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Caim the Rogue's page

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There is the young template for young characters in the ultimate campaign. The question I have is do young characters gain skill points from level up? I believe they would since it doesn't say they don't but the group I play with think they wouldn't because of the snippet in parenthesis.


Also for intimidate you can get a suit of giant hide armor. Storm giant variety and become colossal for fifteen minutes a day. That's quit a bonus with its +8 Str I believe and several size increases


Ok that makes sense. I didn't quite understand 100 at ten but the 150 at 11 is very well explained. And I guess when the math is really laid out for me it also helps. I guess I've never paid attention to my average damage at that level...or any level for that matter.


Corvino wrote:
Caim the Rogue wrote:
I really just want to be able to at least match the wizards damage out put.

Wizards aren't usually optimised for damage output. Their real strength is playing the so-called "God Wizard" and completely controlling the battlefield. Fighters can output good raw numbers in terms of damage, but damage-dealing is often a cleanup operation after half the enemy are disabled.

wraithstrike is completely on the money. The real question is not "how do I do more damage?", but "how do I shut down an enemy/control an area/stop casting *and* do damage?".

And I still have yet to see how a fighter does 100 damage consistently at level 10 . I would greatly appreciate it if someone explained it to me.


And you can have the fighter fit the battlefield role better than a caster at higher levels and make the casters be more built for utility. It really wouldn't be hard. Time consuming sure but far from hard. I really just want to be able to at least match the wizards damage out put. Pounce is nearly impossible to get anymore except for a couple classes and archetypes. The wizard wouldn't have to move ever and be able to take out almost everything in one round. A fighter not having the utility makes sense. I'm not sure how many athletes are in existence that are nearly as useful as any scientist or doctor. Their shear intellect makes them far more useful especially when older. I just want the fighter to be like an Olympic athlete when out comes to combat compared to a caster.


wraithstrike wrote:

You are missing my point. Your suggestion does not really do any good, and comparing damage to realty bending magic is not even in the same ballpark.

With that said nobody complains about a fighter's damage. They do complain about all the things a fighter can't do. A fighter could do a 1000 hit points at level 10 and people still would not care for the most part. You allow the fighter to have innate battle field control, to disrupt casting more regularly, to actually have an impact on the story in the same way in which magic can and then people will care. Now if people were complaining about the fighter's damage then Paizo might feel more pressure to allow it to do more damage, but for now nobody cares about it so that is another reason why you are unlikely to get the changes you want.

Ok I understand that the fighters utility is lower but how does a fighter consistently do over 100 damage a round at level ten in pathfinder? From what I've seen pathfinder material only doesn't make it possible.


If they are trying to avoid the damage creep then why do spell casters have all the support still? Why didn't they lower the caster damage limits or their utility? And it's kind of hard to use 3.x feats when your DM only wants pathfinder material only. And saying fighters do more than enough damage already is like saying the wizard doesn't do enough at level 20. It's quite laughable really.


They could just get the basic concept and use that. Copyright laws have ways of using other people's works and if you change it enough it's legal for you to use. How much changing would be needed I don't know but I do know it is possible. People do it for video games all the time.


So anyone know why old 3.x feats that helped out fighters towards higher levels haven't been printed in pathfinder? I mean 3.x had feats like shock trooper and leap attack to keep their damage up on charges and made it far easier to get pounce. I wish paizo would give fighters the love they give spellcasters then I'd be more inclined to play either type of classes rather than just focusing on spell casters because they have so much more support. And with all the feats fighters get you kind of run out of options for feats. I mean they could just take all of the feats from PH2 and port them over with maybe some renaming.


StreamOfTheSky wrote:
Major_Blackhart wrote:
I always figured Centaurs and other 6 armed 4 legged creatures would get that automatic damage as if they were charging. Otherwise it kinda sucks to have those 4 hooves.

They used to, at least.

Quote:
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

PF inexplicably left this out and replaced it with an additional nut shot:

Quote:
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
Centaurs counting as mounted seems like common sense. So PF either hates common sense, thought centaurs were overpowered, or both.

Pathfinder hates melee characters. That's why they haven't made shock trooper or leap attack again and it's nearly impossible to get pounce anymore. They love spellcasters way to much and take away anything nice a mundane class could get.


Is it possible to use gravity bow on a firearm. The spell doesn't say any ranged weapons but arrows and bolts fired from a bow or crossbow you wield. So does the ultimate combat have anything about gravity or a similar spell? I'm asking because someone I play with is wanting to use a double barreled shotgun and gravity bow and with rapid reload full attack taking the -4 penalty on the attack rolls to deal 3d6 points of damage per attack.


BigNorseWolf wrote:


It doesn't. It also won't work very well without camouflage.

Until they errata it, ask your GM if they can swap it out for something else

Thanks. I think they should probably say something about that. It just seems unfair for the infiltrator to lose it technically and not be able to do anything else as a replacement.


The Infiltrator arch type page 125-126 of the APG gets rid of favored terrain but doesn't do anything with hide in plain sight. So my question is how does hide in plain sight work or is there some replacement that has been stated in errata somewhere that I missed?


Actually from what my GM and another player says celestial is a template and had something to that affect on the boards so it could be added to full-plate as well.


I had a thing for wanting something like the soldiers in Fire Emblem. Someone using a spear and shield. I looked at the phalanx fighter and it just seemed a bit to ally orientated for me.

Sentinel
good Bab and fort save
bad will and reflex

level 2 started Pole Fighting in replacement for bravery

Level 3 gets the ability to wield a two-handed spear in one hand as
long as using a shield like the phalanx fighter but only for
spears. Replaces armor training 1

Level 5 gets spear training like weapon training but only for spears

Level 7 gets shield training replacing armor training 2-4. same as
armor training except ups max bonus from shield instead of max
dex.

Level 9 gets the ability to make one extra attack at highest BaB with
a full attack with all attacks at a -2 penalty that goes away
at level 17 replaces weapon training 2

Level 13 gets spear deflection which is like the archer arch types
evasive archer but only against melee attacks. Replaces weapon
training 3 and 4.

Level 19 gets shield mastery same as armor mastery but with shields
replacing armor mastery

Level 20 gets Impale which is the ability to treat a spear used in one
hand as if it was wielded in two hands when using a shield
and increases the threat range of the chosen spear by 1
which is increased by improved critical. Replaces weapon
mastery.

obtains fighter bonus feats like other fighters.

Loses abilities based on spear when wearing medium or heavy armor but otherwise is the same as the rest of the fighters arch types.

That's what I've come up with and talking it over with the group I play with we have agreed that it is on even levels with the other fighter arch types.


usually spells known to spells per day you have about 2 more spells known over the amount of spells you can cast. Though bonus spells make it so you can cast all of your spells known at least once if your spell casting stat is high enough. So Id say prolly have them know like 1 or 2 more spells of each level that they can cast more than their spells per day.


It could just be his choice of clothing...It doesn't say you have to have armor to have some metal plates that are all spikey. IMHO I don't see gladiator armor having ANY AC bonus at all...all it was was a metal plate on the upper-arm.


Yeah I've already got some of the Castelvania items planned. Like the holy cross crash and holy water crash....Hydrostorm is just too awesome to pass up :D


I have a player who wants to use his guns to shoot ranged attacks out of the air. Mainly because I have a reoccurring enemy that likes to throw a LOT of weapons and I don't mean like 4-5 a round I mean like 12 a round at level 15. I wouldn't mind him using the shear ability to aim with his gun to shoot the dagger out of mid air. I mean they don't travel that fast I don't care who you are the human eye will be able to track it. I'm just kinda of curious of what should limit the amount of times he can shoot a thrown or other ranged weapon out of the air. He said it uses an AoO but having combat reflexes and the massive dex he has for focusing on it as his main stat he has 11 per round and I don't want to shut down the reoccurring baddie completely.


donaldsangry wrote:
If they are all Vampires, then there no PC difference in power levels, just toss a lot of +2 CR encounters at em.

But would a team of 4 vamps at level 15 lets say be the same as a group of 4 level 17 humans?

Wouldn't it be a little bit unfair to the vamps since even though they have no base race PCs in the party they are still +2 to the group of level 15 humans/elfs/what have you?

I mean I am under the presumption that the monster CRs are for a group of 4 PCs of the base races with class levels not for that of a group of four monsters as PCs.


I looked at the Dhamphir and I didn't like it...I've always been more drawn to the Alucard half vamp thing from the castlevania games.


Phasics wrote:

If your talking the vamp CR+2 template then yes there CR increases. however they don't gain racial hit die as a result as per the temaplate that says it altering racial hit die, but says nothing about gaining hit die.

however its important for you as a GM to not simply hand waive the +2CR as the groups effective power is going to be 2 levels above their class level which simply means you need to design encounters 2CR higher than normal for them.

As far as they are concerned their PC's level normally but they'll be facing tougher opponents as a result, assuming you actually want it to be moderately challenging for them.

Actually a much easier option for you as a GM would be to have them all make Dhampir race characters as they the vamp flavor without all the awesome abilities and require no adjustment they are inline with core races for power.

I was talking more about the decrease in adjusted CR that is described in the Bestiary 1 on page 313-314 about monsters as PCs


I'm trying to run an all vamps campaign and my players are saying that they don't get the monster as PCs CR adjustment as they gain levels. Page 313-314 of the Bestiary 1 has monsters as PCs and it says that as they gain levels every 3rd level they should gain a level. I want to make sure they do or do not get that bonus level. I believe they do but as I said my players do not.