the poll post and the linked post were not the post i was referencing, if i can find it, i will post it. but i noticed this post was more resent then the one im talking about, by about a year. so maybe they came to a solid rule of no in that time. Bertious wrote: If you pick up the Eschew Materials feat you can just true strike your way out of the grapple as a grapple check is an attack i believe. you would still need to succeed on a concentration check.
Gauss wrote:
sean k renolds, i think, actually said that it was ok. i dont know where he said it, but i remember reading it. first he said that the rule worked as gauss said, then he changed it later in that same post.
Drogon wrote:
im trying not to jump to conclusions, but 2 liberating commands? i have to assume that meta-gaming was involved. i dont think i've seen a character use that... ever, let alone 2 times.
* "the npc casts fly"
they have soooo many ways to shut a trip based character down past 6th level. the one thing you really need to focus on is not throwing to many at him. many times you will toss npc's at him, ot the AP will have npc's, that will invalidate his character already. i say let him have his fun now, because once he hits tenth level he will have a bunch of feats and class features that will be USELESS(!!) against most enemies.
Whale_Cancer wrote:
im thinking you guys are trying really hard to troll me now... it states specifically in the discription of "tie up" that it functions as PIN. so if tying someone up with rope allows a coupe de grace then so would the pinned condition!
Jupp wrote:
Ganymede425 wrote:
no or dictates an alternative. otherwise allows for a specific, but different, set of circumstances for the event to ocur. so you can be bound or (in a different way or manner)completely at an opponent's mercy
Whale_Cancer wrote:
im sorry but this is absolutely wrong. webster's dictionary: a : a limiting line : boundary —usually used in plural
all i need to do to you is prevent your ability to move... which pinning does.
Ganymede425 wrote:
you missed the "or" which means "used as a function word to indicate an alternative" so "you are bound or ..." you have the alternative , which i gave an example of above, at gm discretion of other options. im trying to go to bed stop making me continue this conversation.
Ganymede425 wrote:
thats your opinion, i respect that. my opinion is that "bound" qualifies it for helpless.
Whale_Cancer wrote:
my math isnt off at all... reread the post, i was assuming you gain a 0 dex mod for the sake of pinning in that post, you know how i prefaced the statement with "hypothetical situation". i was giving you my opinion about the question you asked in a previous post. let me grab the post to prevent confusion. "But you haven't supported this properly. No where does it say this and there is evidence to the contrary. Why does the pinned condition give a penalty to dexterity if helpeless treats your dexterity as 0? If it were the case that pinned causes you to be helpless, I believe it would say so outright and not have different dex penalties for the different conditions." Good night
ok to counter that point let me throw a hypothetical situation at you. im a dex based character who grapples, or is grappled. if grapple stated you have a -4 ac AND a -5 modifier to dex you would never be able to get out of that pin... ever. escape artist? nope you have a -5 to dex for that skill, that means you have your character level -5 to your attempt to get out of that grapple. opposed grapple check? nope you have a minus 5 AND what ever your bonus is. so if you had a +5 dex, you now have a cmb and cmd that is 10 lower then what it was, and an additional -4 for the prone effect. so a minus 10 on top of your normal check, which grapple is the hardest to raise, and a -14 to your cdm... you die, or good luck counting on that D20 to save you. its my opinion that these rules are to the contrary of helpless dex manipulations for the sake of giving the target a fighting chance. Ganymede425 wrote:
and yet you're forgetting the only actual qualifier for helpless is to have the listed condition(s) OR, at gms discretion , have the opponent at your mercy (an example of gm fiat is dominate monster "stay still and look that way, dont move at all" -coupe de grace.) it does not say "in order to be helpless you must have a dex of 0"
Ganymede425 wrote:
no that's not what i said at all.
but a helpless creature does not need a dex modifier of 0 in order for the helpless condition to be valid. it is an effect as the result of applying a condition that qualifies for helpless. "Petrified A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation." *edit* unconscious causes helpless, but this doesn't say the target is helpless. just like pinning causes helpless even thought it doesn't say its helpless well we're going to go back and forth for ever not getting anywhere, im reading it as RAW that it does cause helpless, once im able to find a post from someone who has the authority to clarify something like this its just going to be a gm call in my games. if anyone has a link they can provide i would greatly appreciate it.
"A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack." if you cannot move and are bound, how would you be able to avoid the blow of the coupe de grace? both RAI and RAW support coupe de gace from a pin. as helpless requires the target to be bound, it is considered helpless until it escapes the grapple.
while pinned YES you are helpless.
this qualifies them for helpless. but no you cannot coup de grace while grappling or pinning because it requires a standard action to maintain the pin. a second tiger can coup de grace but if its only one, then no.
Werebat wrote:
helpless isn't an actual condition you can apply to a target. helpless is a condition as a direct result of a different condition that qualifies the creature as helpless. for instance any ability that knocks a target unconscious doesn't say he is also helpless example: as you can see it says for the first effect of the spell "On the target's next turn, he falls unconscious and is reduced to 0 hit points" it does not say "the target is considered helpless" but they are in fact helpless.
the trick is to drain there int to 0 then leave the comatose body in a safe location. ring of sustenance and a soft bed is all you really need. as a paladin he will have great saves, but you should be able to cast bestow curse enough times to nuke his int to 0 on a roll of 1. i mean who has a pally with higher then a 10 int?
TriOmegaZero wrote:
i helped 2 people who were new to the game who wanted to play clerics. the entire game they were trying to read and understand what the spells i gave them did. most of the time i was telling them "you should cast this spell and move here" so it was more like i was running 2 characters at the same time. at that time i realised that maybe new players should stick to non casters, or maybe classes that have bard like spell progression. fewer spells perday, but they still get that feeling of being a spell caster. in home games i convince "newbies" play sorcerers because they usually like to cast damage spells anyway, so why not just let them play a blaster sorcerer. they have fun and they have fewer options as to spell choices.
Chuck Wright wrote:
so you dont want your RPG(Role Playing Game)to be realistic? im in favor of a realistic system of not carrying 8k gold and 6 different max level awesomesauce swords in my inventory, unless im a merchant. i like the idea of having to party to go explore. i love the idea of playing a bandit and ganking players for cash. and i especially love the idea of having a penalty for failure, and a reward for success in pvp, other then just gear currency. im looking at you wow,& swtor.
Lumiere Dawnbringer wrote:
actually being medium and wielding a large size gets a free pass on the oversized rules, but the wording would make a medium sized character wielding a huge sized still gets a -4.
a TWW is a good choice in some aspects for a twf fighter, but i would tell your friend to just roll a standard fighter, it would be a better choice and youw ould only really lose the ability to use your bow for maneuvers. and even better choice then a standard fighter is a mobile fighter. you can build for both melee and ranged and lets you really jack up the field.
that's a very weird character...
also food for thought, if you really like vital strike, then i would suggest dipping into barbarian instead of ranger for furious finish. **edit** and im not sure vital strike and felling smash will work as one attack just to toss that out if you were trying for that.
Nicos wrote:
ok so there are issues with what happened. if you look at the grappled condition it says " you can not move", and when you grapple someone you gain the grappled condition. so that means the dragon would have to land to grapple you, even if he has grab or improved grapple. he can then move on his next turn IF he succeeds on a grapple to maintain. now for your question, no. once you fall you fall. you would need a spell caster or magic item to prevent that damage.
here is the error of your counter argument: 1. so a fighter is more easily dominated then any other class... would you like to make a bet on that? if a fighter can fail a will save so easily, then he can do it twice you would agree? then why wouldn't your caster cast any number of spells that target will or reflex to stop that fighter? create pit is a second level spell that will knock that fighter out for a few rounds. do you see how biased your mentality is? 2. perception can be gained by a trait. paladins dont get it, wizards dont get it, so im guessing they have s@**ty spell lists also? any social skill can also be attained by a trait selection. you want diplomacy because you dont have a rogue to fill that role GET THE TRAIT! if i had an amazing spell list then rogues and bards would be useless, use your brain man. 3. dispell magic is so important that you should buy a wand for your wizard. who ever in the party can cast dispell magic is the person who should be doing it. the fighter does not need to have it, BECAUSE ITS A TEAM GAME, other classes help you fill in your faults. sounds to me like you want one class to rule them all. 4. see answer 3 5. only monks have good saves across the board. so you would be turning them into monks. if you cant see that then im sorry, but you're proving your bias, so keep up the good work. 6. please explain to me how anyone is a "drag on the party" perhaps you are misusing a word or phrase but in no way is a fighter unable to role play with npc's. you dont need to be a CHA based character to role play with an npc, and as long as you have your bard, rogue, paladin, ect with you he can make all those diplomacy checks for you. and now for the lesson. this game is made with the concept of teamwork in mind. i cant do diplomacy so that teammate does it for me. i dont need to do everything to be successful i only need to fulfill my role in the group. the fighters role in the group is to be a fighter. that means not the face, not the healer, not the trap smith, it means im the FIGHTER. if you dont like that aspect of the class then you choose to not play that role. now to counter your arguement that a barbarian bring more to the table then a fighter, everything your barbarian can do i can do as well. you want a pouncer? play a mobile fighter, they can even "pounce" with a bow. you want spell sunder? fighter get that now with the ARG release. i can keep going but ive proved my point and you are using fail logic and your own prejudice as a basis for your argument. that means having a rational discussion is impossible, and we will go in circles getting no where.
hell yes fighter is my favorite class behind monk. monk >fighter >eldritch knight(archer >paladin >sorcerer i love fighters because they can do all of the combat roles, for mundane fighting, all at the same time. so amazing knowing you can shoot something hard or slap it in the face with a great sword, and you dont need to make one of them useless.
The UE has 2 different items you are looking for. one is a blindfold that grants improved blind fight, and the other grants blind sense. then you can eventually upgrade to dragon sense with a third item. im sorry i dont have the names of these items but they are in there. i know a person who went with a Whirlwind fighter nd was very successful in his game. in pfs the gm will just need to hand wave the potential hitting of a teammate. you could also go with a caster, but you would be useless beyond using buff spells, as you cant shoot AOE, because of the risk of hitting a friendly, or targeted spells without being able to see. i will tell you that i played a blind swordsmen in 3.5, and while it was fun it was a hard character to play at times. my one piece of advice is stack your perception to 1000 if you can.
i would suggest that you choose a secondary form of attack, once you hit 6th level and higher you will encounter ALOT of monsters you cannot trip. as a staple i would suggest a maneuver master monk, you get a free trip maneuver with every full attack, and would let you choose a secondary maneuver, like dirty trick, as a fall back for when you cant trip something. traits i cant think of anything other then heirloom weapon which would let you gain a free +2 when using your weapon of choice, i love bolas. feats that you should make room for no matter what would be combat reflexes, improved trip, greater trip, vicious stomp and fury's fall.
Aelryinth wrote:
im seeing quite a bit of fallacy in your arguement. 1 any class that gets dominated will disrupt the party drastically. 2 there skill list does not suck, it gives you everything a fighter would need. survival, climb, knowledge engineering, dungoneering, ect.. there skills list fits there role. 3 any group that does not have a dispell magic available is going to fail no matter what, because if there was no fighter the rogue would be hit by it, or the ninja, or the cavalier ect.. 4. thats why the standard group consists of 4+ players to keep the BBEG busy while they deal with any other threats in the area. 5. making them monks is not going to fix the fighter, especially since its not broken. 6. so your concept of a strong character is one that is completely self sufficent? i hate to break this to you, but even a paladin needs a group to survive an adventure. and who are these players that are so annoyed? all in all i feel like you didnt contribute anything in your post, but your own prejudices. fighter are a good class, so are paladins one is not better then the other. princeimrahil wrote:
at 17th level you have surpassed every organic campaign i have ever been in. i have never once been in a 1-20 campaign, they usually stop between 6-14. not to say i haven't played in an epic level game or a game that levels excessively quick. by 17th level you have all the feats you need as staples, powerattack and what have you, to do that but before ten i wouldn't think many barbarians would do that.
while i agree that combat is the focus of 3.5, i will also say that roleplaying makes this game great. i dont need a skill check to roleplay, i only need to be in my characters mindset. the need for diplomacy can be sated by having a non fighter in the group, and nothing stops me from attempting an assist for that diplomacy roll with my -5 cha and 0 skill ranks in diplomacy. fighter "hail, how are you today?" npc "good, how are you?" Do you see how this works? vuron: i dont know about that... only scary thing a Succy has in pathfinder is a once perday SLA dominate, which can easily be dispelled at 5th level.
Darkholme wrote:
this isnt true... a fighter who builds for ac, damage and ranged damage can be very effective characters. i mean they alone get to wield tower shields without massive penalties, and just having access to one gives a massive net to ac and survivability.
JrK wrote:
dont think for a second that a monk cant pull its weight in a group. its a misconception that they cant contribute to an encounter. my monk is 6th level now and im a wrecking ball that the gm has to implement counters to so i dont trivialize encounters. only anti grappling mobs or freedom of movement casters stop my monk from pinning them while the rest of the group coup de grase the target. my monk, cant speak for damage dealing monks in pathfinder, is a great controller for big bad targets. on the other hand i have a rogue (ninja) that i use as a scout for encounter preperation, i relay whats "in the next room" so the party knows what resources to burn. i contribute enough damage and mobility to make my spot worth having. my opinion of the discussions on these boards are that they are flawed, only that they assume the GM is a robot. a gms responsibility is to build encounters that challenge you, not just pull random things from the bestiary and say ok fight this dinosaur that pops into reality from the megaverse, even though you should be fighting a bandit. so unless you have a gm with very poor philosophies on how to run a game you can run 5 fighters and have fun.
only way to get dex to damage is to wait until either 3rd level (second if a fighter) for dervish dance, or wait until you can afford agile (insert weapon here) and that takes longer, not until 5th level or so. so all in all it sucks having no damage and banking on that damage comming at later levels when its less important to gain a +2-4 damage on a strike. i wouldnt bank on it unless i was playing a character that didnt need extra base damage because of other factors, like a rogue or a magus.
i dont understand why people get into these pissing contests on these message boards... i guess its just internet culture. anyway a fighter and paladin are both amazing characters. nither are godly and nither completely make the other useless. a fighter is the master of mundane and paladins are self sufficient. personally i would take a fighter over a paladin, because i cant play lawful good for to many session before i get board. not to mention that i like having flexibility in how i fight, i hate only being ranged or only being melee.
i would stick to easy classes, but ask her what she wants to play. once she has an idea of the type of character she wants to play flavor a fighter, bard, or cleric (stick to more healing spells, makes spell casting easier). make sure you tell her to ask you for help when ever she is struggling, ask everyone else NOT TO ANSWER HER QUESTIONS!! as more then one person talking at once will confuse her more. let her slide and try not to over burden her with "heavy rules lawyering". i went through this same thing with my wife, but she is getting better every session.
what level are they? if they are high level you should have custom zombies created that scare the hell out of them. rust zombies would be scary as hell for a high level fighter lol. the one issue with zombies in PF is that they are the most common enemy you go up against at low levels, so they feel like the generic enemy they should be facing. you may want to change the idea of zombies to something a little more scary like low cr deamons, devils, or abetrations in high numbers. things that will force them to run, like stirges.. /shudder a swarm of those things will make even a level 20 character run and hide. ooo ooo zombie stirges, my god that would suck.
Dabbler wrote:
ok so let me change my original statement, i missexpressed my concern, you have this:
that means over 20 levels you gain :
thats what im talking about. its a horrible idea because if i play a tengu in PFS then my tengue with a +16 dex and a +16 wisdom, gets a racial modifier of +2 to each. your tengu would net a +21/21, at 12, in those stats... as your base... it would never be allowed at my table. Ilja's system obeys the rules of point buy, meaning you will never have more then an 18 base + racials on any skill. thats why i like her system more then the one you proposed.
i like her idea more because it would prevent the monk from exceeding a base of 18. with your idea dabbler the monk with an 18, what ever, at 4th level would gain a +2 to that score. Ilja's version would allow a monk to max out one score to an 18, or more, and then have lower scores that would be offset as he levels. at 8th level Ilja's version would net a +5 to her point buy, which could raise a low stat to a more respectible number, for instance: a 20 point buy, the stats are unlisted so put the numbers in the attribute you like most then add what ever racial you would have to that. i would change it to +4 per for levels with 0 in the pool at level 1. 17 (13)
with her method it would change those scores to something like: 18
then at 8th it would be: 18
with that system you wouldnt even need to change the core of the monk to get the necessary bonuses to hit to stay on par with the rest of the front line classes.
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