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![]() Seriously I see no reason why they kept some things from 3.5 that everybody knew were the reasons monks sucked. Just giving proficience in light armor and flurrying with 2h monk weapons wouldn't be so hard with 10 years of 3rd edition retrospect. I mean, come on, the class barely changed when PF released, whats up with that. ![]()
![]() Hi guys, I was checking the lycantropes stat blocks and noticed the hibrid form attributes didn't match what the template says would change. For exemple, some lycans increase their dextery even dou the template only mentions STR and CON as being increased.
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![]() I decided to houserule the monk AC bonus feature into giving +3 AC instead of 0 at first level, and increase +1 at every 4th level. This way my player can make a less MAD monk by investing less in DEX, since he will be effectively wearing studded leather as long as he is unencunbered and unarmored. Now, do you guys think there will be any unwanted consequences to this house rule? Is there a more elegant way of making the monk less MAD? ![]()
![]() Im 3.5, the half orc was the only core race that got a bonus to strength, and that made it the melee race. But in pathfinder, they lost this niche, now that humans and half elfs can put their stat bonus in STR. Its just my opinion, but I think the half orc would be the perfect race to get a bonus to two phisical stats and a penalty to a mental one, it would add more variety to core races, we have 7 races and 3 of them have flexible bonuses. What do you guys think and what do think the devs were thinking? ![]()
![]() So, I want to open this topic to ask you guys which spells you think define or are essential to the fluff of each school, and which don't fit with the school they're listed at. To me, these spells are what come to mind when I think of each school: Abjuration- dispel magic
To me, these spells are out of place: Abjuration- explosive runes
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![]() Hi guys, i'm going to run a campaign that will use a lot of fey, and would like to ask your help on how to roleplay their hierarchy/ecology, and how to use them effectively as antagonists. I'm also gonna use azatas and guardinals as feys in my world, so if anyone ever did that, your insights would be much appreciated. thanks. ![]()
![]() Hi guys, i'm going to run a campaign that will use a lot of fey, and would like to ask your help on how to roleplay their hierarchy/ecology, and how to use them effectively as antagonists. I'm also gonna use azatas and guardinals as feys in my world, so if anyone ever did that, your insights would be much appreciated. thanks. ![]()
![]() a player of mine wanted to make a poisoner build and i told him that poison sucks, but he insisted in doing it anyway. after that I started a research to see if I could make a good poison build, and came to the conclusion that the alchemist is the only good poison class. so, I propose, can anybody here show me some good way of making a poison focused build? any class is valid. muito obrigado. ![]()
![]() one of the things i love about the witch is the class ability to use magic powers all day long. the other caster classes fell like playing a card game with their daily spells and that is not what fantasy has for magic users. question to the devs: are the witch hexes a prototype for a future magic system that wont have spells per day? ![]()
![]() after years of 3.5, and now pathfinder, i realize that some things in rpgs are taken for granted. one of those things is that some abilities are avaiable to anyone willing to pay the cost of a feat and others are impossible to get without specialization. and yet, the game is updated with new opitions all the time and things start to get blurry. feats that make you get class abilities, spells that make class abilities obsolet, archetypes that can make opition previously unavailable to a class available, etc. but then each class spend their resources in different ways. a feat useful for figthers can be useless to rogues and a spell useful for wizards is often useless for sorcerers.a figther gains bonus feats every even level the same way a barbarian gains a rage power or a rogue gets a talent, so whats the diference between then? the point is: can we define without a doubt what should be a feat or a spell or a skill or a class ability? It would help a great deal for everybody to understand the game and make the classes more unique |