I love the visual the description of the Aqueous Orb spell brings to mind. Be it rolling down a corridor filled with a platoon of goblins or rescuing one of my fellow squishy pajama wearing casters from a mean giant while our meat shields (er... I mean loyal melee companions) are tied up in combat elsewhere. Say I rescue my fellow caster and have the beastie trapped in the orb. Could I or the caster I just saved then cast some sort of lightning/electricity spell into the orb, which being water, would then conduct to the creature inside? Shocking grasp, lightning bolt, call lightning spring to mind. Instead of waiting for the non-lethal damage caused by the orb to knock it/them unconscious...
And to all of you scientists out there, I understand that 'pure' water is a very poor conductor of electricity. The orb rolling over a dungeon floor or being contaminated by a dirty giant or god forbid a platoon of goblins is not going to be 'pure' in any sense of the word.
I've never actually seen the spell used, but as my next character is going to be a water elementalist (theme, no archtype or prestige classes), I figured I'd ask now:)
First of all, there are no right or wrong opinions. We all play pathfinder to have fun! If you ENJOY a broken character, find a broken campaign and have fun. If you ENJOY a character with 12's and a couple of 8's, go to town and roleplay your heart out.
Min/Maxing is GENERALLY associated with stats.
Optimizing is GENERALLY associated with feat/skill/archtype/prestige class paths & chains.
Broken characters GENERALLY have done both. Broken being a variable opinion:)
EVERY player & DM has a Combat/roleplaying ratio, few people are purists and are 100/zero or zero/100. Personally, I'm a 75 combat / 25 roleplay guy. Some encounters REQUIRE some roleplaying, I get that. For the sake of the game and story flow & the enjoyment of those 25/75's , I hang out looking interested while they get their roleplaying grove on.
For home games, like players gravitate towards each other and in turn gravitate towards a like minded DM. Min/Max, Optimized, or even broken characters work with very little effort.
In PFS play it is always a crap shoot. After a while you get a feel of the ratios of the regulars who show up to your local hobby shop/gaming place. If they post a gaming schedule you can pick and chose what games you make, so you can get a DM that fits your gaming style. A combat orientated player, sitting down at a table with a 10/90 DM is in for a long painful night, lol.
Conventions on the other hand are a whole different creature altogether. You truly have very little say in the DM or your fellow players. The best you can do is research the games you are signed up for and read the none spoiler reviews to give you an idea of the mod, whether it is combat heavy or social encounter / roleplay heavy, or a combination of two. You can do this and STILL end up sitting down with 3-4 players that are your direct opposite as far as gaming style goes. The tolerance level for broken characters is MUCH lower here. There is nothing like sitting down at a table with 4 low optimized characters and 1 broken one. The 4 of us didn't fly/drive 500+ miles and spend real money to do so, to sit back and let the broken character own all the combats in 1 or 2 rounds each:( Broken has fun, feeling he/she has performed like a champ and used their character to best of their abilities... The rest of the table looks at Broken with varying degrees of annoyance, thinking they are an ass.
Adventure writers and DM's have a tough job in PFS. Very few mods are written to accommodate a party that has more than one broken character. God forbid you have 2, 3, or even 4 broken characters. Those poor fluffy mods with combats geared towards a 'normal' group of average characters don't have a chance:( In home games, the DM adds 20 hps to the monsters or adds a few extra bad guys, no worries... PFS does not allow for this contingency... on the other hand, there are a couple of mods written with power characters in mind (the mods with higher than average TPK rates). These mods eat fluffy groups and the best the DM can do is discourage the group from playing up. Provided they even have the opinion of playing down.
Bottom line, when at a Con, you need to have a think skin and patience... everyone WANTS to have fun and your character and/or gaming style may hinder other players enjoyment at your table. It is very RARE that it is personal, the other people don't even know you. Keep that in mind and you'll have a better time. I only mention this because Gen Con is next week and I'm sure I'll see many of you (the brokens & fluffy) there:)
wow, that was more of a rant than I had in mind when I started to reply, LOL.
Question? Does the Massive Weapon ability/power of the titan mauler barbarian allow them them to wield a 'Large two-handed weapon' ?
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
If I had a barbarian, level 3 titan mauler, who wanted to use a large Tetsubo. According to RAW as I read them (above), this would not normally be possible. But the barbarian power 'Massive Weapon', implies that I could use it. Can I use one at a -1 penalty, instead of the normal -2penalty?
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the WEAPON'S BASE DAMAGE DICE, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.
Vital Strike (Combat)
At the cost of throwing bolts of fire, the Smoke subdomain allows you to create a 5-foot radius cloud of smoke. You can use this ability 3 + wis bonus times per day, but what is the duration of this effect? Most of the powers and abilities look to last one round per cleric level, but I wouldn't be broken up if it lasted one minute per level:)
Thanks ahead of time for this info!
Flaming Sphere targets one creature... does the fact that it lasts for multiple rounds disqualify it from being able to be 'bounced?'
as a swift action you can redirect the spell to another target. Flaming Sphere can move 30' per round. If the spell moved its full 30' to get to a target and the target makes its saving throw, when you 'bounce' the spell, do you get an additional 30'?
Possibly within range of the sphere's original position? Would you get an additional 30' to play with when bouncing the spell?
The spell's range is listed as medium, could I instead bounce the spell to anywhere within the spell's range?
Thanks for any info:)
You can have a masterwork weapon and even have it made of special materials; cold iron, silver, darkwood, etc...
Between the core rulebook and adventurers armory, I have found three kinds of rope; hemp, silk, and spider silk. My question is can silk or spider silk be used to make a net. If so, aside from the reduction of weight, would it modify any of rules of its use. DC to burst it for instance?
Can metal wire be threaded through the rope used to make a net?
Bottom line, are there any special materials with which I use to make my net?