Squiggit wrote:
OK so Lawful is one step away for Neutral and Neutral is one step away for good and evil. I think I got it. I had to re-read that like ten times before I could wrap my brain around it. They don't talk about single components in the alignment steps section so that's what was confusing me. Thanks.
I couldn't find this addressed anywhere: P. 10 of ultimate intrigue says:
But according to the core rules Neutral Good and Neutral Evil would be two steps away since they are diagonal on the table: Core Rules p.166 "Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity." you can see the table here: http://paizo.com/pathfinderRPG/prd/coreRulebook/additionalRules.html Am I missing something?
Espagnoll wrote:
I'm planning on starting this AP soon and this guys music seems fitting: https://www.youtube.com/user/PeterCrowley83/videos Thanks to everyone for all the other great music ideas in this thread.
leo1925 wrote:
Text has no inflection and I honestly could not tell if you were kidding. I hope no offence was taken. I have GM'ed and played in several APs (RotRL both old school and revised, Kingmaker, Mummys Mask (currently running), and Chrimson Throne)In my experiances the AP's are not very deadly after the first book but the first 4 levels acan be very deadly. As a player I have been in 2 TPK's (old school RotRL and Chrimson Throne) and as GM I have had to fudge rolls to keep my PC's from dying. Also a look at the obituaries of any of the AP froums will show that the AP's can be very deadly at times. Which is why I thought you may have ben kidding. I'm glad that your experiances have been diffrent. So that is two votes for techslinger. Also my fellow player suggested techslinger and since I want my character to be more utility than DPS I'm going to go techslinger. Thanks for the input.
I'm going to be playing in Iron Gods soon and I'm playing a gunslinger. I'm debating between playing the Pistolero or Techslinger archtypes. The Pistolero has extra damage at lower levels but the techslinger has more versitality in the types of firearms they can use, like being able to use heavy weapons as firearms at higher levels.
A character in my game found a secret room with treasure in it and wants to try to stuff 330gp from a chest in to his pockets using slight of hand without the other PC's knowing. Slight of hand is just for small pocketable items not a huge amount of coins would stealth be more appropiate? Also what type of (huge) minus should I give to his roll? Bonus question: Would you consider this an evil act or just chaotic? (His alignment is CN.)
I wonder if this works. I would like to carry a tower shield until i get in charge range of my enemy. Then as part of my move/ charge action drop the shield as a free action and ready my greatsword. Does the move of a charge qualify for those free actions? From the way I'm reading it, it works as long as I charge as a full round action and not a standard action, but it doesn't really say it in the rules. Another semi-related question if I us a tower shield for total cover does a ally behind be also receive total cover? We recently faced bad guys with lots of ranged attacks. :) Draw or Sheathe a Weapon:
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item. If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Ready or Drop a Shield:
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move. Charge: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent. You can't take a 5-foot step in the same round as a charge. If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn. Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent. Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
SteelDraco wrote:
Thanks! :)
Let me just say a few things up front: I hate PVP and I love PVE. I think that this hatred comes from the fact that I've been playing (pen and Paper) role playing games for a long time (almost 30 years.) I love that you get together with your friends and defeat the bad guy. I've been playing MMO's for about 8 years now. I don't mind MMO's that have PVP in them. I just don't want to have to deal with PVP to get to my PVE content. I played a 2 week trial of EVE online and stopped after 2 weeks because I had to deal with PVP to get to the PVE content. What you have proposed so far seems very much like EVE Online, PVP focused. When I think of Pathfinder i don't think of PVP. Pathfinder, to me, is about defeating monsters and villains (PVE) it's not about killing other players (PVP)unless your in a really bad game. It seems like your just making a fantasy version of EVE online. To me, your sacrificing the feel of Pathfinder to follow the "EVE Model" because it's easy and convenient not because it accurately represents the feel of Pathfinder in any way. All that being said I am a backer of Pathfinder MMO. I'm always for the little guy. Please consider letting people who want to play the PVE part of the game do so with out having to engage in PVP, and without being severely limited resource wise. That would truly be something new and different from any other sandbox MMO.
Reynard wrote:
I have thought about this often. Many monsters in the 3.X sysyem, especially higher level ones,have way more powers then they would ever use in a fight. I really like that 4.0 has the monsters boiled down to the essentials of what the gm needs for a fight and not dozens of spells that end up just giving the GM more homework. That said there are also things I still love about Pathfinder. I would like to see a book like what you describe but take away the unnecessary or Redundant powers. Just have a boiled down stat block that is all right there on one page.
HeHateMe wrote:
Well said I could not agree more. I never understood the mindset of GM's that keep the tally of their TPK's as some sort of badge of honor. I think it should be the opposite.
Reaperbryan wrote:
I just started my Kingmaker game, a friend of mine has also just started running it too. I hope he is ready soon. :)
Valandil Ancalime wrote:
Under the Creating Rods section on page 552 it says the crafter "need not provide any material components" So the base price would be: (6x11x1800)/5 = 23760
In my play test, especially at first level, I find that the clerics' healing spells are used more quickly with the increased hit point options. They have a hard time healing everyone back up to full and keeping them going. I think the heal to 1/2 is a good solution. I also think I will try heal to full in a playtest.
This universal school ability reads as: Hand of the Apprentice (Su): As a standard action, you can
I had some questions: is the wizards limited by size? I assume it limited to a 5 pound weapon but can a small wizard carry around a medium weapon and use that to bash people? Can they use any weapon or only weapons they are proficent in? Can you trip or disarm using this weapon? If so, how do you calculate your CMB? Does it have to be a one handed weapon? Can you use a ranged weapon? Can i use this hand to fire a bow? What about a composite long bow what "strength " does it Pull at? I could probably think of more questions this ability difenatly could be written with more clairification. my suggestion: Hand of the Apprentice (Su): As a standard action, you can
This would make this ability scale up usefull at higher levels as the wizard can invest the money in mithril weapons. :)
(I accidentally originally posted this in the General discussion area, I relaized it should go here.) The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells. My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat... We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions. Thanks
The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells. My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat... We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions. Thanks
I'm for getting rid of skill points. I've been GM'ing Saga for the past 4 months and my players and I love it. It lets you devote more time to picking powers and abilities then micro-managing points. Also it makes for a more diverse group of characters. Players are more inclined to specialize in diffrent areas of expertise. Its not "everyone roll and hope some one gets a 20" it's more like "ah a mechanical problem Joe this is your area of expertise." Each player has a skill situation they they can shine in, insted of random luck.
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