizo. I'm hooked on your silly, horse hating goblins. Just let me play that concept.
Wow, that was a lot more than what I had assumed. Thanks for taking the work to compile it
I don't have the pdf right now, what does the quote from 295 refer to?
Still, I'm not sure how that translates to actual play. For example, and this is obviously pure anecdote, I'm playing a paladin, specializing in diplomacy, intimidate, craft (repair) and athletics (trip). Most of those are "opposed" checks, so the dc is set by the enemy (repair is the item's low dc). I'm just not so sure that you'll be making most of your checks against high dc through a campaign
It's just a joke because they are written the same way and they are pronounced differently, while demon and daemon would not be pronounced differently if English just had a systematic way of translating letters to sounds
Andy Brown wrote:
But that is precisely what Command replaces. All of that is the usual effects of Command an animal
N N 959 wrote:
I had read that, but my perhaps too legalistic interpretation was that Handle Animal was a requirement for Command, not an effect, so it was not replaced by that wording.Rereading the action now, my interpretation just doesn't make sense
This is kind of off topic, so I'm sorry about this, but I just found this reasoning very very wrong. I'm only writing this because the designers seem to share this notion that I find really weird, and with really impractical consequences in the way information is organized.
I need to know the dcs when I'm making a character. I need to know precisely how much of my scarce resources to allocate in each thing I'm going to try to do.
Flames of Chaos wrote:
Nono, the worst possible reading still gets you to spend 2 actions (one to Handle, one to Command) to get two animal actions in return.
I did not expect that. This means that hardness is actually hp for the shield (and not what we usually refer to as hardness, that is, a damage reduction), and "number of dents" is just an hp multiplier.
This makes shields worse than the alternate way some (most?) of us were running it. I haven't played in high level combat yet, but at lvl 7 a Sturdy Shield with hardness 10 would have been dented by pretty much every single attack, which means that after 2 rounds (when it's broken and you don't want to risk having it destroyed) the only thing it does is prevent you from wieding a bigger weapon
Don't put words in my mouth, it makes it look like you are arguing in bad faith.All my characters in 10 years of pf, except for an alchemist in like 2010, have been martials. That means their primary method of combat resolution was to stand in front of the biggest enemy and sword them in the hit points. What martial does not mean is that they have no access to magical effects or ways of interacting with of magic. A barbarian that can dispel with his axe or a fighter that can enchant his weapon with x-bane are martial characters.
Having a character that cannot interact with magic except by failing will saves is not a character concept that is level appropiate after lvl 5. Yes, I know I said it before, but I'm repeating it because that is what this conversation should be about, instead of you misrepresenting my argument
Mundane character concepts are dead. Which is good. Being non-magical is not a character concept that is level appropiate after lvl 5
I'm playing a fighter right now. Mutation Master 13. It's pretty cool: I wield an elven spear with a shield, because I have 3 arms; I can fly very fast, cause the mutagen keeps my dex really high so I can use a light armor and still have good ac (36 with mutagen on); I am the face of the party, albeit my skills aren't very good, I'm just better tan the rest; Cut from the air & smash from the air let me use my 11 attacks of opportunity per round to cover my party when they are wounded; Warrior spirit lets me have bane on demand, but also Greater Distracting, Planar, Heretic, Treasonous & Mimetic, all of them situationally great weapon qualities. I can sneak, trip, attack at range, ignore dr and lock down casters (disruptive + spellbreaker + greater disrupting) all with moderate success.
All in all, I like my character and I don't get bored because I can do a bunch of different things. I'm not a batman wizard, of course, but it's nice.
However, that required going through a bunch of different books, spending hours scanning for useful feats & weapon qualities, choosing a weird weapon (reach + finesse) that determines my race (elf) and so reduces my hp and my dpr, because 1d8 20x3 is not very special.
So my point is that you can make an interesting fighter, but the cost in time and effort is really tough. And you still can't do anything overtly significant. I can't teleport to the other side of the world, I can't créate a demiplane, I can't heal, I can't overcome a trapped door. Stamina points are a joke; they don't do anything, just a bit more damage here and a bit more damage there. Advanced armor training it's also kinda bad. Apart from the one that gives you skills and the one that lets you craft magic arms & armor, the rest just don't do anything.
So, yeah. I don't think the fighter is in an disadvantageous position compared to the other martials. I don't think paladins, rangers & barbarians are head and shoulders above it. So, in this respect, I think fighters are done. Fixed.
Of course, casters are another story. M/C D, etc.
Hi everyone. I'm looking for items and/processes to submit my character that change him in some way. He's a mutation warrior 8 obsessed with chaging his body. He's already got wings and I'm planning to grow a 3rd arm at lvl 11, but I want more.
About 80% of spells, weapons, magic items and traits are pretty much unusable. Feats are worse, some of them actually do nothing. Classes are better, as I think all or most of them have something nice. I'd say about half of the archetypes are playable. YMMV, of course, but for some of us most of the mechanical content in books is never going to be played. And if the ones that are played are nerfed...
Yeah, we actually use the Automatic Bonus Progression when we are not playing a published AP. It's pretty good, but it has some problems, like the slow progression of weapon bonus and the fact that it kinda screws classes with incorporated enhancement boni, like the hunter, occultist, mammoth shaman, etc. I still miss the jingasa, though.
Are people even buying head slot items, nowadays?
I don't know about you, but using a jingasa was fun for me. Splat surfing is fun. Navigating through an endless amount of useless items until I find one that is not crap is fun, because I get to experience a kind of "player level up" (as opposed to a "character level up"). Everytime a char of mine bought a jingasa I felt good, because I had found out about a cool, powerful option.
In contrast, everytime I buy a ring of protection or a cloak of resistance (items with the same dominance in their respective slots) I feel like I'm being forced to buy an uninteresting item just so my char doesn't die. Nerfing the jingasa while leaving the big six unscathed seems like a terrible move IMO
So, I compiled the votes because I have waay to much time on my hands. Some people voted for more than one, and it's ok because whatever.
10 Arcanist, Oracle
I have to say I expected the Oracle to be up there, but the arcanist is a surprise. The wizard scored a lot lower tan I thought it would.
I'm really glad the shaman was up there with the best of them. I try to play shamans for every campaign I start, but most of the time I get discouraged when I check the mess that are the archetypes. I keep waiting for carification on how some of its class features work.
Some suggestions, some of which have already been mentioned:
The feat Planar Focus gives you aditional foci to choose. Fire adds a nice amount of damage to every attack and earth gets you a nice burrow speed.
Remember you can change the last TW feat you've taken, so Coordinated charge is available at lvl 14 using the lvl 12 slot.
Improved spell share is a nice TW feat that lets you cast buffs on your AC and yourself as a single action. During combat, it is useful for spells like Energy resistance/protection, Vine Strike, Bristle, Delay/neutralize poison, and probably some other ones I'm forgetting.
Sincé you are going to basically bend over backwards to ensure flanking every round, the Menacing weapon property is useful.
Ah, excellent! I knew there was something
Totally true. And besides, the clarification that you can't stack Fort save bonuses from different classes in PFS for this build really hurt it. It's best to stick to a home game with this. I can't wait to make a character with these options myself!
I thought everyone used fractional saves. You don't?