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![]() Ahhh, how incredible it is to peak my head into the PFO forums and find that this place is absolutely bumping! After some long conversations with friends last night, it re-sparked my excitement (however premature) in preparing for PFO Beta. A few Questions (if I may) 1. I am extremely interested in dedicating time to a guild, though I am struggling to find one that matches my interests. Does a guild exist with the following criteria? a. TN
My search through the guild lists has not been fruitful in finding what I am looking for. 2. If a guild like this does not exist, what would it take to start one?
Thanks in advance for your time! -Kybryn ![]()
![]() Dear Community, Has anybody gone through the words of power and give each one a word in Draconic or some other language? I think it would be cool to have a name for your spells as opposed to "Burst Fire Blast" which sounds cool but not what the word of power actually is. So the idea would be to create a Prefix, Infix?, and Suffix for each Target, Effect, and Meta word respectively. This seems like a big undertaking by an expert in linguistics, so I'm not about to pretend like I could do this. Does anybody know of an existing set of WoP translations? ![]()
![]() Why?
What?
So you know...
The debate regarding whether or not this kind of feat should exist, while interesting and worth the time for the community at large, is unnecessary for the purposes of this thread. That being said, please Balance my Feat: Finesse Strike Finesse Strike:
Finesse Strike (COMBAT)
You are trained in using your agility in melee combat, as opposed to brute strength. Prerequisites: Dex 17, Weapon Finesse, Weapon Focus, base attack bonus +1. Benefit: With a light or finessable weapon made for a creature of your size category with which you have Weapon Focus, you may choose to use your Dexterity bonus instead of your Strength bonus on damage rolls. If you have a Strength penalty, it is still added to your Dexterity bonus on damage rolls. You cannot use this feat if you are wearing medium or heavy armor. Normal: Only your strength modifier is applied to melee damage rolls. Special: Your Dexterity score counts as your Strength score for the purposes of qualifying for and applying feats that alter attack actions and full-round attacks. Edit: Added another hoop example. ![]()
![]() My Saturday night GM, which I've had for a year and a half now, is a practicing lawyer, licensed to practice before the SCOTUS. He is absolutely brilliant, and reads rules and cross-references terminology as a good attorney should. When we disagree with his interpretation, he allows us to argue before him (the judge) as attorneys would. Is this training and practice good? No, and Yes. Years of play and careful examination of the text lead me to believe that D&D and Pathfinder were not written by lawyers for lawyers, but rather by designers (who may be lawyers) for players. In this way, it is bad that one with legal training read the rules as an actual Lawyer. It should be read taking into consideration the intention of the writer, taking into consideration the differences between Flavor Text, and Mechanical Text. In this way, legal training to can be a boon if used in the right way. Also, the ability to argue before a judge and use the rules as my tool is really great as a player, especially when dealing with death and/or loss of property. In my experience, there are two general types of text in the game, which dictate the functionality of all things: 1. Flavor (Fluff) Text (FT)
FT helps give you context and imagery for the MT, but should not hold any damning mechanical weight. It should simply be used to enhance the flavor of the function in question, on the player and GM side. FT is the guide to Role-Playing, while MT is the guide to Roll-Playing. I'm not saying that the two do not intersect at times, in fact, they should be inseparably intertwined, but the nature of their relationship should be explicit: "MT exists to quantify the function of FT. If the opposite were true, no two people could sit at a table expecting to play the same game." ![]()
![]() I am personally of the opinion that Pathfinder classes do not receive enough skill points per level. I see too many Bruisers/Casters that dump int, and end up getting one skill point per level... ONE SKILL POINT PER LEVEL! As someone who loves role-playing and other non-combat encounters, this reality bothers me. So, we can discuss my premise if you guys want, but I have three major questions I was hoping we could explore. Assuming what I said is truth: 1. Would increasing all 2 and 4 skill-per-level classes by 2 skill points per level, and increasing everyone else by 1 be a reasonable balancing act? What about only increasing the 2 skill-per-level classes by 2 and everyone else by 1? 2. Is increasing skills-per-level by an odd number somehow wrong or taboo? Why does paizo only have even numbered skills per level? 3. Would this kind of increase in skills encourage viability in non-combat encounters without over-doing it? On a side note, these proposed increases were done in a formulaic fashion with a progressive equation, though the product is so simple and seemingly obvious to me that I feel a bit silly for having spent an hour on it haha. ![]()
![]() Sup folks, I've created a table for your pleasure. What this table attempts to do is to help players know where their Attack Bonus should be at each level to ensure the chances of hitting are always in their favor. On the x axis is hit bonus
60%-95% is green
On the left, if the CR is green, means I've averaged every Paizo creature of that CR's AC (From PFSRD) and listed on the left. If it's in red, means I've just made an educated guess. When I finish, I'll revert it to black so that you know that it's accurate. Not sure this is worth stickying, but it should be helpful! You'll also notice that I've only pasted values. If you're interested in the formula PM me. Have fun! ![]()
![]() I recently joined the community at http://ffhacktics.com and have come to learn of the amazing modifications you can make to Final Fantasy Tactics. With the right knowledge and skill-sets, you can essentially modify every aspect of the game (weapon attack/damage equations, classes, etc). This has led me to be interested in putting together a team to create: Pathfinder Tactics The initial interest of mine would be two fold 1. Modify the game mechanically to match the Pathfinder RPG engine and ruleset. 2. Program the first chapter of an AP. If you're interested in supporting the cause, what I need are people that can do the following: 1. ASM/Hex editing
So much of the Hex coding has already been analyzed and many/most of the necessary mechanics have already be figured out by other enthusiasts who have created other patches. Even if you don't have any of those skills, come geek out here anyway about FFT :D ![]()
![]() Okay, so I've spend some time reading up on the Augment Summoning + Summon Eidolon combo, and I'm not convinced yet that the summon gains the effects. Before you start calling me names, just read through this. 1. Augment Summoning (Feat):
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. 2. Summon Eidolon (Spell):
You open a rift between dimensions that summons your eidolon. Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage. Now, on my first read-through, I was in agreement with the idea that Eidolons summoned through this spell gain the effects of augmented summoning, but re-reading it, this line caught my eye:
The spell Summon Eidolon, to me, has a RAI of allowing you to summon your eidolon even after it has died in a day, removing the necessity to wait 24 hours. The idea that you are penalized for letting it die being reversed into a bonus when summoning it seems a bit odd to me, since it's already stronger than the scaling summoned creatures you can get by the regular spell. Flavor-wise and RAI-wise it seems as if it wasn't intended to be used with the feat, though I could be wrong. I'm not interested in majority opinion on this one, rather someone who can do one of the following: 1. Link me to a FAQ or reputable Paizo Employee that gives a ruling
Thanks! ![]()
![]() Hey guys, Thanks for taking a minute to check this out. I'm interested in creating a rogue/fighter/monk hybrid. I know... that sounds like a lot, but I've put a good amount of time into building and balancing this class using the
I would appreciate any feedback you might have. Please be critical of the build! But don't be jerks to me :D CP Breakdown:
Myrmidon Base Abilities Selection CP HD d8 30 Weapon Proficiency Simple, 2 Martial, 1 Exotic 14 Armor Proficiency Progressive, Shields 15 Class Skills 14 15 Skill Points per Level 6+int 45 BAB Progression High 50 Alignment Prohibited: Any Neutral -5 Save Progression Deft 15 Total: 179 Special Ability Equivalent CP Sneak Attack Excellent Ability 15 Fast Movement Moderate Ability (conditional) 10 Finesse Fighter General Feat 5 Evasion Enhanced One-Time Ability 10 Uncanny Dodge Excellent Ability 15 Wearing Armor Affects All Abilities Greater Restriction -20 Bonus Feat Acquired Feat 20 Favored Weapon Outstanding Ability 20 Finesse Strike Excellent Ability 15 Total: 90 Grand Total: 269 Myrmidon Role: Myrmidons are masters of physical combat, and excel at dispatching foes quickly. While they do best when fighting with a flanking buddy, they can hold their own in head-to-head combat. Their weapon mastery abilities keep them equipped permanently with an answer to every combat situation, as long as they have one of their favored weapons by their side. Their powerful sense of self-awareness allows them to not only best their opponents in combat, but in social settings as well. Alignment: Any Neutral Hit Die: d8. Class Skills
Skill Ranks per Level: 6 + Int modifier. Class Features
Weapon and Armor Proficiency: Myrmidons are proficient with all simple weapons, plus two martial weapons and one exotic weapon. Myrmidons are not proficient with any armor, but are proficient with light shields and bucklers. When wearing armor or carrying a medium or heavy load, a myrmidon loses his AC bonus, as well as his fast movement, finesse strike, and favored weapon abilities." Fast Movement (Ex): A myrmidon's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor and not carrying a medium or heavy load. Apply this bonus before modifying the myrmidon's speed because of any load carried. This bonus stacks with any other bonuses to the myrmidon's land speed. AC Bonus (Ex): When unarmored and unencumbered, the myrmidon adds his Charisma bonus (if any) to his AC and his CMB. In addition, a myrmidon gains a +1 bonus to AC and CMB at 4th level. This bonus increases by 1 for every four myrmidon levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the myrmidon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load." Sneak Attack: If a myrmidon can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The myrmidon's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the myrmidon flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two myrmidon levels thereafter. Should the myrmidon score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a myrmidon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The myrmidon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A myrmidon cannot sneak attack while striking a creature with concealment." Evasion (Ex): At 2nd level and higher, a myrmidon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the myrmidon is wearing light armor or no armor. A helpless myrmidon does not gain the benefit of evasion. Finesse Fighter: At 2nd level, a myrmidon receives Weapon Finesse as a bonus feat. Uncanny Dodge (Ex): Starting at 4th level, a myrmidon can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses herDexterity bonus to AC if immobilized. A myrmidon with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a myrmidon already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead." Favored Weapon (Ex): At 6th level, a myrmidon chooses a single weapon. Each time the myrmidon deals sneak attack damage, he can choose to forgo 1d6 damage in exchange for one added effect. At 6th level, he may increase the damage of his favored weapon by one step. At 10th level, he may ignore hardness 5. At 14th level, he gains another favored weapon, and may ignore DR 5. For each added effect applied, he must forgo an additional 1d6, up to 3d6 per sneak attack total for all three added affects combined. At 18th level, he may apply the same added affect up to three times." Bonus Feats: At 6th level, and at every four levels thereafter, a myrmidon gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. A myrmidon qualifies as a fighter for any feat with "fighter" as a prerequisite when selecting his bonus feat. Improved Uncanny Dodge (Ex): A myrmidon of 8th level or higher can no longer be flanked. This defense denies sneak attack damage done by an attacker flanking her, unless the attacker has at least four more myrmidon or rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum myrmidon level required to flank the character. Finesse Strike (Ex): A myrmidon of 12th level may substitute half of his Dexterity bonus to damage rolls for strength. At 16th level, he may substitute his entire Dexterity bonus to damage rolls instead of strength. Favored Weapon Mastery (Ex): At 20th level, a myrmidon becomes a true master of his favored weapon. He may apply one added affect regardless of if he is dealing sneak attack damage or not. In addition, for each 1d6 he forgo's while dealing sneak attack damage, each added affect is applied. He may forgo up to 4d6 per sneak attack. ![]()
![]() What's goin on people? Sad to say we've lost Talia Grace, our Cleric/Wizard due to some RL stuff. Here's a link to the original recruitment thread. We are now looking to replace her, and I am accepting applications. Although she was the primary healer for the group, you are a group of mercenaries, and should be able to make due without a healer. My point is that you should feel free to make whatever you want, since my decision will not be based on class, but on substance and ability. I did have some players on deck, and have given them time to show interest. If you've already got a player built for this campaign, feel free to repost him, or make something new. Here are the recruitment guidelines: “Thank you for coming, please close the door behind you… We have brought you to the Mierani Forest because you have been chosen as candidates for the Shin’Rakorath. Our brotherhood has existed for nearly two thousand years, since the time of the return of our kind from Sovyrian, and our motto has remained the same: ‘To be the light against the coming darkness’. If you are selected, you shall be called to the noble task of protecting Elven-kind on Golarion.” Campaign Summary:
Posting Requirements:
Crunch Guidelines:
Application Format:
Good luck to all of you! ![]()
![]() Lets say a monster is flanked, and wants to move to another part of the room and cast a spell. Do the attacks of opportunity attack with the +2 flanking bonus? Attack of Opportunity:
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round. An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). I take the text I bolded to mean this order of operations: 1. Monster declares movement
Does this sound right? I just wanted to get a second opinion. ![]()
![]() Shin'Rakorath Captain:“Thank you for meeting with at such short notice. I have called the five of you here for a special purpose. Now that each one of you has earned your position as a recruit of the Shin’Rakorath, I have decided to send you on your first mission. What I expect from you are results. This is your first, and most important chance to prove yourselves to our brotherhood. I do not have much time to brief you now, so you will have to forgive me. You are to travel southeast to Riddleport and meet up with an Elf by the name of Kwava at The Gold Goblin Gambling Hall. When you approach the Succubi, speak the words of our brotherhood, and they will take you to Kwava. He will be expecting you, and will fill you in as to what your duties are. Take this, it should be enough to secure safe passage for each of you."
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![]() Alright guys, welcome to the discussion thread. We will use this for today and tomorrow to do a final review of the crunch. -Please post your stat block/sheet here, so that we can do a fine evaluation of what you do. Everyone, please feel free to help me by reviewing anybody else's sheet for errors. I've selected each one of you because I think that you can bring a dynamic RP element, as well a powerful combat element. As for the gameplay thread, I'm going to post an initial situation for you all to start responding to before we get into any significant encounters. The assumption here is that you've all been accepted as recruits to the Shin'Rakorath, and received basic training. Thus far, most of your training has been very superficial, teaching about the earthfall, the history of the Elves on Golarion, and how rogue elves cannot be suffered to defile the name of such an ancient and noble race. Some additional things you know are: Your purpose is to fight for the greater good of the Elves.
*You all receive an additional trait:
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![]() Hey guys, I think this would be a clean way to get our ideas mixing without having to use the PM system. I'm going to start reading all of your backstories and consider how I might meet and get along with each of you. Edit: Count me out of the reading back stories business. This is the place to get to know you! ![]()
![]() “Thank you for coming, please close the door behind you… We have brought you to the Mierani Forest because you have been chosen as candidates for the Shin’Rakorath. Our brotherhood has existed for nearly two thousand years, since the time of the return of our kind from Sovyrian, and our motto has remained the same: ‘To be the light against the coming darkness’. If you are selected, you shall be called to the noble task of protecting Elven-kind on Golarion.” Campaign Summary:
Posting Requirements:
Crunch Guidelines:
Application Format:
Recruitment Details:
Good luck to all of you! ![]()
![]() Some friends and I will soon be starting a "Templar" campaign. A group of 4 or 5 Paladins (Templars), will be called to purify an ancient temple, destroy a demon, recover a powerful relic etc. The campaign will most likely start around level 5 and take them in a variety of directions before the final battle. My question is this, is it possible to build a balanced party made up entirely of Paladins? Each party member would serve a different function, and most likely be a different archetype. How would you build this party? Is it possible to accomplish this without a dedicated healer? Is there an archetype that could serve as a dedicated healer? The rolls I've defined (all paladin class by the way)so far are: 1. Archer
Which of these rolls would you use? Which of these could be blended into one player? Which archetypes would you use? Any of your ideas would be well received! Thanks ![]()
![]() Help me understand the Solar's slam attack. Damage:(2d8+13) I can understand how the +13 comes from
But... why 2d8? According to "Universal Monster Rules", Large creatures deal 1d6 slam damage. The solar is dealing slam damage as though it were a Colossal creature, why is that? I cannot find anything that suggests that this should be the case on it's stat block. Your help is appreciated ![]()
![]() Yo,
Background::
I'm currently playing in a pretty volatile mega-dungeon. It's being run with 3.5 monsters, and mostly 3.5 rules (with some exceptions for those who built PFDR PC's for an XP penalty). It's 20 levels deep, and scales in difficulty accordingly (convenient, no?). In the first session, 2 pc's died, and quit. In the 4th session, and every other round since, 1 pc has died, and rerolled. I, along with our cleric (now forced tank/cleric), have managed to survive to 4th level. I'm currently playing a Draconic Evoker Sorcerer, who blasts primarily with Electric spells (I mimic the powers of the Song Dragon). Given that people keep dying, i've scoured my old sourcebooks and the interwebz for an appropriate 5 level PrC, which I think i've found: War Mage. Proposed PrC - War Mage (AoM)::
Arcane Aegis (Su): The war mage may designate one ally within 30 ft and add his Charisma modifier (if positive) as a morale bonus to the ally’s AC. Every other level (at 3rd and at 5th level) the number of allies so aided increases by 1. Battle Magic (Ex): At 1st level, the War Mage increases the effectiveness of his combat spells. Any spell cast by the War Mage that causes damage gains a +1 bonus hit point per die of damage. At 3rd level, this bonus increases to +2, and at 5th level, this bonus increases to +3. Armored Spellcasting (Ex): A war mage is better able than other characters to cast arcane spells while wearing armor. At 2nd level, the war mage reduces the arcane spell failure chance for any armor he wears by -5%. At 4th level, this ability increases to -10%. This ability stacks with the benefits of other classes that have this ability. Metamagic (Ex): A war mage learns to use his spells to a maximum effectiveness against his enemies. At 2nd level and again at 4th, the war mage gains a bonus metamagic feat, selected from the following list: Empower Spell, Enlarge Spell, Maximize Spell, and Widen Spell. Something of note: The War Mage has full caster level progression The trade-off::
+ Enhanced Evocation Damage, + Enhanced party AC, + Armored spell casing (see my proposed armor below), + 2 metamagic feats FOR - 2 bloodline spells, - 1 bloodline feat, -1 capstone Bloodline power (i will try to remedy this with Robes of Arcane Heritage) Proposed Armor::
Given that death is so prevalent, one cannot be too careful. Medium Mithral Armor: 4,000 gp
Total: 8,450/2(crafted)=4,225 gp This nets:
So what do you think of the build? Is it borked? Is it not a valuable trade-off? Would you allow it? Thanks! edit: spoiler formatting, added some stuff ![]()
![]() Sup y'all. I'm interested in crafting a buffed version of robes of arcane heritage:
Robes of Arcane Heritage:
Aura moderate necromancy; CL 9th Slot body; Price 16,000 gp; Weight 1 lb. Description
Construction Requirements
My goal is to take a 5 level prestige class without suffering the -1 to my effective "sorcerer level" when determining my bloodline abilities. This means that my Robes of Arcane Heritage need to give me a +5 instead of a +4. I'm having a hard time determining the price breakdown for the robe, which is 16,000 gold. It uses CL 9 with a 3rd level spell. There is no way to get a number even close to 16,000 using those numbers. The closest thing I got was Bonus squared x 1,000 gp. While this has nothing to do with it, it gives me 16,000. If I were to make it a plus 5 to caster level, would it be logical to make the robes worth 25,000 gold? or 5^2? Thanks for any input! |