Sangalor wrote:
Sure, every character rolls perception. But the encounters where enemies are immediatly in close combat range should be the excepetion. In environments, where ambush is likely, scouts can be employed. A low will save is not pretty, but if a Wis 7 Paladin with his +5 or more to all saving throws will be "dead pretty quickly" in yor campaigns beacause of his lacking Will save, I assume a Fighter, Rogue or Barbarian won't be a feasible choice at all, right? Since, unless they have Wis 16 or more (highly unlikely), their Will save will be even worse....
stringburka wrote:
Anyway, claiming that a Sor or Wiz with Wsidom 7 is not "survivable" is a little outlandish. I have a Wizard and a Paladin with Wis 7 in my group, use the rules as written as far as ambushes / initiating encounters / Will-saves are concerned and the characters so far (lvl 9/10) had little trouble.
wraithstrike wrote:
But this is true for all characters and at least Sor & Wiz get good Will save progression. As for perception: Usually it is enough if one or two characters in the party have good perception (often druids or rangers). If they detect an ambush / enemies, they can alarm the rest of the party.
BigNorseWolf wrote:
Thanks for the input! What about the cost for mithral / adamantit etc.?
james maissen wrote:
Thanks all, that was helpful. The boar will stay size medium of course. It has been very effective in melee so far.
LazarX wrote:
He does this for the +2 Dex, which he needs for Improved Precise Shot. He does almost all of his damage with smite evil and deadly aim anway - the tiny weapon will not bother him much.
Abraham spalding wrote:
Ok, that was my opinion too. In older versions of the game the alignments were explicitly spelled out: d20 SRD The change to the wording "any neutral" raised some doubts with some people. EDIT:
"any evil" = three aligments
Only "any neutral" encompasses five alignmenmts.
c873788 wrote:
I believe that this is the best way to handle the game. Fudging is not for me.
I meant the PFS "scenarios" of course. The modules are always 32 pages as far as I know (page count is always stated on their product pages in any case). I own about 75% of them I guess (including the older 3.5 ones), and thought about looking at the PFS scenarios additionally. I won't be playing PFS though. I downloaded the free intro scenarios and will take a look. If I like them I might buy a few additional scenarios. Thanks for your help!
samerandomhero wrote:
Ok, I'm sold. That sounds really cool.
OberonViking wrote:
Yes. OberonViking wrote:
Yes. OberonViking wrote:
Yes. OberonViking wrote:
No. OberonViking wrote:
No. OberonViking wrote:
Hm. Not sure. Yes, I think.
You rode towards the thing in open field, and then the encounter starts at 60 feet distance? And the guy is flatfooted? You should have rolled Ini as soon as you were able to see each other, which would have been more like 1000 feet (or more). Then go round by round (movement, spells, ranged attacks). Yes, the JW is flat footed if you beat it in Ini, but at 1000 or so feet distance, not at 60ft. This is ridiculous.
Quantum Steve wrote:
Why then is: "Because its flurry. Flurry dioes not work the same as TWF, nor should it have to." NOT a valid argument in your view? Balance-wise I think there can be no doubt that an amulet of mighty fists with its price halved would not make the monk an uberclass at all, but instead help a class thats arguably one of the weakest in the game.
Quantum Steve wrote:
Why then can one enchant a monks unarmed strike with greater magic weapon? This is not consistent with your view of flurry as TWF. Why? Because flurry ISN'T TWF, but a unique monk special ability, for which he shoulnd't be penalized.
Quantum Steve wrote:
150%. Question: Do you feel Fighters should pay more for their weapon echantments, because the get Weapon Specialization, Weapon Training and an bucketload of Combat Feats?
Lathiira wrote: Cloistered cleric. You give up some of your armor proficiencies, most of your weapon proficiencies, one domain, and one spell of each level from your daily allotment. In exchange, you get better Knowledge skill checks, better saves vs. a limited set of spells, an expansion on Aid Another checks, and Scribe Scroll for free. The problem is that now you have serious problems functioning in melee without multiclassing, yet your spellcasting gets a serious punch in the kidneys too, leaving you with little to do in battle. I think this archetype is meant more for NPCS.
Quantum Steve wrote:
Oh, youre right of course. Still, do you really want to compare a TWF Fighter at say lvl 15 or 20 to a flurrying monk at the same lvl (both can invest the same amount of money into their weapons / amulet of mighty fists) and claim the monk will have any change to come close in dmg? Quote:
You can do what you like in your game. :) What I meant is that 2d10 or 1d8 isn`t that big of a difference if +1d6 energy damage, +3 enhancement damage, +6 STR bonus, +8 power attack bonus are added. (Of course, a Fighter will add +4 from improved weapon spec. & +4 weapon training to that!) Compare
Still think the dmg dice are that big a deal?
Quantum Steve wrote:
No, its not so simple. There are a few BUTS you have not taken into account, if you compare the monk to a TWF Fighter: A d20 sounds great for damage, but its only 20/x2 and most of the damage is done from STR bonus at high levels anyway. 3/4 BAB.
LazarX wrote:
That is fluff reasoning, but makes no sense when you look at it from a game balance perspective. The monk can flurry with just one weapon, you know? EDIT:
ciretose wrote: Interplanetary Portal Adventure Path This. Possibly starting at higher lvl (5 for example), and going all the way to 17 or 20. It would be awesome if it contained sandboxy / exploratory elements. I would dislike anything that massively restricted options at character creation (all casters path for example).
I recently reactivated my Campaign setting Subscription, after suspending it because of the upcoming Inner Sea setting book. I simply did not want to spend 25$ (or was it even more, like 40$? I cannot remember the exact amount) for shipping to Germany. As far as I know there are no new Hardcover books scheduled in this product line. Or are there? If yes, would it be possible to exclude them from the subscription somehow? I am sure I am not the only European who would welcome this option.
neal Arango wrote: Check out the Pathfinder module, Godsmouth Heresy. I ran is as a side adventure for CoTCT, during History of Ashes while my group was traveling to the Cinderlands. It fits in well if your planning on the group stopping in Kaer Maga and also drops some subtle info on the Runelords. Ok, thats nice to hear, since I ordered that module recently and it should be on its way. I suspect I will have to modify it heavily for a 8th/9th lvl group though. James,
There really should be a "Kaer Maga - The Boxed Set", with loads of maps, booklets and handouts.
My group heard of Kaer Maga and decided to visit this awesome location. We finished HMM at this point. I have several questions: It's deep winter. The group wants to travel from Turtleback Ferry to Kaer Maga. That shouldn`t be easy... I thought about throwing in a werewolf / worg attack in Ashwood. Any other, perhaps more creative, ideas? My main question however is what kind of information can be aquired from the library in the Therassic spire. Certainly information about the Runelords, the Sihedron rune, Sin Magic, the Fall of Thassilon. What about the Runeforge? The location of the Runeforge / Xin-Shalast? That information normally becomes available only much later in the AP. Do you think it would be very harmful to the campaign if the PCs aquired it at this point ( assuming good Knowledge rolls while studying the library)? Btw. what kind of bonus to the Knowledge rolls should the library grant? Would +5 or +10 be appropriate? What kind of entrance fee would you ask for the Therassic Spire in your campaign?
Nullpunkt wrote: I didn't realize what pure gold RotRL is when it first came out so I don't own a copy of Burnt Offerings which, here in Germany, is sold at ridiculously high prices (around 100$). Even though I am currently playing in a RotRL campaign I would buy a reprint or anthology the moment it came out. I'd only hesitate to spend 50 bucks on shipping for a hardcover but should it become available at amazon or in my FLGS a major gap in my collection would be filled in a heartbeat. 70€ / 100$ is the amazon marketplace price, these prices are almost always completely ridiculous. BTW:
I know the question has been answered / you bought the book and liked it, but I wanted to chime in and say that G&M ist probably my favourite PF Setting book. Its also very useful for any conceivable campaign in Golarion. P.S.
I like the idea, kind of, but I think its too early right now. There are extensive RotR stat conversions on www.pfsrd.com, and with .pdf RotR IS available very much right now. So, to PLAY, no one would need the HC RotR. To OWN, and put into ones shelve, okay that would be nice. But I think just now there are so much things in PF and Golarion left to explore that the people at paizo really shouldn't direct their efforts at reworking RotR.
I just bought Bestiary 2 print + pdf. I applied a promotional code to this order which gives me 10% discount, valid only until the end of January. I selected "ship with next subscription" during checkout, this will be on mid-february. Will the 10% discount still apply, or do I have to select "ship immediately" for this?
I think the rogue is not really needed to successfuly play most published adventures. For social encounters a CHA based caster will often be better suited, effects of traps are often very minor and negated by a few channel energy uses or other healing magic. Sneak attack is nice, but a well-built Fighter will always deal out more damage than any rogue. A rogue can do a lot of things, but either he is not the best at a specific task, or it is not totally central to party survival. You absolutely NEED healing magic, arcane magic and someone who can suck up and dish out melee damage. Everything else is nice to have but not essential - and so is the rogue.
gbonehead wrote:
I can see that this is highly problematic due to the amount of improvised information that the GM is forced to produce. I have to admit that I'd probably disallow this spell in my game.
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