Seltyiel

Carmeilliken's page

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Scarlette wrote:
It comes down to some things are learned, some things are genetic. If it is genetic, ie darkvision, immune to sleep, resistance to poison, you should just have it. If it learned, racism, racial weapons, able to better fight giants, then it can be an option and learned later in life. Pretty simple if you ask me

In total agreement with this. Genetics shouldn't be "acquired" as you level. Cats don't grow a tail and whiskers as they age. It makes no sense. If they wanted to set up alternatives to how races thrive this was accomplished in 1e with many options you could pick and choose while losing the standards.

It would make more sense to set up the basic race templates, toss in a few options if you wanted to adjust your character's race to a different climate (elves with darkvision or nomad dwarves that never lived under mountains and stone cunning) then set up an Ancestry/Background guide that all races could come to as they develop, like an Adventurer's path. You want a Demon-hating elf? start from here. Want a dwarf who's love of magic and all things that go boom? Take this path. One simple guide that all can borrow from to spice up the character.

This is just me spitballing an idea but it would not take away from the Genetic portion of the race and give players an option to pursue as they create their character.


Freebooter Ranger/Sanctified Slayer Inquisitor. Full BAB; perfect saves; Evasion/Stalwart at 11th level (can you say zero damage from spell saves?); Freebooters Bane(move action unnamed +3 to hit and damage vs. single target for PC and all allies within 30')/Studied Target (swift action unnamed +3 to hit and damage vs. three targets). Cast Divine Favor (standard action) along with Fate's Favored trait and you've got a +10/+10 vs. one target and +7/+7 vs. two others in a single round buff. With a BAB of +11 and guessing a prime stat of 20 (Dex or Str) you're looking at a heavy hitter coming in with a +26 to hit before weapon enhancements, feats and party buffs vs. one target and +23 vs. the others.

Add spontaneously casting heals, Wrath spells, Blistering Invective as a debuff among other nuggets and that's a front liner who can deal out damage and side step so much more.


Thought I'd chime in as well. I game with a group that's evolved over the past twenty years. Two of the group I've been friends with and gamed with since middle school back in '82. Are current group starts in the 50's and drops down to a couple of guys in their teens. This group has done all right with our "aging" issues. Our other group meets annually and had to move back the big yearly game due to a couple of blokes that suffered some strains and pains prior to.

I believe, with my core group, we have played for so long that we take the curve balls life throws and try to leave them elsewhere when it comes time to game. It's not always easy but I'm sure most of us got into RPG's to side step reality for a little while.

All I can say is do what you can to make each game as fun and easy going as possible. Don't get too hung up on your player with cognitive issues. I worked for a retirement community for decades and found that putting up "walls and barricades" to keep people from enjoying some of the simpler things in life like talking a walk outside in the sun made for major conflict. Keep things as simple as possible and roll with the lapses of memory. If you don't make an issue out of them then hopefully everyone will have fun. When you need them to be aware of something try to capture their attention and engage them with simple, straight bites of info. The old adage K.I.S.S. will work wonders. Also, don't be afraid to approach your player outside of the group and talk about these issues in a respectful, thoughtful way. Have them come up with ways to help which gives them power over their situation and not having life dictated to them. Dignity and respect is always the key.


The down sides I've seen with the Esoteric is AC and bypassing DR. I've tried to build a few and giving them a decent AC so they can get in close to got HTH was difficult. Mirror Images and Shield were their mainstay. Also having their Tats to hold a spell as a SPA helped with the diminished casting. I opted to use my first for Shield. But the DR issue kept popping up. If anyone has advice on that it would help.


My favorite is still a Ranger/Inquisitor. You've got perfect saves, full BAB, Combat styles, solo/teamwork feats, self buffing, minor healing, favorite enemies... all plus more wrapped up in a tight syngeristic package (both relying on wisdom).

You could go sword and board and focus on feats like Saving Shield. Inquisitor has some nice archtypes that could develop into your honor knight easily.

Just my thoughts (worth .5 cents after taxes)


My favorite is Inquisitor/ Ranger. Full BAB, all martial weapon proficiencies, feat crazy between combat style feats and teamwork. By 11th level the character has Evasion and Stalwart coupled with perfect saves so she has a chance to dodge most spells completely. 3 Favored Enemies plus 4 Judgments per day giving her a major combat boost. Some buff spells to amp up the party (Shared Wrath, Communal Spells, Tactical Acumen, etc). Basically a damage-dealing tank that can heal herself plus other and add to the party in numerous ways.


I want to thank you folks as well. I've been doing the same, pouring over the threads trying to understand how the Arcane Mark concept worked. If I've gathered it right it's akin to the "Two Weapon" feat granting the extra attack with weapon without burning a higher level spell.

TrollingJoker, you're not the only duffus roaming the boards ;)


andreww wrote:
Carmeilliken wrote:
(V-8 slap) ... Bingo! Thank you, Imbicatus. Sometimes the simplest of solutions eludes me.
This doesn't quite work. trick Shot specifies that it allows you to ignore total cover, it doesn't say that you can send the arrow in whatever direction you want. Neither Wind Wall nor Fickle Winds provide total cover, the simply automatically negate archery attacks. As such a strict reading means trick shot does nothing for you. You could take a more liberal reading of trick and fickle winds still stops you as there is no indication that the cylinder of air is open at the top or bottom.

I just re-read Trick Shot and as Imbicatus brought up it does work. Trick Shot says that, "By spending 3 points, he can ignore total cover, even firing arrows around corners." If one can fire around a corner one should be able to arc it up and over the wall. Sounds like a reasonable interpretation to me.


Imbicatus wrote:
Carmeilliken wrote:
Imbicatus wrote:
Mystically Inclined wrote:
Does One have any recourse against wind wall? Other than approaching for melee?
Wind Wall and Fickle Winds are beaten by spending 3 ki points on Trick Shot. That lets One full attack through total cover as long as there is an opening an arrow can pass around/through.
Wind Wall and Fickle Winds just deflect arrows, they don't provide Concealment... or do they? If I'm mistaken pleeeeeaaase correct me and I will eternally indebted to you! Reason why is because I'm running a ZAM in a one-shot campaign in a month and would like to know if he can beat out Fickle Winds as you said Trick Shot would.
Wind Wall creates a physical wall of wind that deflects arrows passing through it. It's not total cover, but it behaves as if it is. If there is a path over or around the barrier created by wind wall then you can use the 3 ki point trick shot to shoot around the barrier. Concealment has nothing to do with it.

(V-8 slap) ... Bingo! Thank you, Imbicatus. Sometimes the simplest of solutions eludes me.


Imbicatus wrote:
Mystically Inclined wrote:
Does One have any recourse against wind wall? Other than approaching for melee?
Wind Wall and Fickle Winds are beaten by spending 3 ki points on Trick Shot. That lets One full attack through total cover as long as there is an opening an arrow can pass around/through.

Wind Wall and Fickle Winds just deflect arrows, they don't provide Concealment... or do they? If I'm mistaken pleeeeeaaase correct me and I will eternally indebted to you! Reason why is because I'm running a ZAM in a one-shot campaign in a month and would like to know if he can beat out Fickle Winds as you said Trick Shot would.


Haven't seen too much here for low scores (except for Weidro's entry). For roleplaying, I've had an easier time hamming up the lower scores.

Played a Halfling rogue back in 3.5 with a ridiculously low Charisma. About every time I went to input his opinion he would make a "snort" sound to catch the drip from his every runny nose then run his hand up across it and through his hair. Suave and sophisticated he was not!


I think it requires that you have a ki pool, but should check first.


I've learned from over 30 years of playing RPG's that you get what you give in the game. Each player brings their take of what they want from playing. I've gamed with guys that loved the role-playing and were horrible in combat. Conversely there were others that built combat monsters and spent the remainder of the sessions twiddling their thumbs.

Me, I found the best play was to "try" and be effective in either situation. I might not find my place in the spotlight but I can help others' shine.

An example would be from the last sessions I played in with my regular group, two of the fellows I've been gaming with off and on since middle school umpteen years ago. Our usual DM swapped places with another player to indulge in being a meat puppet. He worked up a solid healer-buffer cleric that wasn't even a second-rate combatant. He knew it and so did we. During a grueling battle he stepped up behind one player and dropped a buff that lead to creaming a baddie. Then, as we were bleeding like a rushing river, pointed out to the enemies and said, "this is not for you... or you... or you." He dropped and Selected Channel, healed us up and we laughed our asses off. He held the spotlight for that moment and we loved it.

For us it's about party dynamics. We build toons that work well on their own, with a group, and play as a team to reach a common goal. We might not always succeed but we have FUN and enjoy the hell out of each session.


Definitely love the mythic Rapid Shot feat and the Unstoppable Shot path ability!


Well out of the box you've got feats like Point Blank Shot that grants a +1 to hit and damage wintin 30' Deadly Aim si the Power Attack for a bow. And your Inquisitor judgements work for all levels of combat.

I'm playing an archer in our current campaign and just with PBS, Precise, Rapid shot and Deadly Aim I'm getting decent dadmage and can either focus on single shots with more impact or several arrows to spread it out.


Nicholas Ballway wrote:
Carmeilliken wrote:
Love the concept and very intrigued to see a spellcaster that spins from a different direction but as an earlier poster asked is the planned hybrid for this class? Sorcerer/ Rogue for the talents and skills? Maybe Alchemist? Very excited to see this one grow!
You do realize that Alchemist already exists it was introduced in the Advanced Player s Guide.

I do and am playing one currently but wasn't sure if they were changing the blend from Sorcerer/ Wizard to another concept. Just another avid gamer throwing in his two cents.


Just a thought but why not give the Slayer an ability similar say to the Magus where they can qualify for Fighter-only feats after a certain level. This would open the door to chains like Disruptive and Specializations. Keeping them to a one half Slayer to Fighter ratio can keep it in check and with feat chains like Disruptive keeps in the theme of a specialized hunter targeting powerful prey.


Love the concept and very intrigued to see a spellcaster that spins from a different direction but as an earlier poster asked is the planned hybrid for this class? Sorcerer/ Rogue for the talents and skills? Maybe Alchemist? Very excited to see this one grow!


I've found some of the classes rather exciting and hope to see them evolve deeper into their own Toon. But was also bummed out because I had some hopes that there would be a Monk/ Sorcerer blend, akin to Dragonball Z or the Last Airbender... a monk with spontaneous casting abilities, great buffs and the possiblity of being a blaster or crowd controller.

I agree with others that the newer classes from the APG and the Magus were unique enough to stand on their own (Alchemist is my current fave!) but again as the playtesting progresses look forward to the next phase of these classes.


My favorite mix is Ranger/ Inquisitor. You get a perfect BAB, perfect saves across the board, martial weapons and armor use.

You mix a spontaneous divine caster thats Wisdon based, solid healing and spell buffs, teamwork feats and those beautiful Judgements with Favored Enemy and Combat style feats and you've got a fantastic base.

Add spells like Divine Power, Instant Enemy, Lead Blades or Gravity Bow and you've amped them up. And what about having both Evasion and Stalwart so its always save or nothing across the board!

There's so much more to add to the combo with great skills and bonuses to them for fun Roleplaying outside of massive combat. They're my fave!


That's kind of what I figured. Thanks for the input. There are soooo many options in Pathfinder that I find my head swimming sometimes trying to nail down a skill set and not over reach.


I'm looking for a little clarification before I go and abuse the rules. Tactical Acumen states that whenever you gain a bonus on attack due to battlefield posistioning, such as with flanking or cover, you get a bonus to hit. Moonlight Stalker grants a bonus due to concealment which is also listed under the same section as cover for battlefield posistioning. So, would one who gained a bonus from Moonlight Stalker also gain one from Tactical Acumen? Any help would be greatly appreciated.