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I think you should check out Avatar World, an excellent hack of Dungeon World and Apocalypse World.


That, as far as I also understand, is correct.


Well, an unarmed strike is light... but it also qualifies as one-handed, as you can strike with a single hand by RAW.

So... maybe?


I have never seen a cavalier.


Make sure you have enough strength to carry all of them!


Maybe they get up and feel fine? No resurrection sickness? It might just be flavor text, but the problem with non-specificity of some of the keywords in PF is that you can never be sure


You could ask your GM nicely; otherwise, you will have to wait, or take the trait that grants an inherited weapon.


Fluff text, good sir


Kor:
+2 Dexterity, +2 Wisdom, -2 Charisma
Medium: Kor are medium sized creatures and have no bonuses or penalties based on size.
Normal Speed: Kor have a base speed of 30 feet.
Weapon Familiarity: Spiked Chain, Whip, and maybe Kusari-Gama(?) as a martial weapon. It's a chain-like weapon, and some are portrayed with a sword and chain weapon.
Acrobatic: +2 on Acrobatics and Climb.
and then one more Kor-theme specific racial feature


I am also interested in receiving the new versions, please.

ben.podborski@hotmail.com


I'm assuming the name was changed to Gunsmithing, found on page 82 of Ultimate Combat.


Being a Luring Musketeer cavalier turns you into a face-shooting badass


Improved Natural Attack wrote:

Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Wow, that's great. Thanks for quoting this.


1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6


CrackedOzy wrote:
So they have a ton of options and few resources? That just seems messed up. Wouldn't it make more sense to give them fewer Deeds and more Grit?

It's essentially a 1/day mechanic, but you have to choose between three things, unless you spend tons of feats and money, and then maybe you have some 2/day stuff. Gunslingers are weird, man.


You guys are my browser homepage, glad to see you are doing well. Keep up the good work!


Every character is different. The elves of Golarion (the Pathfinder Campaign Setting) come from all walks of life, with every different philosophy. There is no right or wrong way to roleplay an elf in the Pathfinder setting.


ItoSaithWebb wrote:
UC page 144 wrote:

Flying Blade: A flying blade is a large, crescent-shaped blade anchored to a 10-foot chain. You fight with a flying

blade by spinning it about your head or by snapping it toward an opponent. The flying blade is a clumsy weapon and receives a –2 penalty on attack rolls, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.

I am wondering what the reach of this weapon actually is. The chain is 10 feet long but it also says the blade is large as well so I am wondering it the reach is 10 feet or 15 feet.

Also I am wondering what stops a character from shortening the chain length for closer attacks.

It's just flavor text. If it were actually a size Large blade, it would have capitalized, as so. It is in a fact, a large blade compared to weapons of it's type, but the blade itself is not actually Large-sized within game terms.


Hey ya'll, just trying to help confine UC stuff to a single thread, so I have a question for you that have the book already:

Can a gunslinger use Vital Strike at the same time as Dead Shot?


Mike Silva wrote:
Sweet back story. I had her pegged as going to be NE, but living in Andoran, a ninja in Andoran! Awesome! so what do we say, NG maybe?

I'd say CN, actually, judging by her obsession with revenge against those who attacked her mother.


How about this:

Bushi wrote:
The bushi fighter gains proficiency with a single exotic weapon of his choice. He may choose an additional exotic weapon to become proficient in at 3rd level, and every 2 levels following that. This replaces Shield Proficiency.


seekerofshadowlight wrote:
Go Gnome then, way, way better option then halfling ( Then again that may just be my halfling hate talking}

Gnarly gninja gnome?


seekerofshadowlight wrote:

I don't know a goblin ninja could be deadly. The -2 cha can be offset by the +4 dex. The small size, fast movement and +4 to stealth make them really good at sneaking around. with a dex of 18 they have a stealth of +12 at level 1.

All in how sneaky ya want to be

That's true, but considering that if you have the Cha for it, and the Ki, you can eventually disappear at will during most encounters, I would rather play a higher Charisma ninja.

I just think there are stronger options, that's all. Plus being a halfling has some nice perks (like +1 saves)


Black_Lantern wrote:
Justin Franklin wrote:
Black_Lantern wrote:
So I was considering of playing a ninja just because it's similar to a rogue and has some cool flavor to it. However what races are good? Any feats,traits,etc. you suggest? Also do the monk pacts(or w/e) work with a ninja? The ones that give extra ki points. Thanks for your help!
Goblin.
Does the -2 cha hurt or no?

Yes, it does. He's messing with you :)

Halfling is a good choice, as you will ideally be Dex-based and small, in order to give you additional bonuses to stealth. Human, half-elf and elf are also all good choices. Half-orc if you wanna be a counter-culture ninja.

You want to focus on Dexterity and Charisma, as they determine your abilities as a ninja.


Grick wrote:

Yes, but the point is, instead of casting it, you then write it down.

Replacing and Copying Spellbooks: "A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook."

So, just like copying the spell from another spellbook, except skip the part about deciphering and understanding the spell since you already have it prepared.

Ah, I see.

Well there you go then; knowledge pool = free spells known.


Just so it's here to reference:

Magus wrote:
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Spending a single point from his arcane pool allows him to prepare a spell from his spell list. A spell list is the entire list of spells available to his class. Now, the ability says that it is as if it were in his spellbook for the day. Note that it is not actually in his spellbook, but merely as if it were. I think that this means you do not actually gain the written spell -- you may only cast it as if you had written it.

To put it more simply: the spell was never in the spellbook. The magus merely casts the spell, following all normal rules of casting it, by spending a point from the knowledge pool, but never has it actually written down.

EDIT: turns out it does give you free spells; see Grick's post, below


The "report to authorities" depends, as you say, on what you do to intimidate them. If you threaten to kill them or break their fingers or ruin their store; yes, they'll report you.

If you threaten to expose their own crimes, or threaten to embarrass them in front of their family, or threaten to ruin their daughters birthday party, then no; they cannot report you to the authorities, as you have not committed a crime.

Remember, the strongest arm the inquisitor can gain is the arm of the Law. Put a few skill ranks into Knowledge: Local Laws.


SRT4W wrote:
Wow... someone actually posted that? TWICE?

Dude, there are tons of them. There's one that's even about Skub.


And it's brother, of course.

Quote:

That's it. I'm sick of all this "Katana" b&%@&&@! that's going on in the d20 system right now. Bastard Swords deserve much better than that. Much, much better than that.

I should know what I'm talking about. I myself commissioned a genuine Bastard Sword in Germany for 10,000 Euros (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my Bastard Sword.

European smiths spend years working on a single Bastard Sword and fold it up to a million times to produce the finest blades known to mankind.

Bastard Swords are thrice as sharp as Japanese swords and thrice as hard for that matter too. Anything a Daisho can cut through, a Bastard Sword can cut through better. I'm pretty sure a Bastard Sword could easily bisect a samurai wearing pieces of wood for armor with a simple horizontal slash.

Ever wonder why Japan never bothered conquering Medieval Europe? That's right, they were too scared to fight the disciplined Knights and their Bastard Swords of destruction. Even in World War II, Japanese soldiers targeted the men with the Bastard Swords first because their killing power was feared and respected.

So what am I saying? Bastard Swords are simply the best sword that the world has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Bastard Swords:

(One-Handed Exotic Weapon) 1d12 Damage 19-20 x4 Crit +2 to hit and damage Counts as Masterwork

(Two-Handed Exotic Weapon) 2d10 Damage 17-20 x4 Crit +5 to hit and damage Counts as Masterwork

Now that seems a lot more representative of the cutting power of Bastard Swords in real life, don't you think?

tl;dr = Bastard Swords need to do more damage in d20, see my new stat block.


IT MUST BE DONE.

Quote:

That's it. I'm sick of all this "Masterwork Bastard Sword" b~$!#$$+ that's going on in the d20 system right now. Katanas deserve much better than that. Much, much better than that.

I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.

Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.

Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.

Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.

So what am I saying? Katanas are simply the best sword that the world has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Katanas:

(One-Handed Exotic Weapon)
1d12 Damage
19-20 x4 Crit
+2 to hit and damage
Counts as Masterwork

(Two-Handed Exotic Weapon)
2d10 Damage
17-20 x4 Crit
+5 to hit and damage
Counts as Masterwork

Now that seems a lot more representative of the cutting power of Katanas in real life, don't you think?

tl;dr = Katanas need to do more damage in d20, see my new stat block


Alex Smith 908 wrote:

And what exactly is a katana? I mean what's so special about it, eh?

It is rather durable, but pathfinder uses no durablity system so unless you want to argue that it is harder to sunder a moot point.

Yes and no. The edge was very brittle and delicate, moreso than a European sword, but the spine was a softer metal and much more forgiving of impacts.

Quote:
It is exceedingly good at giving grievous wounds to unarmored or lightly armored targets so possibly bonus damage against such targets and animals with low natural armor. However on the flip side it is horrible at penetrating armor so heavily armored foes would get DR against it.

Probably, yeah. It should be classified at a S (slashing) weapon, because of the curvature of the blade. This is how most of the weapons have been treated in PF.

Quote:
Additionally when wielding it you either have to be lunging or adopt an exceedingly wide stance to your opponent so your touch armor should take a penalty.

What the what?

Quote:
All in all however these special sort of rules aren't used for any other sort of weapon in pathfinder(rapiers reducing your profile, scimitars carrying the momentum of a horse's charge, etc.) so going with a masterwork bastard sword is easier for everyone.

Yeah probably.


They stack. The cords are an untyped bonus to Strength when determining carrying capacity, and Ant Haul triples carrying capacity.


Druids are not prohibited from using metal tools or weapons of any kind. In other words, you are allowed to use your metal weapons with no prohibitions.

Metal armor is still a taboo.


Targeted dispel on the carpet.


Lazaro wrote:
Two-Handed: Two hands are required to use a two-handed melee weapon effectively.

The best part of this is that it is a binary statement; if you reverse the positive and negative tenses, it remains the same thing, while becoming clearer on the issue.

Reverse wrote:
If you do not use two hands with your two-handed weapon, it is ineffective.


The Bladebound archetype replaces your 3rd level magus arcana.

You also have a lessened arcane pool.

Your arcane pool is always 1/3 level + Int modifier, as an archetype is what you are for all of your levels in that archetype class, even if you haven't reached the 'replaced feature' yet (in this case, the 3rd level arcana).


Session this evening ended, my GM and I were disagreeing on a rules question -- he quickly made a ruling and moved on (like a good GM should) but I still want to have the question resolved for next time.

Regarding two-handed weapons; the text referring to using them in a single hand says

SRD wrote:
Two hands are required to use a two-handed melee weapon effectively.

My GM ruled that it is as a wrong-sizing rule, and is a -2 penalty. I think that it means that you cannot make attack rolls at all, and is it "ineffective". What do you guys think?


Atsushi Moriki wrote:


* akata

ah-KAH-tah

Quote:
* cassisian angel

CASSsee-shin angel (like Grecian, or Phoenician, or pediatrician).

Quote:
* brijidine azata

bree-jhi-deen ah-ZAH-tah (like the soft 'j' of jihad).

Quote:
* charda

CHAR-da (that or SHAR-da)

Quote:
* ceustodaemon

SEU-sto-demon (or a hard 'c', and is KYOO-sto-demon)

Quote:
* olethrodaemon

OH-LEI-thro-demon (like 'olé!')

Quote:
* demon: kalavakus, omox, vrolikai

KAH-LAH-VA-kus, OH-mox, VRO-li-KAI (like bro, but with a 'v')

Quote:
* d'ziriak

dih-zeeree-ak (the 'd' is just hard, not 'dee', but dih!, like a little exclamatory exhalation.

Quote:
* forlarren

for-LAHR-ren

Quote:
* gremlin: nuglub, pugwampi, vexgit

NUG-lub, pug-wampi, VEX-jit

Quote:
* lhaksharut inevitable

laaaaaak-shahr-ut (looong open 'a', like in 'flat', and the second 'a' is breathy)

Quote:
* neh-thalggu

neh-THAALg-goo (like 'meh', then you have lots of phlegm)

Quote:
* qlippoth: augnagar, chernobue, cythnigot, iathavos, nyogoth, shoggti, thulgant

og-na-gar, chair-no-boo, sith-niggot, eye-a-tavoss, nye-o-goth, shog-tee, thul-gan-tee

Quote:
* seugathi

see-u-gathee

Quote:
* thrasfyr

theras-feer

Quote:
* vemerak

vem-mer-ak

Quote:
* xacarb

za-carb


overdark wrote:

Yeah well the SRD is wrong. It says its in the core book and it aint. I dont need just the stats, I wanna know what book its in.

You can edit the SRD if you like, to correct it.


overdark wrote:
Where is the damn totem spear at. I know what it is but now I can't find it again. Too many damn Pathfinder books!!!

It's on the SRD if you need it.


leo1925 wrote:
magnuskn wrote:
CoDzilla seems to have stopped posting since the beginning of February. ^^

What?

I didn't get that.

There was a user here named CoDzilla, but he left.


I don't mean to be harsh, but I think this needs a lot of work before it will be something many people will adopt.


Ok, so I have some more thoughts on this.

1. This doesn't actually add anything. Having some wound points on the bottom end of these altered hit points isn't adding anything to gameplay, other than making everyone more delicate.

2. This makes everyone more delicate at all levels, but especially high levels.

3. It rewards a high Con at first level only. After that, Con can be almost ignored, because at most it adds only 6-8 wound points (if your character focuses on increasing Con).


Interesting, but it won't scale with level at all. Too few hitpoints and woundpoints at high levels to protect characters from dying.


I think what it should do is grant a 'floating' point, that may be assigned to any 1-point evolution as a full-round action. That way this feat has an inherent bonus as well, without reducing the evolution points already spent by the Extra Evolution feat.


I'd recommend full-round action, to combat grapple-constrict-bite-fly shenanigans in normal combat.

Otherwise seems interesting. Would definitely have to limit the number of evolution points to only 1 or 2; if this was unlimited it would be as must-have as Natural Spell, except far more powerful.


Slaunyeh wrote:


2) I'm a bit uncertain on this to be honest. Spellstrike doesn't mention letting you deliver charges through your weapon, it only specifically lets you deliver the initial touch attack through your weapon. This is both relevant for spells with multiple touches (like chill touch) or just if you miss on your first attack. I don't know if this has been clarified anywhere, but by strict RAW I don't think you can use your weapon for these.

I think because spellstrike delivers the spell through your attack, it counts as the delivery. If the delivery fails, as with normal touch spells, you can attempt again.


Spell combat is free two-weapon fighting, but a spell in your off-hand. So you need to have a one-handed weapon in one hand, and you have to full-attack to get this off. You attack with each (if the spell requires a roll) at a -2 penalty. You may attack with your weapon or cast your spell first, at your discretion.

Spellstrike is when you cast a spell with the range of touch, you get a free attack to deliver it. Like other touch spells, if it doesn't go off, you hold the charge for another attempt.

This means you can smack someone in the face with your sword, then cast a touch spell, and deliver it via spellstrike for another sword-smack, and the chance to crit your spell. The reason you might not always do this is that you have a lower chance to hit with a sword versus normal AC than with your fingertips versus touch AC. So that's the offset there.

What you suggested was spellstrike - attack, in that order. Careful with that; you're provoking an AoO with that spell, or you need to cast defensively (hard in early levels, easy pass at higher ones). So yes, two bites of the bite-sized cherry to deliver that spell.

TLDR: TWF with spells, and maybe crits for your touch spells.


Carbon D. Metric wrote:
Weaponized Reduce/Enlarge Person can make a huge difference on the battlefield. *snip

Wait, reduce and enlarge at the same time? So, back to their original size?


Try to make the most broken thing you possibly can, at levels 10 and 20, and then compare it to a straight-archetype.

Might help to give you an idea of how over- or under-powered it is.

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