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![]() Rod of Gripping smoke- seems awesome, but what the hell? Explain how this can be used please. Hope this is the right place for my post. Rod of Gripping smoke lets you do cool stuff to creatures you target in smoke. Smoke makes it so you can't target things. Do I have to invest into a Goz mask to use this item effectively? They give you a horn of fog and ever smoking bottle in this book, which should work well with it, IF I COULD TARGET. Argghhh. Help me see the errors of my ways. ![]()
![]() Hello Fellow gamers in the pathfinder lodge. I just looked on Facebook and saw Luth's attempt to reach us for the games we signed up for on Pathfinder on Sat. I owe everyone we inconvenienced by not showing up a sincere apology. I forgot to remove our names when other plans went from tentative to concrete. Please accept this humble apology. -Richard ![]()
![]() Walter S- I believe what they are referring to when they "break a campaign" is not adversarial to the GM, but more as in they make the other players feel inadequate by performing the other character's specialties often better then the other class. Ie the Druids and wizards that could melee better than the fighter or barbarian because of polymorph rules. The cleric that could out sneak a sneaky rogue, or get around traps better with there spells. NN 959- The original tier system was created on BG in 2008 in regards to 3.5. Since then it has had many rebirths to examine both pathfinder and D&d classes and try to rank them in there ability to overcome the gm's challenges. But in all the discussions I have seen it takes into consideration what a character is capable of up to level 20 and in a more open environment then society play. (Ie crafting items, unrestricted archetype access, and so on). Does society rules negate the dominance of a few classes over the many?
even in high level games with the supposed tier 1 classes represented, it has often been the fighter that has saved our bacon. Specifically in the hall of drunken heros we would all be dead without the fighters ability to blast away with his two handed sword. (The fighter was played by my ten year old son, not an experienced gamer. Though I have had significant in put on his character. The other characters were optimized druid, cleric, wizard, and alchemist.). ![]()
![]() Quendishir wrote: Summoner most certainly is Tier 1, as is Wizard. All summoners? Or an archetype? Even considering that master summoner is not legal for society play? And the wizard. Is he hurt by not being able to personalize his spell list for the adventure? Or do you find that in your society game that you have the chance to update a prepared spell list? ![]()
![]() He is the list of tier criteria that is commonly accepted as originally posted on brilliant gameologist. Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played well, can break a campaign and can be very hard to challenge without extreme DM fiat, especially if Tier 3s and below are in the party. Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility. Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time. Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well. Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the rest of the party is weak in that situation and the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly. Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. ![]()
![]() I have seen the debate many times about which class is rated in which tier many times. But in all those rankings it is taking into consideration a 20 level progression, magical item crafting feats, and often without considering the most recent splat books. If we frame the discussion within the boundaries of pathfinder society legal play does it change the tiers? The wizard can no longer scribe any scroll on his spells known list for little gold and at his/ her caster level, nor can he create the miriad of magic items to supplement his arsenal of spells. Does this bump him down a tier? In pathfinder play it often seems that the prepared spell list I show up to the Venture captain with is what I will be using throughout the scenerio. With out the chance to fine tune my spells memorized after being assigned the mission, does it penalize the prepared spell caster, making the spontaneous caster more powerful? What about a human or half elf spontaneous caster that takes extra spells known instead of an extra HP? The fighter seems to be hitting his sweet spot through level 11. With the open purchasing system of magic items such as fly potions, boots of speed, and other wondrous items is he more versatile? Is he even bumped up a tier as being one of the best damage dealers on the table? What about the monk? Every body hates on the monk, but with some of the styles, archetypes, and new feats available he seems like a versatile melee-er with some out of combat usefulness. Is he still bottom rung when looking only at 11 levels? Very excited for some feed back. Cheers. ![]()
![]() Anburaid wrote:
I missed the "unarmed opponent" clause. That settles it. Thank you Anburaid. Any advice on feat selection for a monk of the empty hand/ monk of the four winds/ Qinngon master? ![]()
![]() Anburaid wrote:
Anburaid, I like the style feats, especially dragon style feats. Thank you very much for the advice. My issue with Drunken Master is it doesn't work with Monk of the Empty Hand. I really am attached to the idea of beating things up with random items. The big draw to Ninja is an extra 1d6 of damage with every improvised weapon strike, and the extra skill pts. ![]()
![]() Aeric Blackberry wrote: I would love to see the feat tree that you have planned. Aeric, this is what I have so far. Monklvl 1 Toughness Monk 1 Improved Grapple Monk 2 Dodge lvl 3 Power Attack Qingon power lvl 4 Barkskin lvl 5 Improved Overun? Monk 6 Improvised Weapon Master? Monk/ Ninja
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![]() I need some advice on how to build this character concept. Mostly I am worried about nerfing my character by multi-classing. Concept, an irritating, rude, ugly, drunk, typical dwarf that signs on as the parties cook (terrible cook) and pack mule (great pack mule). He carries around his dwarven axe, and probably even uses it sometimes, but I envision him generally smashing people with his giant beer stein, a table, a battering ram, chairs, doors, whatever he can get his hands on. And mixing in a healthy assortment of headbutts, butt smashes, belly bumps, and shoulder slams via unarmed attack. Starting at 4th level, home game but would love to be able use concept and build for society play.
The question is do I stay monk? vs
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![]() All right gaming community, I have an advice question. Maybe more of an opinion question. Game mechanics wise would a monk4+/ ninja be as viable as a straight monk or straight ninja? Many of the monks abilities key off of level, would I be hurting myself by multi classing? Do qigong masters and ninja figure level of ki powers by both classes that give key points? My idea is a monk of the empty hand 4, then start ninja levels. All attacks with improvised weapons catch opponent flat footed. (As per the Catch off guard feet that James Jacobs wrote applies to MotEH.) Ki pool triggers off Wisdom, charisma is dump stat. Then the Sap Adept line of feats to do insane sub dual damage with every attack (two attacks with flurry of blows) from Improvised weapon. I.e. @ lvl 9 with Str 16 my dwarf swings the table over his head two quick times for +10/+10 (against flat footed AC) and 7d6+9/7d6+9(base as Quarter staff +1d6, Str bonus +3, 5th lvl ninja SA +3d6, Sap Master +3d6, sap adept +6). An average of 67 subdual damage a round. Is this an ok DPR? ![]()
![]() Ahoy shadow lodge organizers,
Cheers and salutations,
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![]() He seemed to hit a wall right when we got there. Found out later it might have been a suger crash from Mom letting him drink to much soda. Thanks for running it. I had a blast for sure, and Seth says he did to. On a similar note, when trying to record the event there doesn't seem to be a place to record the pre-gen. How do i type that in? ![]()
![]() If it is allowed, I would be up for running a game tonight. I know Seth is super excited to play this weekend, and I could use the escapism. I have a few of the season 0 adventures. What should I do to make sure everyone gets credit for a game I run?
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![]() I know I am pretty new to APL, but I have a few Grand Lodge Saturdays, and there seems to be very few Wizards. I have only seen one in play so far, and that was a first level first steps scenario. Any ideas why? Am I just missing something? What classes seem the mot prevalent in our group? Least prevalent? ![]()
![]() One of the GMs I play with regularly, probably the most bloodthirsty of those available, said to us once. "You are going to play up? Better bring your disposable character."
Bring it. ;). (Said with a non confrontational fun loving gleam in my eye). ![]()
![]() Our first trials yesterday may have been "more suited" to the roguish type, but I do remember it was the critical clue that Rurick found in the picture, while the rest of the party was amiss, that proved crucial. And it was Rurick's sole ability to stand toe to toe with bearded devil's that carried the party to victory in those debacherous bed chambers. Rurick's Ulfin heritage proved a mighty tool in Skelg's rescue. With his initial recognition of false Taldon guards and his ability to sail us on a stolen ship with rescued treasure past unassuming town guard, Rurick was crucial to the success of our mission. And most especially in is kamikaze like lone assault on the most putrid of witches. Without his direction the group would have most likely floundered in indecision. It is that decisive action that both Vabios Pennywhistle and Krulack the Beastman value utmost in a fellow Pathfinder. HUZZAH, HUZZAH,!
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