Abraham spalding wrote:
Yeah, I should have added in that there are two claw attacks. Of course, being a sorc you probably won't hit with either one (I know the sorc I am playing can't hit a barn with a claw attack). The scream doesn't list an attack roll (or it could crit) or a saving throw, so it's guaranteed damage. I'm not with my books right now, but I'm pretty sure I could find ways to jack up the damage on the scream, and yes, it is much easier to jack up damage on the claws, but what sorc is going to waste feats on it? If you really want to test balance, ask 10 unbiased players which they would rather have, for sheer usefulness (lots of RP reasons to want claws). Nine of them will like your way best and the tenth is a manga sucking moron. If the two were balanced, the split would be more like 5 and 5 or 4 and 6.
Matthew Morris wrote:
I think this is a bit too powerful. I'm always careful with sonic powers, due to the fact that almost nothing a typical adventure includes is resistant or immune to it. But looking at Abyssal claws, minus other bonuses it does a max of 14 damage to one creature. Six is fire which can be negated. It's also in melee only. AT 11th level your new power does a max of 13 from range to multiple targets and sickens them. That's a pretty big boost.
Bard-Sader wrote:
I assume you were still talking about 3rd ed. My point was that the new system is messed up. I'm not saying the old system wasn't. But with a few (and I do mean few) feats, I can easily disarm several times a round at huge bonuses, from range, and toss weapons 15 feet away from the victims.
Back to the original question, kind of... If a wizard is enchanting his own bonded item, doesn't he immediately claim this 30% discount? Item Requires Specific Class or Alignment to Use: Even more
Not only does it require a wizard to use it, it requires a specific wizard to use it. The argument could be made that it should qualify for an even bigger discount. Say 50%?
Brutesquad07 wrote: We treat it as a Pearl of Power of what ever level you want. That means that your interpretation is the one we are using. If you prepped it and cast it you can use the object to recall it and cast it again. The arcane bloodline Sorcerer can use it to cast 1 spell/day from any 1 level after that level of spells are exhausted. Not being snotty or anything, but is there a reason you think the spell has to be cast before you can use the bonded item to cast it?
Ok, I admit, I'm having too much fun with this, and I apologize if I have missed something, but... FIGHTER Level 1 "Ursord Ismine" Human STR 10
FEATS:
Now comes the fun part. We give him two sai. It's ok he doesn't know which end is up, cause we gave him two!! BAB=1
Moral of the story? his attacks are at -8/-12 once you factor in non-proficiency and dual wielding. So a naked villager with with no dex bonus is more than he can handle most of the time. BUT!!!! He gets two attempts to disarm at...let me think...+11!!!!! For sport, at level two we'll give him Combat Reflexes and maybe switch his weapon to something with reach like a spiked chain. LOL.
Ok, so I found this thread: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/feedback/alpha3/combatMagic/combatManeuvers It says that you don't add any bonuses to the roll, so yes, you should always use your suckiest attacks, no, it's not usually going to work, and oddly, magic weapons, Weapon Focus, and Weapon Finesse have no affect on Combat Maneuvers at all.
I'm confused on this as well. Pathfinder RPG wrote:
Does this mean roll a d20 with all your normal bonuses and then add your CMB? Or do you roll a d20 and add just your CMB? Basically, do your strength and BAB count twice? If you get all your normal bonuses then Agile Maneuvers and Weapon Finesse would both matter, because Agile maneuvers only affects the CMB, and Weapon Finesse only affects the attack roll. 3rd level Fighter with 18 Dex, 16 Str, using a rapier, rolls a 10 on a d20 to perform a disarm: CMB (BAB 3 + Str 3 + Size 0) + attack roll (10 + Str 3 + BAB 3)= 22 Now with Weapon Finesse: CMB (BAB 3 + Str 3 + Size 0) + attack roll (10 + Dex 4 + BAB 3)= 23 Now with Weapon Finesse and Agile Maneuvers: CMB (BAB 3 + Dex 4 + Size 0) + attack roll (10 + Dex 4 + BAB 3)= 24 Of course if you don't get all your normal bonuses on the attack roll, weapon finesse has no affect at all. I would love some clarification here. I don't think I'll be attempting many Combat Maneuvers if bonuses don't add to the attack roll. If the target number is 15 + the opponent's CMB, then a first level fighter will only successfully disarm a 1st level wizard about half the time. I think.
There is only one way to fix this class. DELETE IT. It is, always has been, and always will be the stupidest thing in gaming since letting elves auto-detect secret doors. If you could be a multi classed fighter/rogue/wizard just by running around from place to place, every caravan driver, messenger and outlaw would be one. It's just retarded. This is how it plays out: Orgon, the dwarven barbarian swings his nicked and bloodied axe one final time, finishing off the last of the dark cultist of Bane. He surveys the room as he falls to one knee, battered, bleeding and exhausted. His friends Maylee the wizard and Lovar, cleric of Torm, lay dead in the corner. He begins to say a silent prayer... What the hell is that noise? His prayer interrupted, he turns to look behind him. Dingleberry the bard is still playing his f'ing lute! Orgon's rage gives him one last burst of energy and he cleaves the little twit in two before collapsing on the ground. Yeah, I'll take my fantasy with a little more hetero, thanks.
neceros wrote:
I totally disagree. I for one have no interest in a game where you can "have it all." Specializing in one field should make you better at it, period. If you want uber powerful characters, might I suggest 4th ed? |