Yethazmari

Brett Hodge's page

Goblin Squad Member. Organized Play Member. 32 posts (3,880 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.



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Right but if you don't know who Zorro is you cannot use divination to find him. Zorro would be an invalid target for divination spells as he doesn't exist. It makes finding him magically difficult unless you can name him.


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Most balance issues don't really exist outside of theorycraft. A few issues to a dress though.

First the message boards seem to give the impression OF is harder than it is. This then confuses the issue as people push optimization as a me wasn't sure for survival. There's nothing wrong with optimization but you only need to be as optimized as the people you play with.

Second it doesn't matter if one class is better than another unless two players are doing identical things in the same group.


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Vital strike isn't to replace a full attack and shouldn't be compared to it. Its an option for when you have to move.


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Applying old rules for firing into melee or fumble never works. The primary reason is the number of attacks. Between the two systems. In 2ed at the highest levels as an archer I get 4? AttCks with hyper special ializtion. In Pf I can spend 3 feats and I get 6 arrows mid level 7 for haste.

The big thing is it is a burden placed on one type of character in the game which basically ruins the play. Ask yourself this..why play an archer when a wizard never has to make these checks? No one asks a wizard to roll a d20 every 2d6 of fireball to see if he hits a team mate. But essentially an archer has to do this... and more as he gets better.

Its a bad house rule.


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The text for the weapon supports the sickle trip chain reach and grapple view.


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You can however hold a hand crossbow in the tail and reload it with your hand... making the inability to reload moot.


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I forgot to add I find the idea it is soul powered awesome.


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I'm of the opinion it is illusiory on the grounds that the item grants no mechanical bonuses nor does it indicate it does. People seemed to pick up on a lack of bonus to disguise while insisting it grants dr/10 vs swarms.

On the disguise thing the benefit is the sleeves remove giant penalties and can easily allow a character to shift roles as he moves through an area.. more or less bluffing someone to think your a guard ..or the new stage coach driver..or cook.. is much easier if you dress the part.

On a final note somone in one of the previous pages implied the sleeves at 200 to are bad if all they do is illusion with no bonuses. Ask yourself this..in rl how much do people pay for the sort of clothing the garment can emulate?


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I think it falls under self preservation takes priority over the very. Dry .inorganic chance a group of drowned might be redeamed


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repeating this because people are still discussing this as if it were confusing. Read the whole of the ability. Moms refers to the base featvin the chain asvthe style feat then to the whole series of feats as a feat path. It then explicitly gives permission toignore any prerequisite in the feat path (except elementalfist)


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Err

moms wrote:
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style's feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style's feat path. This ability replaces a monk's standard bonus feats.

If you have the style feat such as kirin style you can ignore the prerequisite of any other feat in the styles feat path. Its explicitly stated.


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Dragon disciple adds all of its bonuses to the character. The eidolon is a seperate entity and recieves no stat increases. To simplify your eidolon doesn't have the prc.

As far as nat armor goes. It follows normal stacking rules. Two base natural armor will not stack.


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I'm not sure the stacking works like that. For 1 a gunslinger with 18 cha normally only has 4 grit and never gets more unless his cha goes up.

My guess is a 1 level dip in either class was not intended to /double/ your grit pool. I assume the stacking means you can spend your 4 pfs on abilities for either class.

Secondly does the plzytedt swashbuckler have the its treated as a gunslinger rule like the other playtesr classes?


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The person who dmed my group for1ed in our late teens early 20s was strict with following the random table rolls. This ment we probably had close ro the fygsx intended average...

Needless to says the group once got into conflict over a dagger +1/+4 vs reptiles. I want to stress there were not a lot of advent three eating reptiles Presbytery. Simply a magic weapon was percieved as that valuable.


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Sneak attack happens when certain conditions are met that remove the targets dex modifier ro ac. Spells which use attack rolls are the only spells which target ac and benefit from this.

If you cast a at somone under these conditions they receive their full dexterity with no penalties. The fireball recieves no benefit whatsoever from these conditions.

Secondly flanking can be only done with melee weapons it doesnt matter if you have a melee weapon in hand when casting a boot blade or whatever.

Thirdly the arcane trickster as it is in pf was a wholesale rewrite of a godawdul prc (I looked it up to verify inreally want to use eye bleach).

What this means is the capstone the prc has exists alley for pf and is a good indicator of intent.


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The general rule is sneak attack applies to any attack roll that meets the conditions of sneak attack and applies damage.

Then we have a general rule that says rays and touch attacks are weapons

Finally we have a faq about volley spells specifically discussing scorching ray.

So what does this tell you? Sa applies to any spell that uses an attack roll and does damage. Furthermore if the spell has multiple attacks in its standard action Sa only applies once.


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An attack requires an attack roll.


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Yes that is correct the sohei power they get at lvl 6 refers to fighter weapon training to tell you how it works. It also modifies flurry and their ki power. However sohei 1/weapon master 3 does nor losses thisbversion of weapon training he has the version from weapon master that does not mention sohei or flurry.

Sigh its this simple. What class feature does a sohei 1/ weapon master 3 get that lets then flurry with a non monk level. Provide the wording in the class feature they have as a lvl 4 character that lets them do it.

@torbyn yes I conveniently ignored the the obvious typo in favour of the multiple other sources that say they get the power at lvl 9.


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Yes. In fact I think if. You took the penalty for twf but received no extra attacks it still works.


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Reading the thread.. I don't see any mechanical reason for the zen archer to ever be more than slightly better.

The only damage advantage a zen archer ever has is wesponspec... that is it. Given one player claimed simone was ranger 7/zen archer 2 and it seemed to boost damage my only assumption is they are combining things with flurry he shouldn't because 2 levels of zen archer basically gives him nothing.

One thing to remember if you take the cat ac it gets 3 attacks and it fully benefits from your fe.

For pfs this means with get human slot of the time your pet is getting 3 attacks around at +4 to hit/dam from the fe. At 6 hell have multi attack.

Really the only benefit of zen archer is a mono stat character there is certainly nonway one should ever out skill a ranger.


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You can't flurry of maneuvers and grapple then pin simone in the same round. The reason is basically this. Flurry of maneuvers only changes one thing about the maneuvers the action needed to initiate them. The actual rules ro how the maneuvers themselves work does not in any way change.

So general rule says all maneuvers are standard actions. Special flurry of maneuvers rule.changes this. Specific grapple rules say maintaining a grapple is a standard action.

The maintain rule is specific to grapple and not mentioned in flurry of maneuvers. The end result is you can only pin while maintaining as a standard action.


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Did the op ever mention the age of the player? Some of the descriptions of events gave me flash backs to.high-school.


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In reference to the litch wotr atonement thing above that sounds like the "lots of time to think it over and a desire for redemption. This sounds like a good story element.

The general thing implied is liches have to voluntarily do a lot of awedul things to get their state. Fixing that is probably outside of atonement spell.


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I think your confusing what the restriction means. Uas are light melee weapons. Any weapon enchantment that can go on a light melee weapon or does not restrict it from applying to uas. This means furyborn works lead blades does not.


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The reason for paladin conflict mostly has nothing to do with the paladin of or its code.

1) if you use the boards as an example a lot pf pf players have no real concept of morality. This is probably ly further eroded as pfs has gone out of its way to remove alignment outside of mechanical issues (there are reasons for this but that is a different issue)

2) players often do not communicate with their dm about the dm vision of paladins. If this is done correctly paladins should never fall by accident.

3) this is partly connected to issue 1 but a lot of the time when a player is genuinely trying to be a good paladin they think over their actions carefully and those of their allies. This doesn't work if a fellow player used chaotic alignment. To justify any. Umber of criminal acts.

4)paladins are the only class dm deliberately place moral challenges for. I've read any number of stories where dm deliberately set up paladins to fall. This rarely happens to clerics or druids because no one writes stories to cause the cleric to fall.

Tldr if you make a paladin talk to your dm. If your friend says next campaign he's making a paladin its not a good time to try a morally grey concept or an unread focused necromancer.


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Care Baird wrote:
Mojorat wrote:
Until pfs can write a general way to make scenarios harder that works as a generic rule all scenario have to be surivavable by the weakest players.
I wish more scenarios had hard mode. And some scenarios should have Baird mode.

I honestly don't think the issue is specifically the scenarios. But a lot of players don't seem to grasp that pfs doesn't need Iberia optimization.

So at an average table of 5-6 in my local area 1/3 will be in the abnormally optimizes range. But there's no way I can think of to pre plan scenario to account for this.

I just aimed for a mid range schtick... I also have a non special lap dog on my gnome alchemist. The goal is to get snuggles the Chihuahua through as many encounters as possible with no training or special powers. My gnome is lvl 4 so far... though I suspect snuggles days are numbered.


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There's no reason for the katana as it exists in pf to be finessable. Additionally most of what people talk about "real World" Kara knowledge is pure fanasy.


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I'm actually of the opinion short of parry conflict the dm has no say in how treasure is divided. It ultimately should be an in character thing.

I will say though in my view the best systems encourage treasure to be used. But at the end of the day some SMS roll everything randomly and feel a +1 flaming burst greatclub is good treasure value.


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The Human Diversion wrote:
Mojorat wrote:

Except in pfs dm are not allowed to do any of that. If the npc cleric doesn't have a holy symbol listed either the cleric doesn't have one and can't do anything needing one. Or assume he has one and it was an oversight.

A pfs dm cannot just say oh its a holy symbol ratio embroidered on a shirt or any other special item.

As a 4 star GM, if I saw a cleric in a PFS adventure did not have a holy symbol as something in their inventory, I would assume they had it as part of their outfit.

In the same way that you wouldn't say the character is naked unless the description says they're fully clothed, it's not at all a stretch to say they have a holy symbol of their god etched/embroidered/burned/tattooed/painted/drawn-in-grunge somewhere on their person.

This shouldn't surprise you as a 4 star dm but putting holy symbols on clothes etc does Nothing.

Allow of the optional alternate means of holy symbols are either expensive or require feats. Its not a oh its just there thing.

So your saying if it isn't listed your giving the npc a 100+gp item? Saying it is an oversight and giving them a 1 to wooden holy symbol is reasonable.

Giving them an expensive item is not.


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Except in pfs dm are not allowed to do any of that. If the npc cleric doesn't have a holy symbol listed either the cleric doesn't have one and can't do anything needing one. Or assume he has one and it was an oversight.

A pfs dm cannot just say oh its a holy symbol ratio embroidered on a shirt or any other special item.


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About the only thing from mmo I see used is terminology. The the funny thing is a lot of that terminology pre-dates mmo to dikumuds.
It bugs me mostly because its used incorrectly. I guess the modern player doesn't know that say "mob" stands for mobile object.

Although if anyone ever uses it to refer to an animates suit of armour I'd be amazed.


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The problem people are having, is they are looking at a very narrow scope of the game. Each group pas specific playstyles and Published adventures are different from homebrew once.

Really, unless your playing homebrew and martials should have no problem in the game.

Currently, im Dming a group of Paladin, Wizard, Dwarf barb/rogue (1 lvl of barb for the 30ft movement) and Wizard.

The Rogue with sneak hits 20-35 damage easily + bleed. Our party wizard can can greater invis the rogue or black tentacles. alot of the time greater invising the rogue is the best option.

But really, Theres no power discrepancies in the group because they are playing as a team (or trying to).

As ive said before Martial caster issues are a thought experiment that in my experience rarely applies, or a break down in social dynamics between players.


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Weird I had it stuck in my head peasants made like 5sp a week....that must be mentap blur from age or older games.

Anyhow if I recall labour from the downtime rules adding more increases speed. Really if you consider the cost of castles I would assume 100% of them would be made with a lyre of bulding.

For 13k gold you just need to supply materials. Far better than a zombie built castle.

For the record in 30 years of playing I've never had a skeleton not attack me. Sure it woukd be nice if they just stood there as we walked into its centuries dead castle... but noooo they always make like its jason and the arfonaughts.


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Steve Geddes wrote:
Mojorat wrote:


Martial/caster issues are a thought experiment ive never seen in actual play. any real power issues are usually a clash of playstyles or an extreme difference in system mastery.

in my home game the party is dwarf rogue, half orc paladin, human wizard human cavalier.

when i play PFS about 50% of the other PC's are martials.

Cheers. I'd kind of expected casters to be more prevalent in PFS. I dont suppose there are any publically available statistics about classes/races/levels and so forth for PFS are there?

one other thing the forum seems to push is that the game is harder than it is.

15 14 13 10 8 before racial mods is the assumed stat array for the games design. what this means is that a fighter who starts with say 17 str 10 dex 14 con 13 int 10 wis 8 cha after mods for human. is this char optimal? no.. can you finish any published adventure without alot of difficulty? yes.

What this means, is the game has alot more room for characters that are sub optimal either from a class or mechanic point of view. The area where players should get hit is in things like tactics.

The other thing is, alot of the wizards are god threads seem to treat the player of the wizard as omnicient like somone in a video game whos played that section of the game 12x. ive never once played with a player who could predict encounters that well to always have something prepared.

One thing though, a Player with alot of system mastery playing a wizard with people with low system mastery can ruin the game. But a 2h barbarian cin the same situation can also.

at the end of the day Pf is a social game and alot of the math breaks down when exposed to human behaviour.


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Martial/caster issues are a thought experiment ive never seen in actual play. any real power issues are usually a clash of playstyles or an extreme difference in system mastery.

in my home game the party is dwarf rogue, half orc paladin, human wizard human cavalier.

when i play PFS about 50% of the other PC's are martials.


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Wizards being a problem is a function of player dynamics rather than the game. I've rarely ever seen it be a problem other than as a thought experiment.

Currently I'm dming a group of 4 pc wizard cavalier rogue paladin. The wizard is played by my weakest player and the rogue my strongest. Ultimately player system mastery is the biggest issue.


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One thing I noticed came up a bit in the thread is that somehow divine powers contribute to healthcare. The game itself assigns a cost to these spells which means I boubt any country in golarion has magic health care and any disaster will spread faster than the people able to cast cure disease.

Really its a nation with a strong cuktural unifying force. This is enough to keep it consistant and stable which is probably in the intetest of its neighbors.


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How can something that can't read or understand 20 inches cut boatds to twenty inches. I think digging moving things etc could all be handled by undead.. provided they are micro managed.

Building castles Is a fairly heavy feat of engineering asigning creatures that will dig to the centre of the earth because they were not told to stop may be a bad engineering plan.


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Animal companion is a class feature. Once you release or sever the bond or change things so its not an animal the bond is severed.

Take bestiary stats and apply awakened.


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The best way to deal with percieved cheese (because it is a perception issue) is form a social contract with your players.

One key thing to remember is a crb wizard at 15 pt buy is stronger than anything you might ban.


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I had a gnome rogue in rise of the runelords with maxed linguistics and I think of two languages per..the funny part is speaking 0ver 30 languages and druid is still impossible.. stupid "secret" languages.


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In rl daggers tend to be defined by the point. Kukri are often refered ro as knives but they are not daggers.

Really the kukri isn't a dagger by any game definition. The knife master simply confirms it is a...knife.


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you are not supposed to use the creation rules to create cheaper versions of existing items. when you create an item its price is supposed to be compared to those existing items.

What this esentially means int he case of your ring of vanish is it costs... exactly the same as a ring of inisibility because their effect on the game is identical.


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@rmcd

One thing you will need to get used to is, adventures are guidelines. Players often change the outcome of things to ensure things cannot be run as writte. The trick is to be adaptable and flexible.

The origonal 'next mission' wanted Blackfang alive.. but he is working with a necromancer.

There are lots of options where that can lean, and enough general outline story stuff along with a map that you have wiggle room.


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The part that makes the encounter feel wierd is.. The fight with the Pit Fiend feels like it should be an epic end to some story. Not waiting patiently to kill him in one round.. but i guess that is the game after a certain level.


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i think the damage and saving throw happen simultaniously. the order of their rolling is irrelevant.


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Generally speaking paladins should always Have room ro communicate. When you encounter creatures and the sm doesn't start calling initiative if you declair "we draw our weapons a d attack" its a sign things will go badly.

If you cut the gpblins down and the dm says "two smaller goblins exit a small building that looks like a school the one on the left has pig tails..." and you still cut them down you have gone well last any alignment trap issues.

But assuming there is no ignment trap by the gm I think stopping the runelord of grees would be suitable to restore his powers.

Really I get the impression lore wise when a paldin does more than an oopsie it can take a lot. I thi k in the sodden lands a guy has been caring for people for 30 years in aronement.


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When everyone but bob fell in the pit did they have a lassie moment? What's that boy... adventurers fell down the well?

Sorry couldn't help It.


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If you haven't read howard I highly recomend it a lot of his books are in th public domain now. Your actual character is fine but doesn't resemble conan much at all.

I would do him as kellid fighter rogue myself.