While we have already hit Minsc and the Tick. I will add a mighty STERNN! From Hanover Fist in Heavy Metal
Kelsey Arwen MacAilbert wrote: I told them they could not use something I hadn't read yet and that a monk/sorcerer/arcane archer cannot use flurry of blows and imbue arrows at the same time to cast a whole bunch of spells in one round while only spending one spell slot. They overruled me and did it anyway. Wasn't speaking about you directly.
Hama wrote:
It also may effect you depending on where the website is hosted, as my guess is if this goes through any shut downs will be blanket rather than allowing a site to continue to be accessed outside of the US.
Evil Lincoln wrote: We now ask the much more existential: "Good, Evil, Meh. Does anyone out there share my feelings?" And yet in theory this more existential question should be more useful, should it not rather than trying to answer a relativistic question in terms of moral absolutes, even if the game does deal in moral absolutes. At least I know which tribes and mystery cults within a tribe someone belongs to by their search for like minded individuals, [sarcasm]So I can then avoid them like the plague or morally deride them.[/sarcasm].
Chris Self wrote:
+1 to this Mouse guard can be a lot of fun and may get at something they are expressing they want to play. [Tangent Alert:] Reading this makes me think of Shaffar of the people (the cat who opens a room for you after speaking with animals) from the Ravenloft: Stone Prophet video game
Ask if you can ditch the cleric and go zen archer monk or sohei monk all the way or go for maneuver master Become a serious flanking buddy at speed with the ninja. Ask for an inquisitor level instead of cleric: enhanced judgment feat treats you as 3 levels higher(not to exceed character level) for your judgment ability to enhance attack damage or saves coupled with spells like wrath, divine favor etc to augment your damage.
I think that in a low levels game (1-5) Zen archer may be the way top go for access to point blank master at 3rd. Full attack flurry even in melee combat is kind of big in low level games. Also in a compressed battle area inside a building, etc which are harder to manipulate through alternative movements etc at low levels also favor the monk as the levels increase though and flying, dimension door, etc become more viable it may be less so.
Egoish wrote:
The ability to hit is included in DPR calcualtions the cavalier does not get that boost which means while he hits as hard he doesn't hit as often. which means lower damage over the whole of their attacks. The ranger and paladin do get to boost the ability to hit and now with instant enemy spell an EXPENSIVE WAND means a ranger can apply his best favored enemy bonus to whomever he wants and it is a boost to hit and damage. Coupled with more access to archery feats means more arrows in the air. The suck of the wand versus a straight casting is it is no longer a swift action to do. I have no doubt a cavalier will do well but I am not sure its stepping away from the pack as you seem to be implying.
TOZ wrote:
Ahh I just thought it applied penalties my bad, still... DSAF
Kthulhu wrote:
d20pfsrd wrote:
Quote:
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As it does not have the "upon command" sentence which all other activation effects do it cannot be turned off. The fact that the Burst weapons gain their critical even whenthe base property is not active only serves to augment this reading which I do believe is also the RAI as you were so found of pointing out up-thread. Be prepared to walk around with a brightly glowing weapon you can sheathe at all times (good luck sleeping in that bright light). Yea not really ever worth it to me as a weapon upgrade, and i do think it should be a command activated ability but nope.
Tobias wrote:
The base cost of 4000 gp does not an artifact make while you may feel it is not kosher to have such an item at 10th level and even enchanted its only 12,000 per gun now granted that is a sizable chunk of cash for that level. That does not mean that its beyond the pale if the game is going to be wrapping up at say 12th level and he just got them. Then in that games individual context it seems like high level treasure troves. It all depends on how folks at an individual table are defining "high level". If they are common and they choose to use the "more common firearms" options the price drops significantly, enough that I would consider picking up amateur gunslinger/ EWP at 11 if I was at that table. Edit: But even with that I will echo Cheapy: a blanket acceptance of any and all material by any publisher can have unforeseen consequences for your game as often that one book is not analyzed holistically with the others in the game line.
Battousai wrote:
Yes you seem to underestimate the number of optomizers/ powergamers/minmaxers etc out there. I wish I shared your optimism. It's generally not great as at worst its free points and at best it's additional layers of bookkeeping for the GM to have to deal with and make sure to use. The second is generally what leads to the first. This is why I suggested games that more explicitly make you have disadvantages villianous traits, etc and a mechanical reason to use them yourself rather than try and avoid those situations or hope the GM doesn't ask to see if any one has a phobia: ladybugs at the annual ladybug festival of the Village of Hom where the goddess manifested as a giant ladybug to save the town.
Morgen wrote:
Bestiary says CR 10 make your own monster should be around 24, yea I can see a lot of second iterative attacks missing even if your bonus is stout. It's generally the major limiter in the DPR olympics threads is the miss chance.
Exterminator wrote: If going Cleric and not wanting to be just a healer should I try the inquisitor class or choose destruction domain? There is virtually no reason to be a heal-bot in PF especially with the after combat options of channel energy and such. But of you really concerned with that look into a battle oracle to get a strong base maneuver of your choice and some of its associated feats for free.
Abraham spalding wrote:
Umm Apostle Paul was wrong about the date too which he assumed would be within his lifetime, of course eventually he had to revise his statement to be well it could happen any old time really so be ready. Pessimal thinking assumes the world can get no better or worse than it is currently and therefore this must be the end times.
Zombieneighbours wrote:
While fresh naan is wonderful (I <3 Naan as well), maybe not special. But yes I would include communion wafers and other culturally significant bread in my list of special; BUT only in the context that the author is describing the cultural event that that bread is associated with. if you are having a flat-bread with a meal in the book I actually prefer to leave it that vague then I can fill in the details of is it Naan, or Pita, or Tortilla, etc. I would also be curious why you are writing about a meal until you bring in the plot or dialog breadcrumbs, and grumbling about making me hungry while I am reading.
Blackborn wrote:
Umm PAX already does this through Penny Arcade TV, with a studio audience as the commentators.
Gorbacz wrote:
I will +1 my fellow toothy bag brother but i have to admit cleric (which i have avoided like the plague since ending 2ed) does belong on the list for a lot of the reasons TOZ mentions. I am thinking about the suggestion someone made on the boards earlier this week or end of last week about making the domain spells ditch a prepared spell and spontaneous cast rather than cure/cause spells but I am nutty like that, for my homebrew.
wraithstrike wrote:
I was indeed. Particularly with the advent of extra smiting oath pally's and guide or instant favored enemy options for the ranger. I don't see not having enough "oomph" during the major opposition combats. If SWAT tactics are being employed then minor combats are likely not really even a speed bump and do not need the "heavy artillery" so to speak.
Ricardo Pennacchia wrote:
I think those are marvelous rogue talents and as they are class level rather than character level it incentive-izes staying in rogue rather than a dip for 2 levels. one puts the rogue ahead of the other skill monkeys one puts them into a better position as melee combatants. i would have to look at the other rogue tricks to make sure that neither was more abusive than casting 9th level spells but they both seem like nice flat top +10's to things by 20 and not over powering.I am not convinced of the full BAB at sneak attack. While i know it is a system in use already for another class i, personally, don't like it for monk so Im not sure if it would like it any better for rogues. But would enhance thier combat ability for sure
Crazy Tlabbar wrote:
I knew you were drow I just missed that in the entry for nobles, thanks!
Zombieneighbours wrote:
No in fact it is a fallacy although some disagree to its being a logical fallacy or not. It is a false dichotomy. You did say that roleplay and optomization were not feasable with your post presenting as if "I have almost made the optimized decision in 30 years because I am the superior role player, and one should trump the other." You admitted that you cannot/would not do this and then tried to imply that other people could not would not either, which is trying to provide a dichotomy that one of the two must be chosen. As none of the criteria for roleplaying force you have to have the word rogue on your character sheet to engage in roguish behavior; and as system mastery is a goal then that appears to imply the ability to handle as many aspects of the system (which includes combat) efficiently and effectively on top of knowing what dice you roll on your turn.
wraithstrike wrote:
I do like this piece of advice. For me I have an idea of a major plot confrontation I have been kicking around for a while. and a location i want to start at I cheat I use a topographical map of North America because major cities (except Vegas) are built on resource/transit effective locales (St. Louis is built in the same location as the mound builder city of Kahokia). I can look at actual pictures and go I want Dwarves here Elfs here, approximately this many ancient dragons through out the continent,etc. I can set up regions and say all fighters from the Florida, Georgia Carolina's based region must be from these archetypes, all the rogues from there will be these archetypes. The area of north arizona all casters are wordcasters, etc. the when a player goes I want to play X class with Y archetype i can go ohhh OK you are from Z go look at pictures of this geographic feature (the mesas of north arizona, the blue ridge, etc. to get a feel for what environment you are from). I want the players to contribute to helping me flesh out the world the customs the biases etc of the regions. I co-opt them into becoming co-creators and make them vested on multiple levels. At least that is the hope. It is the only way I can fathom making players interested in your setting as well as the story.
Kakitamike wrote: And again, I'm not saying these two classes are universally unattractive, I just feel they are overshadowed in bigger parties. Most games i'm in/run tend to field 6-8 players. In a game with a bunch of SWAT mindset oriented players (Shadowruns Fields of Fire FTW) The Ranger brings a ton to the party I am failing to see how it would be overshadowed other than the high end C-M Disparity issue. Can you elaborate.
We did Grimtooth's Dungeon of Doom as an all rogue,well one rogue/cleric multiclass in 2ed it was fun, but it was a strict one off no plot elements whereas i think playing a thieves guild could be fun. TinyCoffeGolem wrote:
Psssh Why rogues when I could have inquisitors bards and rangers instead.
Steven Tindall wrote:
A) my dad was electrician till he retired couple of years ago. Electricity paid for my school B) violet wand = teh win.
Zombieneighbours wrote:
Umm read what favored enemy gives bonuses to it is in fact very urban focused if you take ohh lets say human as one. Your right about the intention the theme however, the play doesn't fit the theme. Your second argument was effectively optimization and role-play are mutually exclusive AKA the Stormwind Fallacy.
Steven Tindall wrote:
Playing a thi-kreen druid trapped on a different prime material plane (yes this game did go into epic levels) due to Orcus making a play to be come a god by cutting off access to the other planes and altering weather to try and starve people into worshiping him. All I wanted to do was go home to my family to get off this ball of rock. By the end of the game I had taken over the desert area where a fallen comrades race was obliterated as a demonstration of power. and established a series of bedoiun style communities (moving means Orcus' forces had a harder time finding you. After planartravel was restablished I then brought my tribe of thri-kreen to a new world, capable of expanding our tribe without warfare back home. Due to the connections I made with the Drow (behind the backs of my goody goody allies) I conquered a reptilianoid jungle to provide additional resources, food etc in game. Yea a druid with an 8 yr lifespan who just wanted to see his wife and kids became the king of about 1/6 of a continent.
Zombieneighbours wrote:
But it doesn't: the new ranger archetypes, the numerous bard ones, the inquisitor, the new monk variants all trample on the "out of combat lead" and can perform better in combat. and the new bard mini dimension door spells make maneuvering the whole party easier. So while the game isn't all combat if the edge really isn't there anymore out of combat for the rogue and that person can bring more effective options in combat (or buffing the party to be more effective) as well then why bring the rogue? I don't like it I think it stink that it goes that way, but it does.
Kensai Magus the spell strikes and maximizing damage rolls could push towards the one hit kill. Also is a "no armor" option. You may also be able to combine it with the blade bound magus.
BS in Religious Studies I got halfway through a masters in religious studies and got tired of having the faculty tell me folks had no interest in new religious movements their use of academia styled rhetoric, reactions to hegemony and extant political power structures. With an undergrad that draws heavily on philosophy, history, anthropology sociology, political science, literary criticism, Saussure's language theory, & Campbellian/ Elliadian Mono-myth theories; I tend to be "that guy" at the table. The one who wants to ask about subsistence strategies. Why in this environmental context the sun god should be evil. Why the cosmology presented is based off of the "Kurgan hypothesis" and thus indicates a preexisting culture who experiences domination by another culture and the blending that occurs. I also have a fork lift certification.
TOZ wrote:
Only funny because it's true.
Color spray and Sleep can be good for a starting wizard. You cast once at the beginning of combat and then mop up with coup de grace maneuvers and attacks on the helpless opponents along wiht the rest of the party. This allows you to not use all of your spells in one combat. Flasks of acid and other splash alchemical weapons and holy water are all useful for the early adventurer.
Blue Star wrote:
I did but I had to fight tooth and nail to get others in my group to even look at it and I could have cared less if I did less damage per round than the straight fighter I loved being able to add some magic to my warrior but then again I love Earthdawn for that very reason every class uses some magic tricks to enhance what they do. And I felt that I had a few more options in my non combat bag as well which was welcome.
KaeYoss wrote:
I was actually wondering if they might take the arc the comic adaptation did and start with book 4 and the story of young Roland and Susan. But wit Javier Bardem playing Roland, I am guessing not.
Kakitamike wrote:
Actually statistically speaking the ranger will hit harder as a two weapon fighter as he will need less Dex this means fights are over faster as flat top bonuses multiply on crits. For example a two kukri ranger will hit harder than a similar fighter. And as many TWF's end up opting for weapon finesse and then needs an agile enchantment to add Dex to damage. You don't have this "feat/equipment" tax to keep your attack and damage modifiers high. You are also mitigating what value of accessing a feat 5-6 levels ahead of anyone else is. This means in most cases that character can reliably do his thing more often and earlier. If you are worried about a favored enemy because the GM has given you no details (which is a red flag for me personally) go with FE: Human it applies to 3 of the base races Human, Half-elves, and half-orcs. It doesn't ever have to go up after 1st level if you don't want it to. You can add the bonuses to the ones at 5, 10 etc if you never end up fighting humans and their close kin. The other solid I have no idea what this game will be choices are animals and magical beasts. Or, as Quandary suggested go with the Guide archetype and ditch favored enemy and be able to apply favored terrain and pass without trace to the entire party which means the more players the better it is. A 2500 GP(? i may be wrong on the price) investment in boots lets you add a terrain you don't have. I think you are making a mountain out of a molehill here, but I could be wrong. But yes a well reasoned OP, I hope we can convince you to change your position.
TarkXT wrote:
gentlemen, gentlemen can't we have both of you along one casts one the other the other and my zen archer monk begins mowing down the enemy you may join in next round as we blacken the sky.
IceniQueen wrote:
I will give a big ol' +1 to the Orlando reference *High Five*
TarkXT wrote:
I kind of love that evangelist can do that but I am a please put your chocolate in my peanut butter and then give me some kind of guy. If the cramped quarters thing is true (havent played the AP)and the OP is hell-bent on an archer the the Zen archer may be way to go. Fhalargn Tog-Sogoth has not participated in any online campaigns. |