Touche. Was this a recent ruling or was I just oblivious?
I think it'd be more fun if groups had a greater 'no man left behind mentality' where they say 'Jill the Fighter just fell in another pit, curse her! Oh well guys let's spend a round or two getting her out while Jimmy McWizard tries to keep the enemies at bay.'
The trouble is the game doesn't really reward that as much as 'Jill fell in a pit, let's all just nuke down on the wizard before it casts another pit, Jill will survive.'
I'd say if he makes it himself he could make it out of darkleaf, as leather is an option for it. If someone else is making it than you as a GM could decide whether it was available in darkleaf or if only iron/bone constructed armors are available from wherever he is buying it from. Or you might rule that the lacquering process for the leather/darkleaf would destroy the advantage darkleaf offers, so if he gets the darkleaf variant it's no better than normal besides being fancier.
My DM is pretty generous about leadership. Does pistol musketeer ever get to effective dual wielding at higher levels, or is it pretty awkward throughout? I could probably just go with musket master, it'd probably be less feat intensive and leave more room for grabbing a companion.
Gun twirl seems actually like not a bad idea. The flavor of it is pretty wack but mechanically it'd make the build more viable.
First, to justify the concept. The Gunslinger is fairly competitive in DPS but by no means the top dog, even when you account it targets touch AC. However, it's pretty infamous for having very little trouble actually hitting it's target at close range.
Mounted combat rules allow you to make a full attack with a ranged weapon while your mount is running at at a -4 penalty (with mounted archery feat.) This normally wouldn't be terribly great, except the Gunslinger will hit fairly consistently even with a whopping penalty.
So the tactic to be employed is: In open ground, at least during midlevels, I can approach most enemies from far outside of immediate danger, come within point blank range, unload two pistols, and ride away to prepare for the next assault. I could also integrate a thrown net on the first charge before quickdrawing my second pistol and unloading.
Finally, you may think, "Well what about when you are in a dungeon crawl?" Well you see, I'm still a gunslinger with two pistols, which is hardly the worst thing I could be cough ROGUE cough.
However, what do you all think? What is the best way to fulfill this concept, what sorts of feats should I take, what race would be best? Should I start out with cavalier to horsemaster, then start out gunslingin'? Should I take nature soul than animal ally? Would I be better off just being a hunter or ranger with guns?
Maybe you give each of them a custom magic item that can store a certain amount of hit point damage for up to 5 minutes. Once the 5 minutes are up, or if the wearer removes/destroys it, the wearer takes double the damage stored in the item.
The wearer gets a very foreboding feeling if there is enough damage stored to kill him when it unleashes. A healer may treat the item as the wearer for purposes of healing, and may divide his or her healing among either.
This way they can soak up a little extra damage for a few rounds but it is still important they receive healing every 3-4 rounds if they are getting beat up on.
I think the Paladin was out of line in challenging the Rogue to a fight to the death and denying it healing where there is no clear evidence it is evil, only that it isn't reliable. Sure it'd make sense for the Paladin to sleep with one eye open, detect evil often around him, etc. A Paladin is supposed to smite evil, not cowardice, apathy, practicality, or lack of loyalty. He is no more right in trying to kill the rogue for abandoning the party then he would be in killing the remainder of the party for not stopping him from trying to kill the rogue.
Also the fact the rogue somehow managed to best him in a one on one fight is quite strange.
Oh, I wooshed that pretty hard.
I still think witch isn't a great class for OP,
Witches are infamous for trivializing the rest of the party, and two of them don't really fill any roles that one doesn't, except as acting as a force multiplier for the other, which further trivializes everyone else. Coven Hex isn't really that great for a witch if it doesn't mean forming a coven, anyway. Everyone of a witch's standard actions are usually used for something more important than giving a slight and probably insignificant boost to another witch.
Wait, is thogg the tiefling? I thought the other guy was lying about being an elf, not lying to thogg and telling him he was an elf. If that's the case it seems incredulous enough a DM in his right mind should probably rule it can't be bluffed.
RAW if you fail sense motive you beleive it, unless your DM decides it's unbelievable. Whether interactions between PC's should be handled with roleplaying or rollplaying is one matter, but as to whether you believe it if it's handled via rollplay, the rules dictate yes.
Thanis Kartaleon wrote:
Also this is supported by the description of calling spells:
Which frankly suprised me, I always assumed summons were just poof out of nowhere unless it was a calling spell.
Oh sorry, I'd seen this ruling here:
James Jacobs wrote:
before and that led me to believe you couldn't UMD having a specific mystery, as you can't UMD having a mystery if you are a non oracle, however after a little bit of googling, I guess JJ has also said before:
James Jacobs wrote:
So I guess UMD'ing the RoR is on decent footing if you are an Oracle as of right now.
I'm pretty sure you can't UMD having a mystery you don't have.
Pathfinder With Lower Damage, Higher Mobility and Increased In-Combat Versatility. Would You Play / Like It?
It seems to me for the most part your changes nerf martials more then they help, sure increased versatility is great but the spellcasters will still probably be more versatile, and then without as much iteratives and all the DR floating around casters will make a better damager than a martial class as well.
So let me lay out a hypothetical situation. Buffy the Cleric has a short term buff he wants to drop on the fighter at the beginning of the next combat.
Eres the Ninja heard a noise on the other side of the door. Buffy doesn't want to waste action economy by waiting until he is in the middle of combat to cast the spell, but he doesn't want to pre-buff the fighter if it turns out to just be a cat or a single goblin Meatstick McKills Goblins can handle without the buff.
So Buffy knows just what to do, he stands next to the door and casts the spell, but does not touch the fighter, he holds the charge.
Meatstick opens up the door and sees Craig the BBEG on the other side. Initiative happens, Buffy delays and Meatstick starts his turn.
Meatstick moves into the room, thereby provoking an AO from Buffy, who normally wouldn't take it as an ally, but he has this handy touch spell to deliver. Meatstick grows bigger muscles as he approaches poor Craig.
Ok I found it, that's nuts. Legit, accounts for miss chance and crits, whole shebang.
To be fair his will save is abysmal though.
Orator makes the wizard incredibly good at getting the ladies, scaring commoners into doing things, and convincing the party he is not evil, as well as knowing a ton of languages.
There are a bunch of different ways to add evolution points to everything now. The primal companion hunter can even apply them to itself, for a minute per level, but it's companion has to die first (Maybe send the AC in as a scout or a trapfinder?)
Animal soul might be a can of worms.
Believers boon and the feather domain is like skill focus (per) on steroids.
Lunging spell touch is probably pretty good for a reach cleric.
Riving strike is probably great on a Magus.
Pack Flanking would be great except the int 13 requirement, not sure what to do with it otherwise.
Glue Seal seems like a ton of fun.
Euphoric Cloud is great for parties.