Cavall's page

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If you're firing off one shot you'll likely have a move action. Freebooter ranger may work for you. Bonus to hit and damage group wide and stacks with bards... with no limit on use.


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Senko wrote:
Anyway animal biology aside would the wish work?

How would I know? I'm just a giraffe


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Suddenly Senko realized too late that wooly mammoths are quite furry.


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Episode one is full of racial stereotypes. The Asian "honorable trade federation" from the very start, and any one van see obvious Jewish ties to Watto, the big nosed penny pinching trader. Having jar jar voiced and motion captured by a black man is telling. (it is important to note the motion capture here, as many stereotypes come through. Lanky, lazy, clumsy...) Jarjar is even referred to as a useless creature by the 2 jedi he is helping

But dont worry the white boy virgin birth is here to save us.

Yeah. Theres some issues.


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By far the one archetype druid I like best is Drovier. This one basically treats the party as an extended nature bond, throwing around buffs that last 10 min each and have a massive variety over a whole group.

Like a totem shaman from WoW, through a buff down and buff the group. Even the most minor ones can give 20 foot to speed boosts, something no one else can do group wide at that level. And repeatedly in 10 min bursts.

Or how about swim or climb speeds? Bonuses to perception or grapple? All group wide, for 100 rounds at a time.

And later on bear wolf and other aspects. Amazing. Great buffs to save spells on to focus on other things.


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Lemartes wrote:
Argh...something is up with my browser. Cavall I flagged your post by accident and can't remove it. Apologies. :(

It's ok friend. In a perfect world all my posts should be flagged.


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Sysryke wrote:
I know we'll see the inevitable stream of "Bard!" posts on here because they're so dang versatile.

Sorry I'm late.

Bard!

Because they are so dang versatile.

On a more serious note... bards.

But also if you can find a way to heal, fighters or samurai may do well.

Lastly, I'd strongly look at summoner. Having a constant friend to help out makes action economy work in your favour.


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I only came into this conversation to see how long it would take for Scott to say teamwork feats dont require a team and use broken wing as an example.

I was not disappointed.

I dont really have many exploits or shenanigans. I do like that a summoners pet with fast healing and sacrifice hp is basically an unending healing font out of combat. Is it an exploit? I dont know. Just seems a fun idea.


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VoodistMonk wrote:

Funny thing is I asked about a similar build a little while ago, and everyone said the glaive is a terrible weapon for a Swashbuckler, never get criticals, Bladed Brush doesn't work with a Fauchard, blah blah blah.

Someone did mention the archery archetype, whatever it's called... and that does open up some options.

My build was also a Human Vanilla Swashbuckler:
1. Weapon Finesse
1. Weapon Focus
1. Bladed Brush
3. Combat Reflexes
4. Slashing Grace
5. Improved Critical
5. Iron Will

Well, I dont think glaive are terrible, but likely not the best for a swashbuckler. Anyways, I was both the person saying a glaive isnt a fauchard and offering the alternative for you.

Arrow Champion archetype.


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Dragon78 wrote:
If Fighters had 6+Int mod skill points and perception as a class skill then I would pick them as well.

Cunning as a feat. You have feats. Advanced weapon gives you 2 more. Armour gives you one more. Perception is a trait to grab. You can even go human to make up grabbing cunning and also gain +1 there. That's 7 plus int if you're all in and it cost a single feat and trait.

It's no longer a valid complaint.


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You must make a check to cast while grappled. Nothing in the swift or immediate action casting says you are exempt from checks


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I mean sure you all think hes useless but the moment you have to play pinball to win the game everyone's coming running.


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I stuck with 1e because I bought almost the whole damn thing and didnt need another way to kill an orc to cost me this much money.


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All of them, Lonestarr.

Evil will always triumph, Because Good IS dumb.


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I wouldnt mind some more samurai and ninja options, certainly archetypes.

The banners did get options in the last book so that's fine.

Channel energy has a ton of options. Variant channels can be used to buff or debuff enemies, theres feats to add in factors based on deities and finally bless equipment feats allow you to spend channels in ways other than healing entirely, including adding bane to weapons. It's all already done, just have to take the option.


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I also find the idea of white room tier lists to be distasteful at best. The issue I have with them is basically the Batman arguement, where we place wizards witches druids and the like at the top because they can solve issues with a (literal) wave of the hand and the statement of "with enough time and prep they can overcome that, so we assume they do" which amounts to "of course he can do it hes The Batman". Well, unless you have knowledge of all spells to know which to even have; the resources to place them all in your books and the foresight to pick those exact ones, time and planning don't help you and you cant always take 8 hours to adjust.

If I WAS to make a tier list I'd place it in order to how easy it would be to be useful to the party no matter the system mastery you have. No optimization needed, no tricks or loopholes and no must have feats to pour over to be useful. This would actually place 6th level casters on top tier since they can always do SOMETHING, and maybe cleric too for the same reasons. It's hard to screw up making them.

Tier lists tend to focus on individual effort vs team help (ie putting spells above teamwork feats) and for PFS I get that. But for regular groups it's totally the opposite and tier lists should be scrapped completely.


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Freebooter trapper bow nomad ranger seems to replace everything possible.


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Despite not having the specific line, musketeer alters armour and weapon proficiency.

They do not stack.


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Name Violation wrote:

yup. 100% legal by raw

Bonded mount:
This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Animal Companion:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.

In Conclusion:
Your horse is free to reenact the end scene of the original Karate Kid to your hearts content (even though that was an illegal kick by Danny LaRusso)

Elizabeth Shue read the rules as they headed in. Kicks to the head were legal in that tourney. Trust Cobra Kai not to be able to read.


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Editor’s Note

Sean K. Reynolds says, “Adding an armored kilt to an existing set of armor has the effect of creating a new type of armor, just as studded leather is leather with studs, chainmail is a chain shirt plus leg and arm coverings, and half-plate is chainmail plus plates. Once you add it to armor, don’t think of it as a separate piece that you can add unique properties to, just consider the new armor as a whole. Just as you wouldn’t say ‘I want to add magic to the studs of my studded leather armor’ or ‘I want the plate parts of my half-plate to be adamantine’ or even ‘I want to add enhancement bonuses just to the padding of my full plate,’ don’t try to single out the armored kilt as a separate piece.”

You would take Armour Focus "Breastplate and Kilt" and it would go up by 1.


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I do feel it's a straight line in that this alone is really how it works "like the over run maneuver"

Just my thoughts on that though.


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So the big argument as to why trample says it can damage multiple people but not more than once is the feat bullete leap?

That feat was made SEVEN YEARS after trample was made as a special attack.

There is no way in hell we were supposed to think the language of the CORE BOOK BESTIARY
for hitting and damaging multiple people in one round had place holder language for a feat created almost at the end of the games life cycle, the SAME YEAR Starfinder was announced and one and a half years from 2nd edition being announced.

Trample says it damages multiple people. It says it does so once per round. It is part of the core book set of main book and monster bestiary. It's been around since day one and has required NO FEAT to make use of the language that states it needs a modifirer to work to do something the base SPECIAL ATTACK (NOT combat manuever) has stated since day one.

OP thinks it needs multiple feats to work but those feats didnt exist until closing in on the end of the game? No.

If you think it's too powerful that trample exists there a ton of special attacks that do more. That's what makes them special


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Thoric's Flame wrote:

Did anyone actually read my whole post? A description written in the plural form DOES NOT automatically mean it hits multiple targets. I will say for the forth time. Greater Overrun is written in Plurals

Greater Overrun (Combat) wrote:

Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.

Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.

Greater Overrun would hit multiple targets if you assumed that plurals indicate multiple targets. It clearly is not the case. In this case you base the # of targets on the original root overrun maneuver which is one. The bold plurals are clearly referring to both consecutive turns or cases where you overrun multiple targets in one round.

Since Trample is a modified overrun combat maneuver it too would take on the characteristics of its base overrun except where altered. The alterations is that CMB does not need to be rolled because it always hits and causes damage. Additionally in place of the AoO that standard overrun always causes a person can choose to reflex save for reduced damage.

VoodistMonk wrote:
The line at the end of Trample isn't talking about running over the same target more than once... it clearly states that EACH TARGET of a Trample can only be damaged once per Trample.
I will say again since I don't think people are actually reading my posts...
Thoric's Flame wrote:
#6 You might ask why is that line at the very end of trample there that talks about trampling someone multiple times. The answer is with multiple feats you could potentially hit the same guy multiple times. With normal overrun from my interpretation you could hit the same guy multiple times if you had enough movement on a character that has the feat "Bulette Leap". A character with 30' movement could keep running
...

I did read your post. Then I read overrun. Overrun says it targets one person. Then I read greater overrun and improved overrun, neither of which say it increases the amount.

Then I read trample. Trample does not say it targets one person. It does however say multiple people can take damage in a single round, but only once each. Since it doesnt say targets only one and then says multiple targets take damage...

I made my post that you're incorrect. Rereading it all I stand by my post. I don't think you're correct.


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Trample affects more than one creature a round. It doesn't allow you to affect each creature more than once a round. Multiple targets can be run over. Multiple targets can take damage.

The OP's reading must willfully ignore portions of text to make sense. As pointed out, each target of multiple targets can be damaged.

It affects more than one. OP is incorrect.


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Canadian Bakka wrote:
Cavall wrote:

"For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature’s round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations."

Starts next round. Only counts first turns movement.

You are saying that if Combat Patrol is initiated on the first initiative turn of the round for the monster with Dual Initiative, then it should last until the start of the first initiative turn on the following round, and the only movement that would be allowed towards the Combat Patrol's effects would be a single move (as normal for Combat Patrol)?

This is what I figured at first, but I was a bit hesitant because this combo feels like it is too good.

I am curious if anyone else has a differing perspective.

Cheers!

CB

That about sums it up. If it feels too good remember... mythic.


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What?

"As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity."

"effects that have a duration of a round or longer OR trigger at the beginning of the creature’s round or the start of its turn ...only the monster’s first turn each round counts toward such durations."

How is this not a perfect match or wording?


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Diego Rossi wrote:

Combat patrol isn't a "spell and effect that have a duration of a round or longer", it is a full-round action, so you can take it two times in the round and it lasts only the time between two initiatives.

Note that combat patrol ays: " Until the beginning of your next turn" and dual initiative says: "The creature gets two turns each round, one on its initiative count and another on its initiative count – 20."

No, you've cut it off exactly at the part that disagrees with you.

Quote:


trigger at the beginning of the creature’s round or the start of its turn...only the monster’s first turn each round counts toward such durations.

This is an effect that lasts until the start of its next turn. Only the first turn counts for its duration.


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I think that's an honestly fair way to do it, at least for the first few rounds when you dont know the exact number to "guess"


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I didnt mention treatmonks guide for 3 reasons.

1 its tongue in cheek opinion
2. The opinion is outdated
3 I dont let other peoples opinion dictate as to why I like something.


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Yeah that's a little ignorant. The world has a lot of suffering. Including the majority of your country.

Just because it doesnt affect you personally, doesnt mean it doesnt exist for a lot of people. Especially currently, this year sucks.


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It's a fantastic ability with much point. Rerolling low die rolls for saves of rerolling after getting a 20 to crit chance and a 3 to confirm... yeah it's great.


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It uses Charisma for all things grit

You'll find no answer from official sources for 1e any more.

But you'll find (I would hazard) a near 100% consensus on this.


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Yes, thejeff, I can agree theres a difference between doing something from ignorance and doing something from purposeful hate. It's a big difference


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Ah yes. The Samurai in the streets ninja in the sheets archetype.


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Treating something made up clearly based on racist caricatures as a non issue allows for grooming and propaganda. There is a clear cross over and groomers would have you believe there is not


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Hmm. Great points in this recent conversation. Diplomacy. Charisma. Leadership. Stat drain.

It's all really helped make a convincing argument that the weight of armour WILL in fact affect speed and max dex.


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I love topics like this because everyone can agree on how trash they are. Brings the community together.


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Sometimes it's a great thing for the lines of culture and gaming to blur. For instance, I often say "Galt is like the french revolution that never ended". Its fairly accurate and allows for an immediate mindset.

Likewise I could say "orsiron is like ancient egypt". This is also not only a great way to instantly convey the setting but is obviously true.

And knowing that mindset and playing well within it should be the goal. The culture should be embraced and respectfully played with. It's when we take these cues and run poorly with them, that's when it's a problem and needs to be addressed.

Culture is to be celebrated not mocked.


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If corpses didnt have a type outsiders could be raised. They can't, because of type. So it's not just a corpse. Its undead.

Undead cant be brought back to life by this spell seems pretty clear once that's defined.


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Matching 2 weapons such as kukri is far better than getting a bit of damage from an estoc and then a kukri offhand.

You'll need to pick a weapon to dex to damage and also pick a weapon focus feat. Make the weapons match and skip a bit. Dont double dip options you only need once.

I'm a fan of intimidate/shattered defense builds, combined with cruel weapons to sicken those you shake and grab extra HP.

Best to grab a few scrolls of greater invisibility before you get there. But specialize in skill unlock intimidate and then turn shaken to panic as you level up. Get free hits as they run, drop weapons and scatter. Allows full damage, no weapons to hit back and no one to hit you back. Even the few that resist you'll have a lot of temp hp to stay going.

Fairly easy to get into, dazzling display can do it, as well as any crit / kill to intimidate feat.


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Meirril wrote:
Senko wrote:
To be honest I've been opposed to it since I read a fanfic where the author used it to reward the characters they liked and punish others.

Gods are an easy to insert plot device. Most stories would be better without the author using a god to get the set up they want.

Welcome to Rahadoum, friend!


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No.

And the key here is the words "if any"

You've transferred some of your enhancement bonus. It isnt there. It doesnt get a +2 to attack. Or damage. Therefore it cant be used as a secondary pool to double dip.

Once you've used that pool to boost AC, you can't then use it a second time.

Mathematically you could gain a bit of bonus transferring some out and still having an even number left to cut in half to boost ac. But you can't double dip.

I see no way RAW allows this.


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I dont think this is so much a need for power gamers or min maxers. This is more seeing the basics of what a class requires to function and running in the opposite direction.

I think I agree as it stands the base concept just runs itself into the ground. You'll have a hard time of it and your fellow players may have an even harder time because of it.


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I mean... technically that's court bard.