Lem

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345 posts. 1 review. No lists. No wishlists.



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The original post I read didn't specify what edition, as Pathfinder is my regular go to I tried it here.

I want to thank everyone for actually putting so much though and theory into this. This is exactly why I respect this forum so very much!


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Wave 4 arrived in perfect condition!

Steve I always find it amazing that there are actually generous people left in this world.

Thank you every so much.


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Very nice! I see this getting some use.


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Actually playing Pathfinder! That's what I like most. Now if I could just find a dang group!


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1: Game starts at a certain time, you show up at or before that time.

2: Game starts at a certain time, you start playing at that time. Social hour is over.

3: Do not bring your personal issues to the table and expect free therapy. It's called 'Gaming', not 'Group'.

4: Once gaming starts, stay in game, or at least on topic. Do not try to be better than AmTrak at derailing.

5: Figure out your turn BEFORE it's your turn.

6: Take your turn ON YOUR TURN. If it's not your turn, shut your pie hole.

....and this is how my weekly sessions run. The soul saving grace is our GM is really good (when allowed to run the game by the other players), and has more patience than anyone I have ever met.


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Deadmanwalking wrote:
Patrick Curtin wrote:
I'll start with this: cleric domains. The concept confuses the ever loving snot out of me. Does anyone have a concise way to explain how domains affect a cleric? Sometimes it's extra spells, sometimes extra powers. You can take these spells, you can't take these others. Is there an overarching framework or is it just each domain has its own quirks?

There's a framework. You gain an ability at 1st, another at 8th (okay, occasionally at 6th), and one spell at each spell level.

As you have two, you gain all the abilities of both, and can pick between the spells each one grants at each spell level as a bonus spell (as noted, much like Wizard school bonus spells).

Lamontius wrote:
please explain the caster/martial disparity

At high levels, casters have way more options of things to do and ways to solve problems. Especially outside combat. Some people are more inclined to see this as an issue than others are.

Lamontius wrote:
can someone elaborate on when a paladin should fall

When their player and the GM's discussion and agreement about how alignment works says they should.

Lamontius wrote:
how do I do grappling

You make a Tetori Monk.

Lamontius wrote:
why does the rogue even exist

Legacy issues. Also, to serve as a basis for several solid archetypes.

Lamontius wrote:
how do armor spikes work

Like weapons.

Lamontius wrote:
is charm person an evil act

Depends on what you Charm them to do.

Lamontius wrote:
why are most CN characters complete dumpsters

Bad players using CN as an excuse.

Lamontius wrote:
explain sacred geometry interactions plz

No.

Lamontius wrote:
should I rollplay or roleplay

False dichotomy.

Lamontius wrote:
how much can I optimize before I am considered a cheesing powergamer

Varies wildly depending on your group and how much they optimize. Discuss it with them.

Lamontius wrote:
why
...

Best answers I have heard in a long time!


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With the amount of splat that 3.5 has I've always found it hard to balance most things imported to Pathfinder. ( Of course, Pathfinder is starting to gain it's own splat )


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Ahh. Nice Feat and all, but might be a bit over powered for Pathfinder.


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Sissyl wrote:

The problem here is twofold:

First, as has been stated above, playing a summoner requires you to be extremely efficient. You need ready stats for ALL creatures you could want to summon. This means you will have to update them between sessions. It is a good strategy, some extra time will probably be okay, especially if control of the summons are spread out, but not too much.

Second, summoning 1d4+1 ANYTHING (except maybe lantern archons, which can be pretty much abstracted anyway) is useless. Yes, you can do it. No, it won't make a difference either way. At that point, the summons are too weak to be more than a nuisance. Either talk to the player about this, or enforce it by removing the 1d4+1 option.

Efficiency is key. As a Summoner I have my own bestiary, custom made markers, reference material, and page numbers....for EVERYTHING. Even on the fly with a fully loaded summoning and Eidolon my turns rarely take more than 2 minutes. Unless another player pulls the "You can't do that" line. Which is why I do full research and have page reference numbers at the ready to cut down on that time sink too.

As for summons being too weak, opinions vary greatly. But if they are nothing more than a nuisance....you either have the wrong summon on the field, or you just doing it wrong. Again, just my opinion on that.


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OK, here is a number of suggestions.

Have print outs of the summons. With some copy, paste, and minor editing your player can have all it's summonable critters readily at hand. This is much faster than flipping through a bestiary and you can edit numbers for Augment Summoning and such.

Pre-roll. Easiest if you planning a straight out attack with your summons, but not much harder if your doing something else either. Ex: spells, combat maneuvers, etc.

If you allow electronics at your table, and your player uses Android I strongly recommend an app called Summoner PF RPG, made by Luigi Papino. There is a free version to try it out, and a pair version with a bit more functionality. It's only a couple bucks and makes your summoning life so so easy!

Summoning is awesome! With planning on your player's part it's turn should take no longer than another and you will not have to limit your player.


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Of all the threads here, this one has topped 50 posts. I'm surprisingly pleased with that.


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Do abilities that great you an AoO (like, Unexpected Strike, CAGM, etc) require Combat Reflexes to work if more that one AoO is provoked?