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Gary Bush wrote: Was never a fan of Firearms in 1e as they were broken. Hopefully 2e version will be better. Here, here! Gary, I completely agree, Gunslingers were BROKEN in 1e. As a GM, I never liked them because they always attacked a "touch" AC, their crits were x4, and players could find the means to fire numerous shots per action. We used to have to ban gunslingers or limit them to one per table. Most GMs in my area didn't like them because they unbalanced the scenarios. Other players at the table never got to play because they just watched the gunslingers kill everything. Hopefully, 2e gunslingers will be more balanced this time or maybe they will be a "Rare" class.
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I must admit, our group wanted to kill Narsen when we met him in Scenario #1-18: Lodge of the Living God. We tried to kill his underling at the dock for what he was trying to do (the GM informed us that it wouldn't be a good idea). I'll bet my priest of Sarenrae would not sneeze before getting off a Fireball...
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The witch needs access to the Reach feat! A low AC combined with low HP means bag the touch spells. Your familiar is also your spellbook, it doesn't make any sense to have your familiar killed delivering a touch spell, the downside to too great.
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Clerics have changed a lot... Two choices: cloistered or warpriest. I admit, I like wearing armor. I wonder how many low level unarmored cloistered clerics will get knocked off early? With cleric priority stats being Wis, Cha, and Con; Dex is the poor stepchild and it's also your only constant defense boost. The Shield cantrip will probably help once per encounter, but find a good sized fighter to hide behind... Cleric healing is likely to be less available: 1+CHA bonus per day means the max is likely 3-4 heals until your CHA increases. Three action healing, aka Channeling, is not selective until you pick it up as a 6th level feat. So in-combat area healing is risky. My advice, talk more, fight less... The domains are significantly different as well. Luck, Creation, Knowledge, Pain, and Zeal have solid low level domain spells. Clerics now get access to 3 spells that complement their deities theme; usually 1st, 3rd and 4th level spells, except Nethys followers who get one spell at every level. Many are rather weak. However, let's hear it for Sarenrae! Holy #$%^. Her followers get Burning hands (1st level), Fireball (3rd level), and Wall of Fire (4th level) as optional spells! Sure, I can kill followers of Rovagug...
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Tonya, Glad you could make it MAGFEST and thanks again for running the "Crocodile King". I think its great when you bring back a unplayable scenario for a Con. It helps to keep interest up. I had a blast, next time I will drink less caffeine at your table...
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Has anyone had any success with this combination? I was looking at building an Ecclesitheurge of Calistria or Desna (yes, I know, your shocked) but the AC problem usually forces everyone to take a level of Monk. What about a level of Psychic with the Self-Perfection discipline? Wisdom fills your Phrenic pool. Your Wisdom feeds your AC/CMD like a Monk and you keep the caster theme. A 14-16 Int would help feed your skills and and psychic levels, Str becomes a dump stat. Cha might also be a dump stat. A dual talented human could push both Int and Wis. You could be an amazing castor with access to two great spell lists, or at least a survivable Ecclesitheurge that can keep the castor theme and not be a "fighter/castor". Does this sound reasonable or has this been tried and failed?
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Weirdo - I agree. Waaaay too many beginners assume that they must purchase a magic weapon at level 1. The truth is, if you need a magic weapon at level 1, you might need a new GM. Cheap consumables can fill a gap between 1st and 5th level character needs. You can also request that your party spellcasters, like your cleric, load spells like Magic Weapon to delay the need for high priced gear. If the spell is not needed, it's a "heal" dump. I think that we need to help guide newer players into the types of equipment that they should consider when their characters are lower level. Unfortunately, I have seen a player insist that their 3rd level sorcerer needs a +1 magic longsword, "because I might run out of spells". As I mentioned earlier, we also need to provide our guidance based on the character race, class, level, etc.... The best thing that we can do for the game as a whole is to increase the level of enjoyment for everyone playing. The "learn as you burn" method of teaching newer players just turns them off to the game. My intro to Pathfinder was, a friend saying, "here, roll these dice". No one ever explained to me how important certain gear or skills like Perception and Diplomacy were, I had to find out the hard way. Thanks again for your inputs!
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Weirdo, Thanks for the input! It's been my experience that most players have a masterwork item after adventure 1 or 2. If we use PFS adventures as an example, characters will have received approximately 3000gp at the end of level 2. At the end of level 3 that number is up to 6300pg. At the end of level 5 they should have gained around 18k-20k gp and 24PP. The gold alone should be sufficient to get most of the recommend gear. The example of Ashiel's party preparing for combat has multiple players using oils on one party member to attack a wyvern. This is great if you can do it, but if the wyvern goes first, you have a problem. Please don't get me wrong, I love cheap consumables, but frequently the monsters go before the players. Getting an oil out of your backpack in the middle of a fight is a good way to die. Cold iron and silver are great recommendations and I should have included them. I also forgot Anti-plague and Anti-venom.
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As a GM I have been asked to help newer players with equipment purchases. I get asked, “What is the best equipment to buy”? We all know the right answer is, “it depends”. However, in an effort to help my newer players I made 2 lists of the items that they should consider at lower levels, specifically 1st through 5th level. Of course the priority of the items will change depending on their characters class/race/level etc…. The lists also take into account the all-important “budget” question. Lower level players can’t afford items like a Ring of Freedom of Movement or +5 Mithral platemail so there is no point in suggesting them. I divided the items in the lists into 2 groups, items to help you win battles and items that help you survive – most of these items are well known. Not every character will need most or even all of these items, but the two lists are practical and seem to help most characters. The first list I call “Adventuring 101”. These are the common items you need to adventure day-to-day. Most of these items should be on your character by level 6. You don’t need all of them, but you should considered most of them. The belts/headbands and the Mossy Disk could be purchased later depending on the character needs. My observation is that the neck slot is more important than most people recognize. Many key items require the neck slot, so the players have important choices to make. I have also had a tough time convincing newer players that “battles” can be won or prevented by the timely use of skills like perception, diplomacy, and knowledge local. Adventuring 101:
The second list is called “Survival 101”. This list is focused on items that keep characters and/or parties alive; most are one shot items, but they are cheap and effective. Not all of the items need to be purchased by the individual character, but should be in the party, e.g, Twitch Tonic. Having these items will keep your character going when you should have been put down by the attack/effect. The list provides options that players can use to “not die” to a given common type of death. Not every method of dying is listed, nor do all of these methods kill characters directly, e.g., “sleep”. “Sleep” doesn’t kill you per se, it just allows you to be coup de grace by an enemy. Mind control against your parties “tank” can be worse. Fear spells can send your low level barbarian running, leaving your party to be killed.
Survival 101:
Hopefully this helps newer players and GMs. Any better ideas are welcome! Thoughts?
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Daeslan wrote: For the purposes of Ratfolk "Rodent Empathy", does a dire bat qualify? A standard bat counts. Daeslan, Try this:
If your lucky, you could find a liberal GM that views numerous creatures as "pests", depending on the campaign setting, and will let you communicate with anything from demons (pests in Mendev only) to pirates (pests in the Shackles)!
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What's that Skippy, send the dwarf up ahead to check out the hallway with a "Darkness" spell cast on it? Sure! The party votes to send the dwarf out on his own! What's that? He objects!?! Well, tie 50 feet of rope to him so we can pull him back...
Does this sound like your party? This message is brought to you by TPK...
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Sorry if this has been asked before, I conducted a quick search and found nothing like my question - but I didn't individually search all 5000 returns. I have a question about item creation with third party help: I have a 5th level sorcerer that is trying to create a Belt of Giant Strength with the Item Creation Feat "Craft Wondrous Items", but he doesn’t know the Bulls Strength spell. However, the party has a 5th level cleric that doesn’t have the Item Creation Feat, but does know the Bulls Strength spell. So I have two questions: First: Can the sorcerer create the item in the first place with the cleric’s help? Second: If he can create the item, what DC penalty would he suffer?
Rules state: “These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.”
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Does anyone know if Paizo has considered publishing, or has published, a comprehensive compilation of Traits, Feats, or Prestige classes? It would be extremely helpful! Also, an updated compilation of spells indexed or tabbed in a similar fashion to the way the Ultimate Equipment guide was printed would be fantastic! The D20 website does have a compilation of spells, but it doesn't always list all of the restrictions (e.g., this spell can only be cast by a cleric of Desna). Any thoughts?
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Dragon78 wrote:
I mean both types of organization. Groups with agendas.
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Dragon78 wrote: We have plenty of vile, evil, etc., we need more CN and LN. Agreed. We all want more creatures, expansion/details of creatures in the other continents, new details on planar creatures, etc... However, it might also be interesting to have more organizations, not just monsters, that follow the LN or CN alignments. Neutral style organizations that manipulate good aligned groups/creatures and hire/manipulate evil aligned groups/creatures to accomplish their agendas could also be interesting. Bestiary 7 might not be the best place for this BUT a Bestiary type product with an alignment theme could be interesting. It would be sort of like a large Campaign Setting module but focused on LN/CN organizations and new supporting NPCs and monsters.
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How about something truly vile, evil, and despicable, that we all can hate and won't mind killing. Something that doesn't cause an alignment check when a priest of Sarenrae ambushes it without warning in the middle of morning prayers. Something from the negative material plane that even they want dead. I'm talking lawyers, Republicans, and Democrats - Oh My. |