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![]() Abraham spalding wrote:
My only disagreement here is that I think every option should be as easy to build and ply together as every other option. Especially since few people play things for mechanics, but for flavor. On that note, almost universally since I've started playing inexperienced, or unnattentive players have been the ones that have gravitated to the monk because of the class's innate radness. This can be problematic when the player doesn't have any idea as to how to properly build the character for the roles envisioned by that player. ![]()
![]() That's also based on a different system etc. Honestly, TWF is only cumbersome because it's so prerequisite intensive. Massive amounts of Dex, several feats, and all for what? middling damage and a basically inferior flurry of blows? Granted it doesn't really bother me. Hell, the only thing the really bothers me about pathfinder is poor communication between players and GM. ![]()
![]() First thing's first, If the rogue already has a .75 chance of hitting the target, then sneak attack (if triggered) will be dealing more damage, the break down goes like this Chance to Hit: Difference in favor of sneak attack (falcata in parynthesis) .95 = 26% (20%)
However, once accuracy dips bellow .7, then the favor flips for the new mechanic, I'll leave the falcata out of this part of the analysis, since it already pulled ahead above. Chance to Hit: Difference in favor of new mechanic. .7 = 0%
These stats assume a keen high crit-weapon (19-20 x4 or 15-20 x2), and show that at level 20, a +5 chance to hit puts this on par with sneak attack. This is of course worse case scenario optimization outside of a falcata, so anything that isn't a Keen Rapier or Scythe will result in a wider gap between sneak attack and the new mechanic. I can do other weapon stats, but that will take time. If using a Falcata, then a +4 chance to hit still leaves the new mechanic ahead by 1% at level 20 which may of may not be O.K. with you. I'd suggest not worrying too much about trying to balance around the falcata, and that since the +5 bonus won't really be coming around until level 20 anyways, that giving the bonus at 1, 5, 10, 15, and 20 would be fine. ![]()
![]() Here's some mental calistetics I did for Titan Mauler. Since you're able to wield a two handed weapon in one hand, this effectively makes all two handed weapons one handed. Therefore, you can wield large two handed weapons at a penalty. As you go up, this upgrades to huge, and then gargantuan. /shrug. ![]()
![]() Ever wanted to do this: Well now you can. Step 1: Titan Mauler Archetype
How does that happen? pg. 136 of Ultimate Combat specifically states that the size of a firearm does not affect how many hands you need to shoot it, therefore a Titan Mauler (who decreases the penalties for weilding larger weapons) would be able to fire off a Huge weapon with one hand. If they want, the could go all the way to Gargantuan or larger for a cumulative -2 penalty. Everyone should rule as they see fit, but I'm actually wanting to see this happen at least once in a game I run. ![]()
![]() Evil Lincoln wrote: Anybody play this game anymore? Or do you just discuss how unplayable it is? If everything goes well, I should be running Carrion Crown a couple weeks into the semester. Honestly, I'm kinda wishing my players all pick up gun based classes and archetypes so it turns int a Spaghetti Western. A few desperadoes roll into Rovengo, and hi-jinks ensue! ![]()
![]() ciretose wrote:
Define not everything? I think a character should be able to access the following: Preferred Weapon, and one or two feats that help with that, (like Rapid Reload or even Weapon Focus and Power Attack).
Things I think should come later:
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![]() Ok, read that section of the ISWG, and came to the following conclusion: Because Cannons are basically considered ranged weapons with a couple of additional rules added to them (3 round load time, 10 black powder cartradges required) they act as normal ranged weapons do. This means that if a Rogue manages to attack within 30 (More if a sniper) feat with a cannon, it can sneak attack so long as it meets all other conditions. This is of course based on RAW, and you have the ability to rule as you wish. The stuff that people were mentioning about "vital spot" is irrelevant, mostly because it's fluff used to describe sneak attack, and also because a cannon ball never really gets much larger than 7 inches in diameter, meaning it's still possible to hit a "vital Spot." I will mention that the rules for using a cannon make them very unwieldy, and so giving the rogue an opportunity to totally gib something with it once or twice might prove to be fun. ![]()
![]() LilithsThrall wrote:
speak for yourself. I'm a huge fan of most all martial classes. And I'm totally down for for a low/no-magic campaign. Darksun is one of my favorite settings ever, and very similar to what the OP described. ![]()
![]() doctor_wu wrote: This only works by the strictest definition of RAW. K, I re-read those sections, and there's some other interesting stuff that could go on depending on how it's read. Whenever you summon something, and it dies, it goes away. However, it doesn't really go away, it just moves on to w/e plane to materialize again. This means, that every time you cast a summon spells to cast a particular thing, you're summoning a specific instance of that thing each and ever time. Now, if you're able to have multiple of that spell cast in a day, then you'll be able to cast multiple different things, but only up to your maximum ability to cast that level of spell. Conceivably, when you sell the riding equipment, and the horse/pony goes away, when you summon that horse or pony, they'll be equipment-less, because that horse/pony is no longer able to provide the proper equipment. Now this does mean that you could strip a couple of horses of their stuff to make some quick cash, but stripping all of them would them conceivably make you rebuy a the equipment. Also, here's something some folks don't like: Glorious Heat + Spark
With enough material, you have a healing cantrip. ![]()
![]() As much as I'd love some new reptilian humanoids, I don't want to see new races. There are quite a few options out there that cover 80~ish percent of what people would want to do character concept wise. We have, Angels, Devils (and with Bastards of Erebust material, any evil outsider), Elemental kin, more classical fantasy races, Vampires, Amphibian Folk, Goblinoids, Bird People in the Tengu, and others that don't immediatly come to mind. Things that are missing: Chaotic or Lawful outsider based races. Lizardfolk (or dragon based race), and a whole slew of other anthopomorphic animals. (I would like to add though: Tieflings can be built in such a way to potentially fill in part of that gap through Rakshasa heritage.) I would rather leave new races to Bestiary books, and have Ultimate Races, or whatever it ends up getting called be more options and fluff on the races that currently exist I'd also like options for core races as well. And new stuff too, not just a compiling of the X of Golarion series. ![]()
![]() I didn't read most of the previous posts, and if this has been mentioned before, good ideas bear repeating. A reasonable 0HD Medium reptilian humanoid for PCs to take. Besides Kobolds, there are no 0HD reptilian humanoids. Furthermore, Kobolds are small, so players wanting to play a medium reptilian humanoid must go to a 3rd party, house rule, or deal with monster advancement rules. Besides, some cool Dragon-kin like race would be a great addition to Pathfinder. And more Dragons in general, Dragons are cool. |