The Crusader wrote: On the other hand, the Paladin/Hellknight might catch a child who stole bread to feed his starving family. The Law might dictate that the offender lose his hand. Now what does the Paladin/Hellknight do? Much better example. And that is why I would not allow any good alignment paladins to be hellknights.
If I was running the game, I'd have to say no....sort of. Like the others have said: the Hellknights number one rule is that you enforce the law at all times and nothing ever trumps what is written as law. Any good alignment paladin would suffer from that rule. The only way I could see this working is if the paladin and their god were both a non good alignment. Reason being, any good alignment paladins will (even the LG ones) do everything in their power to right wrongs, even if it may go against local laws at times. I know, I know, I might get flamed for the that comment including LG. But if a LG paladin had the opportunity to save hundreds of lives by bashing down a wall(grand vandalism) so that they could escape a deadly fire, they will.
Would be entertaining to see you guys stumble across a dead adventurer (read: Foolish), and to find on his body nonsensical things that one would question as to why he even brought that in with him. I would have to still place the blame on the GM mainly for this issue. He is defending the player and indirectly encouraging him to continue to be a disruptive member of the group, both in and out of character. The fact that this person's character hasn't died already is actually shocking to me considering that your party is level 11-12. And your elaboration on the traps part; 1 out of 4? That is NOT a decent trap disarmer, ESPECIALLY at his level. Whatever character you are, I would suggest throwing a wrench into his play-style. ANY of my characters, even the goofs would be infuriated by this character's lack of support in any aspect. I would probably try to kill him off during an encounter despite any danger I put myself in. Fun Fact: In the Stalin Era of Russia, This character would have already been killed for being a coward.
SeaBiscuit01 wrote: guess what the player has around 20 years of experience in RPGs he's been playing since 1st edition. oh lawd. Well then throw the issue into roleplay! Make your character gripe about his absence during the last big fight and could have used his help. Make snide remarks about being a sub par rogue, or better yet, like EWHM suggested (kind of), Use your loot earnings to hire an NPC that makes him feel useless! Obviously these methods require great amounts of tact and good roleplay, but it very effectively brings those issues to light in both worlds.
I'll start off by saying that character optimization is NOT wrong. It's just another way of playing. Sometimes, there can be encounters created that emphasize having a character stay OUT of combat. Makes things pretty interesting. If your GM wants to go that route, id suggest tailoring some that would make it seem campaign-wise that everyone is doing whats necessary(like have him escort a high-value person while others defend). As for his actions though, Id say it's a mix of two things:
2. This rogue player seems to have a completely different agenda than the rest of the group and it's quite obvious. Im guessing he just is fairly new to the whole pen and paper mindset and is going about it like any of us would when we are new to something; mess around to figure out what we really wanna do. Id say this situation doesnt really need any action at all. Id say to wait till after your campaign to discuss things.
OK so I was reading up on this mask and was a little unsure of the mechanics behind the negative effects of this mask. Spoiler:
These enhancements grant a +2 competence bonus on Perception checks made against creatures that aren’t immune to fear. Further, the ability to see so plainly the map of a target’s arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapon attacks made against living creatures. Wearing a skinsaw mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder. Here are a few questions that I have about it: Does the charisma damage stay until healed?
Alex the Rogue wrote:
Actions and thoughts are very different things. I'm pretty darn sure that the epitome of good (Read: LG Paladins) have been tempted with more than a few thoughts of very wrathful and evil actions especially if something happened to ones that they truly cared for. To act on those thoughts, however, can certainly condemn them. I agree with how ravingdork has interpreted this rule. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Immediately brings to mind the Repo man style from Repo the Genetic Opera.
Id also read into JTHM(a bit more insane, but similar thought vein) Sounds also like he'd be able to easily delve into fleshcrafting or some kind of profane magic like the Tzimisce's Vicissitude from Vampire the Masquerade. EDIT: Excerpt from the movie Repo the Genetic Opera. NSFW and definitely isnt for the easily disturbed. Spoiler: http://www.youtube.com/watch?v=4jQyO-N4g28
ProfPotts wrote:
You know, you just gave me an idea of a new house rule. Maybe instead of making them painstaking to track just to attain the feat, maybe they can be supplemented as a reward for certain encounters. Like replacing some or all treasure of an encounter to reward them with the feat. Leaving it up to the GM.
ProfPotts wrote:
You know, I really like the idea of that Feat, but it just seems way too tedious for it to seem worthwhile. I for one, would easily lose count of the damage taken by the time I could feasibly qualify for it.
BenignFacist wrote:
Well, I was meaning either getting him in striking range or having him ready an attack before i throw him so he ca attack upon reaching destination. That also sucks that Object cant extend to PCs
I was wondering if this is even a viable idea in combat. APG wrote:
So does this mean I can toss something of medium size and for a distance of 30 feet if I have Enlarge cast on me while raged? I really like the idea of tossing my party's rogue at a caster who needs to be taken down quickly. And if this is possible, would the rogue create AoO against himself, Be able to attack the target in the same round, and have to make a CM check in order to succeed at this? Would I have to as well? or would the fact that Hurling is a rage ability negate the need for a CM check?
Baroh Steelcleave wrote: That is.. unless there is some flavor motivating your choices. My final skills picked for lvl 1: Acrobatics, Bluff, Escape Artist, Heal, Know Religion, Perception, Acting, Oratory, Stealth, and Use Magic Device. There is some character flavor reflected in these choices.
calagnar wrote:
Cool, this is exactly what I was trying to figure out. Thanks! Also to clarify what I said earlier was whether or not to dip early or later. (my question exampled 3 bard/1 fighter) I realized the wording made it a little odd.
Thanks calagnar, I'll take your skills suggestions into consideration and tweak my character a bit more. Now I have been seeing that multiclassing isn't always good for bard builds, but I have also seen that maybe a one or two level dip is nice for certain things. Would it be wise of me to go fighter at 4th lvl for a bonus feat? or is it more worth while to dip into the monk for the save bonuses?
Cartigan wrote: D&D/d20/Pathfinder is really a rules based game. Sure, you can play it however you want, changes whatever you want. But why, and how, does that fact repeatedly get in the way of trying to get rules clarifications and fixes from Paizo on this forum? You seem to have not read the Getting Started portion of the Core Rule Book Core wrote:
That is why it keeps being brought up :P
Adam Ormond wrote:
Im sure I'll get roasted for this, but: If this is a minor issue, no one really uses it since its broken now anyway, and that the rules are still confusing for people, why the fuss? What happened when you realized that your remote control was broken? You kept watching TV; only difference was you had to press the buttons on it to change channels. You are still able to do the things that you want to with the TV, just not as easily. Yea, its ruling is weird. Yes it needs to be fixed. Will this stop me from using grapple in my games? No. Will it completely ruin the fun for those that are into hardcore Society play? I sure as hell hope not. My point: Rules sometimes get in the way of people having fun with the game. Take what you believe is right, and play it that way! And if you want, keep asking for a better written rule! Just don't let something like this sour your day. It's pointless.
Cartigan wrote:
But it is a minor issue :) Pinning as it is written now has horrible disadvantages, I agree, but it still has some viability, albeit very little.
Cartigan wrote:
You also seem to forget that this blog statement was made for those issues you are talking about. You complain that Grappling/Pinning is convoluted even after they state that this is the way it is? (that means the rules about grappling/pinning in all published work previous this is no longer valid to your arguments)
Evil Lincoln wrote: The expectation seems to be that there's some kind of firewatch team ready to scramble on every vague clause in the book, and they should get it right instantly, the first time. I wouldn't want to GM for people who think this is a problem, it seems like they would be the worst kind of gainsayers. Wait wait wait. Common Sense? In this thread? Tar and feather I say!
Cartigan wrote:
Now, I'm with you on fixing confusing mechanics, but I would much rather have Paizo continue to place more content that completes their world over something that can be addressed by a GM as a house rule. Should it get fixed/clarified? Yes Should Paizo make priority to edit all instances of their rules in every piece of their work including outdated books to coincide with what they stated will be the rule from here on out? Absolutely not.
Baroh Steelcleave wrote:
I also can cast grease on my partner's armor/clothing to give them a bonus to resist grapples(they are pretty damn tasty though). I also have been reading through that thread; I actually faved Howie23's post that consolidated most of the rules. Very handy list!
Ok, so for anyone still interested in what I have decided to do for this character build, I have provided this final draft:
Saves:
Scorpion Whip (Adventurer's Armory)
Studded Leather(From what I read, EXACTLY the same as parade armor sans the mini nation bonus thing) Skills taken: Acrobatics, Bluff, Diplomacy, Escape Artist, Heal, Perception, Perform: Act, Perform: Comedy, Stealth, and Use Magic Device. Feats: Combat Expertise and Improved Trip
Spells:
SO, what do you think?
Lej wrote:
When you cast it, they have a chance to resist it that round, but have to roll to resist it every round after that until they succeed, which will end the effect, from what I understand.
I will always use the purchase price of something as the value I consider when creating a treasure. I do this because if I used the likely resale value, players could potentially get an item that is more powerful than they should be getting at their level. EDIT: Or more good gear than I want to give them. I'm stingy with item drops though.
ProfPotts wrote:
Well, this character idea is for Carrion Crown. No Idea if that small benefit will pay off; I might as well play safe and get the much cheaper studded leather.
Trikk wrote:
Overlooked that. Gotta remember that for when Im the dm since one of my friends likes HIPS in an almost intimate way.
Jeremiziah wrote:
Rangers would still need shadows(aka dim lighting) to perform their action. Camouflage uses shadows at it's core. No Shadows, no effective camo. Like I said, for HIPS, the EX/SU seems more like flavor than anything else. EDIT: Unless the Ranger's Favored Terrain is the Matrix white room and he is wearing all white, no shadows needed. :P
Cartigan wrote:
That just explains why it's not always successful for someone who figures things out in that manner(meaning the penalty for attempting).
ProfPotts wrote:
He also carries a satchel. If Indy carries one, that must make it manly! :p
I noticed that my armor choice question was left unanswered. It seems right, but I would like someone's input on my starting armor choice
Dale Wessel wrote:
Gignere wrote:
I am, mostly because I have this thing in my brain that allows me to filter out threads that argue something that has already been resolved. I think it's a tumor, but my doctor says it's benign, so I'm good!
Lord Fyre wrote:
Don't forget Queen Abrogail II!!!!
Baroh Steelcleave wrote:
Yeah, Im sticking with that method. Not only do I get better AC and CMB once I pick up Agile Maneuvers, I now have a +6 Initiative. Blammo!
Trikk wrote:
Ah, I was using the Assassin version apparently. Hide in Plain Sight (Su): At 8th level, an assassin can use
This is interesting in that 'Hide in Plain Sight' isn't a homogenized ability. Since thats the case i would ask your DM how he wants to handle that. For myself though as a DM, i would enforce the Assassin rules to the ranger as well, requiring the shadows.
|
