Seltyiel

-Markus-'s page

Goblin Squad Member. Organized Play Member. 162 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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gamer-printer wrote:
-Markus- wrote:

I love details, rules and encumbrance.

I specifically design characters to carry everything they need, I use every official pathfinder rule, to milk every last ounce of usefulness out of my character.

My DM hates it, because the rest of the players barely look at the rules, so they often feel underpowered or useless when my character can easily deal with any situation that arises.

No offense, as you're not doing anything wrong. You're using the rules as they exist to improve your options in game, you're doing basic optimization. However, if I were your GM with the other players like you describe, I'd hate it too - and it currently is my situation - too a lesser degree.

The problems that arise, is that your success forces me the GM to make encounters a little harder, so they can be a challenge to you, but now that same threat is too much for the rest of the party. It isn't fair, and the point of the game for everyone to have fun. If only you're having fun, and the rest of the party is not, that's a problem.

If tables could be ideal, it would be great to have all players being optimizers, or no players being optimizers. Mixed groups are problematic.

Again, I'm not saying you're doing anything wrong, but your style of play is not the only style, and you'll have to adapt somehow, perhaps make yourself less optimized (not suboptimal), or it could kill a table. I've seen it happen.

I agree 100%. and it has been a problem in the past. So to compensate I give myself lower ability scores, and always give everyone else a chance to act before I do. I might end up saving the group in the end, but at least everyone had a fair shot first. I am also doing my best to focus on rollplay, and relationships with other characters. But I agree. I always provide all the rules I use to everyone, but no one else seems to care, and I would love to play 1 game where everyone optimizes the way I do. Because it would be epic.


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Jaelithe wrote:

Are there specific ones or even entire sections that you simply dispense with because you find them ponderous, convoluted, detrimental to flow, nonsensical, irritating or just effin' stupid? Do you rewrite, hand-wave, rule ad hoc, or ignore?

Please don't attack others' comments. Simply list those YOU dislike and why.

This is not an official rule, and we play without it.. but...

Sneak attack damage as it applies to spells. If you are shooting more than one ray, sneak attack damage should apply to each ray, in the same way that it would apply to each attack.

Each attack roll no matter the source should have a chance at sneak attack damage. (assuming prerequisites are met)


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The American Ninja series had "meditative" healing as does Ninja Assassin...if you are looking for modern stuff, but a lot of the old Japanese movies have it too. I'd have to look them up individually, as I am just remembering from my youth. But even Mister Miyagi had special healing techniques. It's just a common thing to see in movies with eastern characters.


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I am looking for a series of feats or rogue talents that lead to fast healing. Mainly because it's weird to me that Ninjas dont get it as a Ninja trick.
Seems a pretty obvious choice, even if it's limited duration.

Please dont bring up infernal healing, as that always seems to cause trolling :P


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I found one. In case anyone else was interested...

Induce Vulnerability Transmutation
Level: Sor/Wiz 3
Components: V, S,M
Casting Time: Standard action
Range: Close (25 ft. + 5 ft./two levels)
Target: One creature/5 levels
Duration: One minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You make the affected targets particularly vulnerable to an
energy type of your choosing (acid, cold, electricity, fire, or
sonic). The targets suffer double damage from attacks using
that energy type. If a creature has any sort of resistance to
that energy type, this spell nullifies the resistance for the
duration (but the creature suffers normal damage during
that time, not double). Creatures completely immune to anenergy type (inherently, not from a spell) cannot be made
vulnerable to it.
Material Components: A small piece of leather that has
been exposed to the energy type in question

Goblin Squad Member

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Am I the only one who would love to see this?

What I have wanted since the first time I played Pathfinder, was a game similar to Icewind dale or Balders gate, but with ALL of the pathfinder rules and classes.

Do you want to play a poisoner-thief/conjurer/ trickster who specializes in all the alchemical poisons and items in the ultimate equipment guide? NP!

Build your own race as per the advanced race guide? go for it!

I just love the system and would love to see it implemented to perfection. If I had any programming skill I would volunteer!

Goblin Squad Member

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I like tab targeting. I dont want to waste time and effort "mastering" the skills of game just so that i dont get massacred in PvP. (which I dont want any part of in the first place.)

If I wanted to play a first person shooter, then I would.


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Jiggy wrote:

As I pointed out in the other recent thread on this topic, you have to take into account that "penalty" is a term with specific rules meaning:

PRD wrote:
Penalties are numerical values that are subtracted from a check or statistical score.

A "penalty" is a subcategory of "modifier", and the opposite of "bonus". The -1 to hit incurred by wielding a weapon with your buckler arm is a penalty. The loss of a shield bonus is NOT a penalty (as far as the rules are concerned). Thus, the "use a bow or crossbow without penalty" language only nullifies the -1 to hit. The "in any case, you lose the AC bonus" does not involve a penalty and is therefore unaffected by the statement of "without penalty".

There it is, in black and white. Know your terms, and you're in good shape with most of the rules.

No one that i have seen is trying to argue "without penalty = AC bonus" So I don't know what you are talking about.

The way I read it is:

If you are wearing any shield you get is AC bonus
If you wear a buckler and use a bow or X-bow you get the AC bonus and do not take penalties
If you wear a buckler and use a melee weapon you will take penalties and receive no bonus if you use the buckler hand to attack.

The controversy is do you count a bow or crossbow, which are steady weapons, (which you could logically still be able to use a hand to block incoming attacks with); Count as melee weapons, (which you have to wave around, and are less readily able to use an arm to block with.)

"penalty" has nothing to do with it. We are discussing when the bonus applies.


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Hi i am having a conflict about this and I would love to have a game designer comment. I am aware that it was cleared up before, but I seem to have lost that thread, so If we can clear this up as "officially" as possible that would be awesome.

Buckler
"This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it.

-I can use a bow or crossbow without ANY penalty. In all other shield descriptions, the act of carrying the shield gives you the AC bonus. So according to this I can have a Buckler strapped to my arm (thus receiving the bonus) while I use a crossbow with two hands at no penalty. That is what the first line says. Right?

You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons.

-The above applies to MELEE WEAPONS as Bows and Crossbows receive no penalty. Not the use of "off hand weapon" implying melee weapons as well.

In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn.

-This again refers to offhand weapon use which implies melee weapons as when you use a bow or crossbow with two hands there is no "off hand"

Please, please post an official response, preferably one that agrees with me so I can move past this.

About Charlotte de Berry

Charlotte de Berry
Female Android Swashbuckler 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
NG Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 13 (1d10+3)
Fort +2, Ref +5, Will +0
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) and
. . sawtooth sabre +3 (1d8+1/19-20)
Special Attacks deed: opportune parry and riposte, nanite surge, panache
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Weapon Focus (sawtooth sabre)
Traits against the technic league (weapons), reactionary
Skills Acrobatics +4, Diplomacy +5, Knowledge (local) +5, Perception +6, Sense Motive +0; Racial Modifiers +2 Perception, -4 Sense Motive, deed: derring-do
Languages Common, Hallit
SQ deed: dodging panache, emotionless, swashbuckler finesse
Other Gear lamellar (leather) armor, buckler, dagger, sawtooth sabre, 73 gp
--------------------
Special Abilities
--------------------
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +1 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +1 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having

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