Gnoll Warden

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Sundakan wrote:
_Ozy_ wrote:

Probably the same reason there is no arcane equivalent to the cleric (full casting, d8 HD, 3/4 BAB, armor proficiency).

Because obviously arcane spells are considered more potent, so you have to give up more in the class to maintain balance (relative to divine spells).

It's clearly not a balance thing, the Bloodrager exists. There's a d12 HD Full BaB 4 level arcane caster already.

He just wants an Int based prepared version instead of the Cha based spontaneous version we have.

Bloodrager is d10, but I too would like a d10/fullbab int-based 4/9 arcane caster. The fighter archetype is pretty not good.


_Ozy_ wrote:
Umbral Reaver wrote:
I may sound like a stuck record by now, but I am okay with how Spheres of Power does it: When you are invisible you gain a bonus to stealth equal to Caster Level.
So, at minimum level, you're as easy to detect as someone 30' further away? Do you even have any concealment at that point?

The primary benefit of being invisible is you would be able to make stealth checks in what would normally be plain sight, no?


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Knight who says Meh wrote:
PossibleCabbage wrote:
kyrt-ryder wrote:
What's the alignment of a puppet?
Well, Kermit is LG, Gonzo is CG, Sam the Eagle is LN, Dr. Bunsen Honeydew is LE, Animal is CN; so it takes all kinds.
Um...those are Muppets, thank you very much.

They have the mop and the puppet subtypes, so they ping as puppets.


Milo v3 wrote:
I also allow it to apply to kinetic blasts since kineticist does have an accuracy boosting item.

What accuracy boosting item is this? I'm unfamiliar with it.


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Gallant Armor wrote:

To all those saying OP is paranoid, take a look a this recent thread.

Is this thread not an intentionally lampoon or joke of that thread?


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rainzax wrote:
_Ozy_ wrote:
Wand charges are 30% the cost of a potion.
Is that true?

1st level wand cost = 750

Wand charges = 50
750 / 50 = 1st level wand cost per charge
= 15

1st level potion cost = 50

1st level wand cost per charge / 1st level potion cost = 0.3

Therefore, wand cost per charge is 30% that of a potion.


SmiloDan wrote:

Nope, homebrew. Steampunk/Conan mash-up.

I've played Basic, 1st, 2nd, 3.0, 3.5, PF, and 5th Editions, and I think 5th is the quickest. It's certainly the most elegant.

We have some slow players. One is also out of state and plays by Skype. We hang him from the chandelier, and ironically, he's not the swashbuckler.

If you say so, man. Could just be that I delay your turn until after the next guy if you can't work out what you're doing within a few seconds when it comes to your turn, regardless of edition (I make an exception for new players though).


SmiloDan wrote:

OMG!

12 to 60 minutes per turn??????

I ran a homebrew adventure today. We played (and talked and goofed around and got dinner and stuff) from 2 to 9:30 today. The 6 PCs started at 1st level and almost got to 3rd level. I ran 11 combats, a couple puzzle encounters, some roleplaying encounters, and lots of exploration. (It's basically a haunted house.) They also used some clever tactics to bypass a couple combats.

5th Edition is so much quicker than PF or 3.5. :-)

Curse of Strahd?

Having played both editions, it's really not faster at those low levels. Some players are just slow.


rainzax wrote:


... The only question that remains then is what would Improved Evasion do?

Could have it turn it into a free action usable outside your turn, or remove the staggered condition from it.


dragonhunterq wrote:


That said - why do you feel like you have to ID a spell to not be flatfooted against it? I can (just - if I squint) see the justification for no dex to reflex when flatfooted (albeit I think it is a really bad rule) I can see no justification for needing to ID a spell. There's simply no precedence for it anywhere.

It's a purely thematic justification with no rules or balance backing.

If you don't know what the spell is, you have no reason to aim dodge something that could just as easily be CLW or dancing lights as far as you're concerned. Imagine pointing a gun at someone who doesn't know what a gun is. Would they dodge? No. Same reason why someone who doesn't know what spell is wouldn't dodge.

The former question was what I was really after, the latter was just an interesting query to me.


@Derklord
Purely hypothetical.


@Lady-J

Alright then.

Lets assume some GM has 'Dex bonus does not apply to Reflex saves when flatfooted' in their houserules, lets assume that GM plays things by RAW, their houserule is written so their houserule is part of the RAW at their table, and they don't houserule anything else. How would my second question work out?


While you are flatfooted, are you denied your dexterity bonus to reflex saves?

Assuming you are, if Caster casts fireball, you fail to identify it with spellcraft, are you then flatfooted against it? You don't have any reason to know it's a fireball so getting less damage from it due to quick reactions (dex bonus) shouldn't apply, but you know the opponent is there so you shouldn't be flatfooted against things they do unless they feint.


Rysky wrote:
Drake has opposable digits.

Source? All the pics of drakes I can find show them without hands or digits of any kind. As far as I can tell, they have no graspers.


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Tacticslion wrote:

Actually Rovagug can be killed. Just drop him on Azathoth.

(At least Rovagug v. Azathoth, Azathoth wins, according to James Jacobs.)

:D

... but carry on!

How much fall damage does a falling Rovagug cause?


Johnnycat93 wrote:
You're handing a player an item that has a 10% chance to quadruple their damage on any given attack. Consider that.

You're forgetting the confirmation roll, friend. The real percentage is somewhere between 9.5% and 0.5%. Still a bit powerful though.


Could just have two difference items, one for unarmed strikes and one for non-unarmed strike natural weapons. Price the unarmed strike one as low as you think it deserves.


Scott Wilhelm wrote:
... You can take Weapon Focus Grapple...

Source?


Snowblind wrote:
...monk TWF with only one weapon, ...racial FCB and halfbreeds

What happened to those? Did they change how FoB works? Did they make it so half-elves can't get human or elf fcb any more?


Gabriel Cantrell wrote:
And what, pray tell, would you have them fix it with hmm?

I believe OP is referring to how a Fighter doesn't get a bonus feat at 3rd level, so the archetype can't replace something that doesn't exist. Presumedly it was meant for either the 2nd level or 4th level bonus feat.


Pan wrote:
Frogsplosion wrote:

I really want to see more X to Y ability conversions

Hmm I thought I was the only person who loathes this design feature. Guess you learn something new everyday.

There's literally dozens of us! Dozens!

I wouldn't mind most of them if they replaced the bonus, but not the penalty.


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Instead of offering a staight buff to those races, you could just give them the option of removing one of their +2s (their choice which) to remove their -2. So a dwarf could have +2 con, +0 wis, +0 cha instead of +2/+2/-2, likewise an elf who wanted to be more martial could be +0 con, +2 dex, +0 int, etc.


Riuken wrote:

I made this a while back: Point-Buy Class Builder

Not updated for anything past ACG, but it's worked pretty well the times I've used it.

I like it, but I disagree with the pricing on a few odd things.

What's your method for pricing Spellcasting? They seem all over the place


Quote:
Preferably something roughly dog shaped with a bite attack.
Quote:
"hell hound puppy"

:^)

Could homebrew a different breed of pseudodragon. One that's evil, reddish and breaths a little spout of fire instead of having a poison sting.


Empyreal Sorcerer uses wisdom.


HyperMissingno wrote:
Off topic but remember to give leeway to panicky players when crits come out of nowhere and knock out multiple party members and other situations where players need to consult their toolbox for the situation at hand if you do use that rule.

The idea was to incite panic, it's intended to help a horror game seem more jumpy and reactionary. The 5 seconds if solely for working out what they want to do, there isn't a set limit on how long they can take actually doing it. I probably won't try it though


I was considering using a "announce what you're doing within 5 seconds of your turn starting or you get delayed until after the next guy" houserule. I wouldn't limit words so strictly, but it's in a similar vein.


137ben wrote:


2.)Only five ability scores: The five ability scores are Intelligence, Charisma, Wisdom, Toughness (everything Constitution used to do, plus some of what Strength used to do) and Agility (everything Dexterity used to do, plus some of what Strength used to do.) Obviously, this change is very tricky to implement, since it affects almost everything in the game, and I still want compatibility with all my supplements. I have a simple algorithm for deciding on monsters' ability scores, and other rules for converting class features that depend on strength to my rules. This package is by far the most complicated.

So which parts of Strength made it to Toughness and which to Agility?


The only thing I dislike about the initiative thing is I think rogues and monks should be on par with or better than full bab martials in that regard. Maybe make it half bab to initiative instead so there's less disparity.


What if you could full attack as a standard action at a -2 penalty to all attacks (maybe throw in a clause including monk flurry)?


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Truth be told, you don't need to buy anything unless you want to play PFS. I played for over a year before I bought anything, and even now I only buy stuff because I want Paizo to stay in business.


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RDM42 wrote:

Start at first - definitely at first.

Although I will usuall do two things; give max hp and toughness as a free bonus feat.

Max HP (as though your class HD was rolled maximum) at first level is already RAW.


That was my conclusion also, but I figured there might be someone who remembered some ruling in some obscure book about it. Thanks for the effort.

Edit: thanks for the faq link as well.


So, if a spell is on my class spell list, I can use a scroll/wand of that spell without the usual UMD check (ie cleric using a wand of clw without a check). Does having the spell as a spell-like ability allow the same thing?


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I put in a partially cursed Vorpal battleaxe once. It cuts the foe's head off as usual on a 20 (with confirmation), but a 1 cuts the users head off (with confirmation) as well.


Correct me if I'm wrong, but if you readied a move action to move out of the way of a charging character, it wouldn't do you any good unless you could move further away from them than they could charge or move into a place where they'd have to cross difficult terrain, right? Like, on a charge you move toward a designated opponent, not a space, so if you tried to move out of the way, they'd just end up charging towards you in your new space (assuming you're still within double their basespeed, not across difficult terrain or behind something, etc).


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  • It's easier than being a Wizard
  • I'm a power-hungry prick


Murdock Mudeater wrote:
Cuenta wrote:
Murdock Mudeater wrote:
Heinrich Hearts wrote:
May I use the spell break on an NPC's armor or weapon or shield?

Yes, but understand that the spell only targets Small and Medium objects.

So the weapons and armor of a Large creature are going to be immune to this spell, unless they are wielding undersized weapons.

or they're wielding one-handed or light weapons.
My understanding is that Large one-handed or light weapons would still qualify as Large weapons, and therefore large objects. I could be mixing terms here, but that is my understanding.

That "large" is "how big is the intended wielder".

Core Rulebook, page 141/144 wrote:
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.


Murdock Mudeater wrote:
Heinrich Hearts wrote:
May I use the spell break on an NPC's armor or weapon or shield?

Yes, but understand that the spell only targets Small and Medium objects.

So the weapons and armor of a Large creature are going to be immune to this spell, unless they are wielding undersized weapons.

or they're wielding one-handed or light weapons.


Menacing Shade of mauve wrote:
Cuenta wrote:
I thought there was an errata that slashed the price of the Amulet of Mighty Fists?
From 5,000 to 4,000

Ah, right. I thought it went from 4k to 2k.


I thought there was an errata that slashed the price of the Amulet of Mighty Fists?


You being fluent in the setting you're using and knowing how your players will react to things is worth more than many hours of preparation. With enough of this, you can run a game with no more prep than a five word plotseed.

And learn to improvise.


Secret Wizard wrote:

Three meals daily, always have breakfast

No air conditioning
100 push-ups daily
100 sit-ups daily
100 squats daily
Run 10 km daily

All of those except the last one aren't really hard.


You could get Divine Trident spell with Unsanctioned Knowledge feat, but that's not much. It deals electric damage, but it's kinda not great.


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dysartes wrote:
What happened to types I to IX?

[joke] VII VIII IX [/joke]


Klara Meison wrote:
Ravingdork wrote:
Characters in my games are assumed to come with a basic set of clothing. It does not apply against starting funds or encumbrance.
I thought that was RAW?

Doesn't cost anything: Yes.

Doesn't apply against encumbrance: No.


Insane KillMaster wrote:
Cthulhudrew wrote:
In the silent vastness of space, everyone is a ninja!!
How does silence prevent one from being seen?

If the perception rules are similar to pathfinder, that -1/10' is gonna add up fast...


Lemahu wrote:
W E Ray wrote:
Hobbun wrote:
Although I guess if your DM is overly generous, he could always allow more than +1. :)
Voska 66 wrote:
I allow a +1 to two stats at 8th and 16th in my games and +1 to one stat at 4th, 12th and 20th.
I give +2 to one Ability every 4 levels -- +1 just never made any sense.
This is what we do in our games as well as a HOUSE Rule, you can even split it up to even stats.

Wouldn't it make more sense to give a +1 every 2 levels instead of +2 every 4 levels?

Same end, less time between pluses.


@pauljathome

How-do multiplying is pretty clear as day in two different places in the Core Rulebook (pages 12 and 179).

You may well be right about the str thing.


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@pauljathome

You don't multiply multiples.

Core Rulebook, Combat, page 179 wrote:
When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
pauljathome wrote:
paraphrasing 1.5x str bonus stuff from you

I am unsure if you get 1.5x str with a lance while wielding it in one hand. Appropriate rules...

Core Rulebook, Combat, page 179 wrote:
When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus
Core Rulebook, Equipment, page 141 wrote:
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon

¯\_(ツ)_/¯

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