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I am familiar with Pathfinder, and have gamed with it several years.
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I hope this is in the right forum...
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Understood, James and Mike.
And Mike's short description of the encounters should be enough that I could insert them if I wanted to. Thank for the bits of ideas, Mike.
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Besides using their own guards and traps, the magic shop may make an agreement with the Theives' Guild. Paying a "fee" to the local Thieves’ Guild pays off well.
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If you really want a place to put dinos in Varesia, I would recomend the Rift of Niltak.
And then you can just do horrible things to his character if he decides to go there. Because everyone who went in never came back out, or came out insane (which is why you have snakemen and lizard tribes to perform the sanity bending worship of 'elder gods' to cause insanity or death).
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I have to agree with others that if you have the Rise of the Runelords Anniversary Edition, run that.
Rise of the Runelords also is basic Fantasy; fights against goblins (fun little buggers), giants, dragons, and evil wizards; saving good folk from evil; travel to far off dungeons; etc. And Rise of the Runelords does have a fairly easy to follow plotline for the most part. While not being a railroad adventure (since there are many ways to deal with how to go about things), it does follow a fairly straight plot, with the bad guys manking moves that the players will have to deal with. And there is still plenty of places where the players can take time out and do their own things (and a GM can insert his own adventures in). The area around Sandpoint has a fair amount of adventuring possiblities in it, and Sandpoint itself has a lot of detail for players to interact with.
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I would guess it has to do with Wizard flexibility vs Sorcerer flexibility.
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Petty Alchemy wrote:
I just want to say this about ammo. If you track ammo, you will find that it isn't like spell components, it does creat problems. Someone had pointed out that their player Ranger archer was killing everything. Broken down, he had 3 attacks (12th level), Rapidshot, Manyshot, and Haste cast on him. 6 attacks a round. I pointed out that with a standard quiver, that was 3 rounds of full attacks. Even with an Efficient Quiver, that was only 10 rounds. And then he would have to stop and pull out a bundle of 50+ more arrows to reload. How many bundles of arrows did he bring? And in a long grind, where you don't just hop back to town for more arrows (or you do, and the bad guys get to reset because you invaded and left), you have to carry all your arrows with you. Including those cold iron and silver arrows (that you want to only use against DR foes.
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thejeff wrote:
They seem more inclined to take the HP from Toughness and the HP from Favored class, given the choice.
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It might be there to help those people who keep complaining about a lack of skill points with their Fighter.
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As both a player and a GM, I've seen it ruled that it can not exit the door at all, which means it's reach does not extend beyond the door either.
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Reecy wrote:
Flanking does NOT cause flat-footedness! It gives a bonus to hit and allows for Sneak Attack damage. Feint does NOT cause flat-footedness! It removes a target's Dex bonus (if any), which is one of the conditions needed to use Sneak Attack.Neither of these conditions forces flat-footedness. Going through all the rules for Invisibility, you find that it does the same thing as Stealth, with a bonus to Stealth.
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Quote: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. Quote: Although invisibility provides total concealment, sighted opponents may still make Perception checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Stealth checks if moving, or a +40 bonus on Stealth checks when not moving (even though opponents can’t see you, they might be able to figure out where you are from other visual or auditory clues). So both Stealth and invisibility give you total concealment. Invisible characters get a bonus on Stealth rolls. If invisibility does not work against Uncanny Dodge, then Stealth (which is the same mechanic as invisibility) does not work on Uncanny Dodge.
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Take a look at what invisiblity does.
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spectrevk wrote: As it is, I may just have to give them a side adventure in underbridge. They have some hints as to where the cultists are hiding (sawdust on the boots of the assassins...) but in a city the size of Magnimar it's not nearly good enough. The sawdust might be a good clue, better than you expect. All the sawmills in Magnimar are located in the same place on the river. They have to be, because they need the river to carry the logs to them.And, in Medieval towns, similar types of shops did cluster together like that.
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Seth Gates 143 wrote: Thanks. Also my players bring up a good point. The spell creates a shell around the person, so the rp bit doesn't go very well with the rules. Any suggestions on how to solve this? There is nothing to solve. Mage Armor is still armor (although via a spell instead of being regular armor).Wearing 2 chain shirts doesn't increase your armor class above wearing 1 chain shirt. Wearing 2 +1 mithral chain shirts does not increase your armor class above wearing 1 +1 mithral chain shirt. Armor bonuses do not stack. If they press hard on the rp option, just point out that the Mage Armor is trying to occupy the same exact place as the paladin's armor, and fails to materialize.
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MrSin wrote:
And then I always say, "If you think the barbarian/ranger/paladin is better, why don't you play that?" And they always answer "Because the barbarian/ranger/paladin doesn't fit my character concept."So these classes are only better if your concept matches the concept they are built around.
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MrSin wrote:
I have to expand on this point. Who is the Fighter?Every other Martial Class has their background built into the class.
How do you hard code mechanics for something that is so mutable?
And that's why the Fighter looks so bland and basic, because he has to be to cover all the possibilities.
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MrSin wrote:
As I pointed out before, the fighter's bonus feats are the ones he has to use for combat, leaving all the normal feats to be used for other things. And that every other class has to use those normal feats for combat feats. Your other question is more interesting. (I'll come back to it more down the post.)
MrSin wrote:
But they only have 2 points. Their primary stat isn't Int (like the Wizard), so that does limit what they can do. And the Sorcerer's very limited spell list means that they can't have all those utility spells like the Wizard, they have to have an effective spell list. I do sort agree with having a few more skill points, which is why the cry of "Fighter's don't have enough skill points" bugs me. Either several classes are behind on skill points, or no one is. To Be Continued...
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Lemmy wrote:
Yes, let's ignore the one thing that Fighters have over all the other classes; namely a feat every level. What can you do with all those extra feats?
Or maybe, just maybe, you invest in some skill focus and some overall skill boosters to get the most out of your small allotment of skill points. And speaking of skill points, why no large outcry about Clerics only getting 2 skill points a level? Or Sorcerers getting only 2 skill points a level? Or Rangers and Rogues also sucking on Will saves? Maybe the Fighter just suffers from a lack of imagination in his uses?
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You can attack your swarm (fine and diminutive) with a weapon, you can attack your swarm with a ray.
Bestiary wrote:
So the swarm is immune to weapon damage, including elemental effects added to the weapon, and torches, and rays, etc. You can attack it with those. It just is immune to their effects.
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Matthias_DM wrote:
Every poor Will save class is a glass cannon that gets mind Controlled and aimed at his own party. The only reason that those Mind Controlers don't do the same thing to Rogues is that Rogues are the last choice for trying to cause damage, they aren't worth Mind Controlling.
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Matthias_DM wrote:
Let me just point out that potions of True Strike are non-existent (unless you have an Alchemist friend to make them for you). Personal spells can not be made into potions. And since he was looking at PFS, I don't think that is a possibility.
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Piccolo wrote:
Let's see, take a Rogue talent that is really a feat (which the fighter doesn't need because he's pumping Str), take a Rogue Talent that is a feat (that the fighter takes as a matter of course), and take a Rogue talent that gives a combat feat (which the fighter gets as a matter of course every other level). So I can get feats that the fighter (and any other martial class) gets anyway. Which doesn't get me any closer to being good at combat, since they all have them too. But they are still full BAB and the Rogue is still 3/4 BAB. Doesn't help with the core problem at all.
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Take a look at what the BBEG has, and change things up a bit.
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Some more advice...
Extra: Rise of the Runelords is made for 4 player, and you have 3. This means you can add an NPC in if you wish (to cover something that the players don't have). Just make a plain straight forward character for the NPC, and keep it in the background.
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Play a Druid.
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@Wally the Wizard: The problem you haven't looked at is that the Fighter isn't supposed to be the Ranger. They have two different styles of play.
In short, if you want to play a Ranger, play the Ranger, don't try to make the Fighter a Ranger. But if you want to play a Fighter with a few skills, there are ways to do it. @RadiantSophia: Yes, those Feats don't give real skill levels. You are going to have to spend one skill point to get your class skill bonus. But after that? What is the difference between having a 7 Climb because you spent 4 skill points in a class skill and having a 7 Climb because you spent 1 skill point in a class skill and took a Skill Focus Feat? Nothing, as far as I can tell. And the question is still out there; Would it kill you to play a non-optimized Fighter to get a few skills? As people have pointed out way back in the beginning of the thread, a Human Fighter build to use Combat Expertise has an Int of 13, and if he doesn't take that hit point but a skill point, he has 5 skill points a level to play with. True, it isn't optimal, but it does solve the problem of having skill points doesn't it? Edit: RadiantSophia: Yes, but to hear most people speak of it, Fighters are using their Favored Class Bonus for hit points, because they never count those Favored Class Bonuses as skill points.
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Kyrt-ryder, I thought you "gave up" this whole discussion. Nice to see you back. Yes, +3 to a skill equals those 3 skill points, as does the +2 to two skills. You wanted higher skill number, correct? And you have to admit that the Fighter has more feats than anyone else, which means out of everyone else they can afford to spend a few in these feats. And we are talking about skills that you don't need to max out (even if you feel the need to do so). 1 skill point, and a skill focus, and you have something. But, once again, I notice a problem that is never really spoken about.
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Once again, the Fighter gets more 'feats' than anyone else.
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I can see now that kyrt-ryder does not understand trade-offs.
You want "flexibility" and DPR? You want the Supernaught? The character who can solo every mission? Try another game.
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kyrt-ryder wrote:
Yes, I always sneer at the 3 more AC than you have. And the smaller armor check penalty and better dex permited than your armor permits (because of armor training). Those things are really small, aren't they? And then I see I have almost twice as many feats than you have. Yes, I am sure a poor, poor fighter. Once again, why don't you just play the by-far superior Barbarian, and leave that poor, poor fighter in the dust?
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@kyrt-ryder: And all those bonus feats won't give you options?
You want flexability? Play the Barbarian then, or the Ranger, and go to town! (Oh wait, they both have to spend a feat to get heavy armor training that the Fighter gets for free!)
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kyrt-ryder wrote:
And in the Pathfinder that I'm familiar with, those extra bonus Feats keep the fighter just ahead of the barbarian. And rangers only get in the door when they get their Favored Enemy. And let's not forget all those feats that are marked Fighter Only.
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kyrt-ryder wrote:
Better at doing skills, yes. Better at actually fighting in combat, no.The Fighter is supreme in combat. Neither the Ranger or the Barbarian can come close except in certain circumstances. I am saying the same thing back to you (but you seemed to have missed it because I didn't say it to your face). So here it is: You want the Fighter, who is better in combat, to also be better in skills than the Ranger and Barbarian? Ok, I think we're done here. We've reached a point beyond which I don't feel further discussion can change anything. Edit: I agree with what Dakota_Strider said above. +1
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kyrt-ryder wrote:
Your style of play means you want to max those skills, even though you don't need to. Other styles of play mean those 13 skill points are going somewhere else for that other player.I keep pointing out how all this extra skill stuff is just making the skill people less useful (just the same way that a properly built Ranger makes a Rogue useless to have in the party). Really, the only way to satify you seems to be carve out some skills for each class, and those classes get those skills each level. No other skills are allowed, just the ones you have. Because you claim the Fighters all need Climb and Swim or they will die, I guess all those other people who don't max out those skills are incorrect in their gaming. And, as I pointed out, and you ignored, it is possible to build a Fighter with some good skills, if you don't min/max yourself to be a killing machine. You might actually be a character, and not a pile of stats then too.
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kyrt-ryder wrote:
See, here's the problem. Fighter aren't 'mundane awesome guys" who are "known to be second-story men or climbers." That's Rogues and Rangers and Barbarians. Yes, I fighter can climb. But I would suppose that a Rogue or a Ranger or a Barbarian would be better than him.Swimming? You know there is a reason light armor or no armor is favored on ships. And you want to swim in full plate? Really? "Awesome mundane Fighter's" are the guys I see scrambling to the rooftops or climbing a rocky cliff, and being one step behind those Rogues, Rangers and Barbarians. You can do that with a 10. Heck, you can do it with less, you just have to roll. Even the example of chainmail guy with a 2 climb has a 60% chance of climbing up.
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thejeff wrote:
Except you forgot your Armor Training at 3rd level. And maybe (if you want to be good) a skill focus or Athletic Feat too. And all you've really pointed out is that you have to put a few more skill points in (and no matter what you claim, you aren't going to be good at these skills even if you had extra skill points).So it takes 3 more levels to get you to an auto 10 check. Oh wait, you get yet another Armor Training then. So on that last level, you don't have to spend the skill points to get a 10. That is still a far cry from justifying having extra skill points for 13 more levels. Which is what you are trying to do, actually.
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kyrt-ryder wrote:
And what the heck are you doing trying to climb the city wall by yourself? Why hasn't your arcanist spider-climbed up and thrown you down a rope? Or levetated you?Yes, I know the climbs can go way up. The question becomes "Why are you the only one who has to solve this problem? Why doesn't your party help out?" And you know, it doesn't matter how good you are when you fall from that DC 60 surface, you aren't going to save yourself with your climb, no matter how good you think you are. Oh, and just for giggles:
kyrt-ryder wrote: And to be honest... the idea that a Fighter should be dependent on a rogue to handle a simple environmental challenge is asinine, You are way over your so-called "simple enviromental challenge" here.
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kyrt-ryder wrote:
Read the rules, please! If it is a simple enviromental challenge, then the fighter should be able to climb up without any problem, and without maximizing his climb. A fighter not maximized for combat (17 str instead of 18) and set up to be intellegent (combat exp. Int 13) has plenty of skills to start, and starts with a climb of 7. By 4th level, he's got his 18 str, and a climb of 11. Not bad for someone who should only be climbing on climbable cliffs (DC 10). And still better than the second story Rogue, who might have an 8. The point is, after a certain point, you no longer need to put points in your climb, or your swim. You are good enough to function in those enviroments, as rare as they are.
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kyrt-ryder wrote:
So on the basis of two encounters that are not the most common (unless your campaign is in one of those enviroments), you claim the Fighter needs these skills maximized. Unfortunately for your logic, that means EVERY class needs those skills optimised!Climbing: You can hold on to what you are climbing at the basic climb DC you were climbing at. Which means climging on that rope is only a DC 5, and clinging on a climbable cliff face is only a DC 10 (any more than that, and people will wonder why you are there in the first place, aren't your skill people supposed to set ropes for you? Isn't this a group adventure and not a solo adventure?). Swiming: DC 10 in calm water, DC 15 in rough water, any more and you aren't fighting either. And, by the way, on a cliff face you really can't perform decent combat. Your arcanist should be putting fly or the like on you so you can fight without restrictions. If he isn't, he's the one wasting party resources!
You know, that is why you have a party, and not a solo adventurer.
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Darkon wrote: I feel that EVERYONE should be getting one or two more skill points per level if they are playing a PC class, Fighters with their meager 2 skill points per level, or even 4 if you are human and spending your favored class bonus on skills still need 2 more to cover the skills that the fighter should have (Climb, Intimidate, Perception, Ride, Swim, Survival) without touching the background and craft skills, which a character should have regardless of class. Even though both climb and swim only need a certain level to do basic climbing and not drown, you claim you need enough to be better than the Rogue (because you should have a better Str). Really? Once a Fighter can climb a knotted rope, (DC 5), what more climbing does he need? Isn't it one of the Rogue's (or Ranger's) job to scale the cliff and set a rope for you? Oh, and lets' horn in on the Ranger, who should be the survival guy, and make the vanilla Fighter just as good.And speaking of Rangers:
Darkon wrote:
So you think that Rangers have enough skill points, but totally ignore the fact that you claim fighters need as many as Rangers normally get? I call BS! Looking at this, I find that people are complaining because they can't make a Fighter who has the optimized stats to fight and still have a bunch of skills. It's called making a choice, best at fighting, or good at skills (and still better at fighting than most of the other classes).
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