can't wait for the new update erian. i'd like to point out a problem i noticed with v9.4. lingering performance doesn't post what the feat does in the feat section when selected. i selected lingering performance as a 1st lvl bard, and all i get in the abilities and feats tab is "-Lingering Performance:" after the colon, it's all blank. also, each time i save a new character with v9.4, i get an error saying that i'll have significant data loss. i haven't noticed a problem yet, but it happens everytime i open the base file and save it as a new file with changes.
i ran into an error while making a dragon disciple on v9.3. i've got an 11th lvl character. 5 sorcerer/6 dragon disciple. when i get to the 4th lvl of dragon disciple on the sheet, it errors on the "abilities and feats tab". the "class abilities" errors and says #NAME?. it works fine up to the point when the character hits 9th lvl and becomes 5 sorcerer/4 dragon disciple.
thank you, lahtiira. breaking down that sentence makes things a lot clearer. we've been reading that was all one thing. it gets hardness and hit points per inch of thickness. now given this, it seems that the #4 on table 7-12 that denotes reference to the special materials table (7-13) seems to be placed in the wrong spot. i seems like it should be up at the top of the table by the word "Hardness". i think this should clarify things enough for my group.
tanis, if i'm going off only the text under the adamantine section, then an adamantine weapon would not have a hardness of 20. the hardness is only per inch of thickness. all it would get is the extra 1/3 more hit points than weapons made of steel. so say i have an adamantine greataxe. it would have hardness 5 and 13 hp. now if i want to sunder this, all i need is like a small hammer. it would only take 2 or 3 good hits to destroy the axe. an adamantine greataxe, completely destroyed by a small hammer. if adamantine is supposed to be so hard and strong at sundering stuff, how can it be sundered so easily? you'd have to carry around stuff that's at least an inch thick to make it worth while. this is what i think doesn't make sense, and needs clarification.
i've never heard that rule before. if you go by that. then the table is completely useless and anything made of adamantine would always have a hardness of 20 and 40 hit points. there has to be a cohesion between the text and tables somewhere. i guess i'll just hope that a designer looks at it and comments.
i know that there is other information held under different sections like the special materials themselves. what i'm getting at is that for weapons and armor, table 7-12 completely ignores what the rest of the book says. under table 7-12, #4 says to refer to table 7-13 for substance hardness and hit points. the only place on table 7-12 that is marked with the #4 is the armor under the hardness column. so by reading this table, only the hardness of armor is affected by being made of a special material. with that being said, i refer back to my adamantine argument. how can you say an adamantine weapon would retain it's ability to ignore the hardness of items with a hardness of 20 or lower for sundering purposes if by table 7-12, only armor retains the qualities of adamantine. by that table, only the type of weapon or armor matters. this also contradicts the sentence on page 173 that i already quoted. it doesn't make sense to me.
see, now if you go off table 7-12 on page 175, the only thing that all standard adventures would carry that benefits from being made of a special material is armor. even that only counts for the hardness. what we came up with was that weapons and armor benefit from the hardness of the special material, but not from the hit points. i disagree with this. it doesn't make sense that an item would gain the hardness benefit, but no the hit benefit from being made of a special material. on page , there is a line that makes me thing the tables on page 175 are not complete, or kind of murky in their wording, "Hit Points: An object’s hit point total depends on what it is made of and how big it is (see Table 7–12, Table 7–13, and Table 7–14)." the way that makes the most sense to me would be the weapon or armor type from table 7-12 should be the base for the item, then you add any special material benefits on top of that. i don't think you can justify adamantine weapons ignoring hardness of items with 20 or less hardness unless you also say that that weapon would also gain the hardness and hit points from being made of adamantine. can anyone see a reason why this would be wrong? maybe a designer could look at this and give the exact way this is supposed to work /wink. also, the whip thing was just thrown in as something extremely random and out the ordinary. breaking the whip would be under the "Ineffective Weapons" section on page 174 i think. you wouldn't be able to break a whip with a bludgeoning weapon, but you could easily break it with a slashing weapon.
last night my group had an issue with sundering and objects made of special materials. i'm not sure our final decision is the proper way to determine hardness and hit points of objects. could someone run down how to determine the hardness and hit points of say a greatsword, mithril masterwork sawtooth saber, a +2 adamantine greataxe, and a whip? i'd like to see someone else interpret the rules. we were using the "Breaking and Entering" section on pages 173-175.
i think one of jason's older posts might clarify this a little better. along with a quote pulled directly out of the core book. page 68. third paragraph of sneak attack section
to me this is pretty clear about the how sneak attack works with cure spells. it can only deal damage, lethal or nonlethal. so if you try to use a cure spell for healing, sneak attack would not apply because it is not doing damage. if you use it to harm an undead creature, it would apply because it is dealing lethal damage to the undead. in both cases, the sneak attack takes on the positive energy type, but is still restricted to being sneak attack for the purposes of how it works and deals damage.
this seems like a good place to ask this question. for those levels before you get surprise spells, can you still apply sneak attack to ranged or melee touch spells that still qualify for sneak attack (flat-footed or denied dexterity)? example: 3 rogue/3 wizard. i cast scorching ray against a target within 30 feet that is flat-footed. i roll the attack and hit. do i get to apply my 2d6 sneak attack, or do i have to wait until i have 10 levels of arcane trickster to do this?
let me clarify what i mean about the -4. i'll used the an extra monk in place of the crab. monk A grapples fighter A
now it's monk A's turn again. per page 201, the "If You Are Grappled" section. Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. can monk A use 1 hand at a -4 to maintain the grapple instead of attempting to break free? i ask because there was contention among our group as to clarity of the wording. some think that either: breaking free, casting a spell, or attacking with a light or 1 handed weapon. the rest thing those are just examples of "any action that requires 1 hand to perform". we can't seem to get the rules straight on that and if you can grapple someone that's already grappled.
The Wraith wrote:
my group ran into this same problem in kingmaker the other night. is there any way we can get an official ruling on this? the rules are a little murky. also, in this same instance, could the crab use it's "any action you can take with one hand" while grappled to maintain the grapple on the fighter at the -4 without having 2 hands free?
James Jacobs wrote:
thank you.
on page 195 of the core rule book, there is a table (8-4) that labels different size categories as long or tall. such as large(long) and large(tall). however, it does not say what these different categories do.
as it stands now, i've got the character mostly done. i went with a gnome and a riding dog. 4 cavalier/1 bard/2 battle herald. boon companion, power attack, mounted combat, ride-by-attack. i went with order of the shield, and i'm thinking of either arcane duelist or savage skald for my bard level. maybe both if my DM will let me since i'll never go past 1 level of bard, so i'll never hit the point where my alternate class features start overlapping. order of the shield works pretty well because we are playing with not full hp. it's max at 1st lvl and then half HD + 1 + con modifier for every level after that. this is off set by the fact that everyone has 18, 17, 16, 15, 14, 13 as ability scores to place where they want. each new or resurrected character takes a -1 to an ability score per death. this will be my 3rd character, so i'm looking at two -1s or one -2. so my stats end up as 17, 12, 19, 14, 14, 18. being small and on a medium sized mount, my chance to charge enemies won't be like it would be with a large sized mount, and at 8th level i'll have an 18 str. i'm thinking of taking another level of cavalier at 8th level to get banner, so when i challenge and charge, i'll be at an extra +6 to hit. anyone see any flaws or major screw ups with all this?
i don't know if it's just me, but some of the text under the alternate class features for the core classes seems unclear. when taking 2 archetypes for the same class, it says that you can't take 2 archetypes that replace or modify the same class features. what if you are level dipping? if you don't go deep enough into the class to hit something that changes the same class feature. i'll give an example. i'm making a battle herald and will only be taking 1 level of bard. what i was thinking was i'd take the arcane duelist and savage skald archetypes. since i'm only taking 1 level of bard, none of the same class features get changed. now if i go to 6th level of bard, there will be overlap on what class features get changed, but since i'm not going that far can i still take both archetypes?
well since i'm not sleeping, i looked deeper into the cavalier. i think i'm going with order of the shield, combat oriented, and possibly the mounted feats. i'm not sure about the mounted feats though. that seems like a 1 shot deal though. i get a spirited charge in and then stuff starts hiding from me.
so i have this thing about being prepared with backup characters. i'm playing a shillelagh build barbarian/druid in a kingmaker game, and things are looking pretty grim. when the APG hit, i immediately wanted to try a battle herald, so i'm making it my backup for my druid. now the question is, how to build the battle herald? i like cavalier 4/bard 1, but i've got a friend that likes cavalier 3/bard 2. neither of us has had a chance to play test either of these builds so we aren't really sure which is the best build. i'm not sure we'll get the chance to test either one before i actually need the character, so i'm asking for opinions. now this character will be coming in at lvl 7. i'm thinking either cavalier 4/bard 1/battle herald 2 or cavalier 5/bard 1/battle herald 1. so....opinions?
our wizard finally learned haste, and i noticed something about applying it as a special effect. it does not add in the extra attack at full BAB. it only gives you the +1 to attack. i figure this is probably intentional because you don't always get a full attack, and people should know what haste does by now. however, i just wanted point it out to make sure though.
erian_7 wrote:
re-downloaded 9.1 the link in your profile just to make sure i didn't delete something on accident. now everything works fine. idk what was wrong.
erian_7 wrote: On the issue I did not correct, regarding Animal Companions and Dodge I tested this and didn't find an issue. Can you give me some more details there? sure. i'm pretty sure that i just used the first version of 9.0 you put out since i'm using excel 2007, and haven't had any of the issues. i'm not sure how much you need, so i'll just throw out a bunch of info. human 1 barbarian/5 druid. i have dodge, power attack, weapon focus and boon companion. the animal companion is a tiger. i gave it dodge, toughness, and weapon focus (bite). i simulated this again by opening up a clean version of 9.0 with no character info added to it and just input stats, class levels, and feats. it still does the same thing. no dodge bonus gets added into the box in the AC or CMD, and the AC and CMD don't go up at all. on another note, when i was putting the feats back in, i accidentally clicked improved natural attack (bite) instead of weapon focus (bite) and that didn't increase the tiger's bite from 1d6 to 1d8 in the ATTACKS box. not sure if it's supposed to or not, but i figured i'd mention it. same thing for claws with improved natural attack (claw)
i noticed something the other day with version 8.11. the mithral quality doesn't seem to work properly when applied to armor. i've got a dwarven 2 barbarian/ 3 fighter, and while planning for future lvls, i started messing around with gear on the sheet. when i throw on mithral full plate, my speed drops to 20ft and it should be 30ft. 20ft for dwarf, 30ft when he's a barbarian wearing medium armor. mithral makes doesn't change the proficiency category, but it does change the weight category for speed dropping it from heavy to medium. so, a dwarf barbarian/fighter should be moving at 30ft in mithral full plate. i bring this up because i can't test how this works on 8.12 portrait with the cells you said you need to transfer over to global cells. landscape on 8.12 works fine. i know you've got a lot of work with the sheet already, but i just wanted to point it out.
i'm really not a fan of the craft skill as it is for crafting weapons and armor. i'm wondering if taking this feat would be worth it to take in a low magic game? if we get a decent amount of gold, could i just use this feat to craft a badass item? so, can someone explain how this works with crafting an item from scratch? do i need to craft the item first or can i just start crafting it magically with only the components there? how long will it take? do i used the crafting item skill, or magic item creation to determine the time? also, can this be used to improve a current item?
wooo! new version! found a problem though. setting the sheet to portrait, messes up blocks on both portrait and landscape. the stat bonuses get an error in the SPEED, HP, AC, MELEE, and RANGED sections of the sheet. the spots where a physical stat is supposed to be calculated, gets a "#REF" type error. i've got no skill with excel, so i don't know how to fix it or what the problem is. i'd guess that both pages are using the landscape formula to work from.
Captain Sir Hexen Ineptus wrote:
i have to jump in a defend barbarians here. barbarians still do pretty good damage, fighters have just gotten better at it. rage is change to a number of rounds per day instead of times per day. i like this better because you can rage for a little bit and then save the rest if you need to. no more wasting a rage per day on something that dies in the first round. barbarians now get rage powers at ever even barbarian level. there are 2 rage powers that fix the AC problem by 6th level and make it higher than your normal AC every 6 levels of barbarian you have. and more rage powers to increase your DR as you level up. some of the other rage powers aren't that great but there are definitely some good ones. barbarians definitely got better imo. another thing to note about classes. paladins and monks no longer have that pesky sentence that says if they took a level in anything other than paladin or monk, they can no longer level as a paladin or monk. so now you can multiclass paladin/monk and smite(which is freaking awesome now) punch things to death. all the classes got better, and there are no more d4 HD classes. i strongly suggest that you get the book if you can.
i noticed an error on 8.10 yesterday and forgot to post it. languages seem to me off. i've got a tiefling rogue that's got an +4 INT modifier at lvl 1. so his base for INT before the racial modifiers is a +3. when you look at the languages and linguistics area, it says i only have 3 languages. a couple levels later i put a point in linguistics and it raised it to 4 available languages. i'm by no means an expert in excel, but what it looks like to me is that the sheet is checking the INT modifier before racials are applied to determine the number of known languages.
Dabbler wrote:
i've had this discussion a couple times with different people. rapiers are not light weapons. they are 1h melee weapons that allow finesse. just like the elven curved blade is a 2h weapon that allows for finesse. i looked it over again, and if you burn the feat for EWP sawtooth saber, then it would work with them because the feat makes them count as light weapons.
so my copy of Sargava: The Lost Colony shipped today and i downloaded the pdf to start looking it over. paizo has added a finesse power attack. you guys can stop looking at using deadly aim for light weapon power attacks. the feat is as follows: Piranha Strike
notice that it says only light weapons. so no elven curved blade, but for all those short sword wielding rogues out there.... anyways, i thought you guys might want to look at this and see if it changes your numbers any.
i don't think anyone has mentioned the ac, saves, initiative, ect because we know that's going to get effected, and we have a pretty good idea how it will turn out for each class. the thing that's in question is the actual damage output. that's the key point that needs to be balanced to make this work. if a straight dex to damage just starts destroying the normal str builds, then there's a problem. now the dex power attack stuff needs to be looked into deeper, but i personally don't think it's necessary. also, kyrt, i was the one that suggested str + half dex to damage. i threw it out there as part of a chain for finesse. it looks like even with having to spend 3 feats to get that, it's a little unbalanced though. just dex to damage seems to be the best solution. now we just need the designers to get a good look at it and give it a through testing.
yeah, just straight dex to hit and damage instead of str + half dex to damage seems to be more balanced. i'm not sure a finesse power attack feat is needed though. i mean i always thought that power attack specifically said that it couldn't be used with light and finesse weapons, but i don't see that in the feat. so if you want to be a fighter that stabs people with a rapier and really messed them up, you'll probably still have the str to meet the power attack requirement. now you toss a finesse power attack on a rogue and i think the dex to damage could get a little over powered. you go two-weapon fighting and throw in sneak attacks and you might pass a fighter in damage output. i see this feat as a way to improve dexterous fighters and keep rogue damage output decent for when they can't catch enemies flat-footed. i hope the designers are paying attention too so maybe we can see this implemented in a new book. ;)
wooo! thanks for the new sheet. i have a question though. isn't boon companion supposed to make the animal companion/familiar's level go up? example: 1 barbarian/2 druid with a wolf animal companion and boon companion. shouldn't the sheet show the wolf as level 3? this is the concept for a new character i'm working on and the sheet shows my wolf at lvl 2. is there a place i need to change an option to make it count my druid lvls for this feat or is not working properly? or am i just interpreting the feat completely wrong?
i noticed something else that i have a question about. the conditions section on the front page.....are they supposed to modify anything, or just remind you what conditions you are dealing with? i tried apply prone to both the portrait and landscape pages, and nothing happened. *edit* i noticed one other thing right after i posted this. where are we supposed to add the bonus starting languages? i saw the section for linguistics under the skills, but nothing about bonus languages at lvl 1.
no, i was responding to Speaking in Dreams comment about "bigger weapons". i don't like to think about a skinny little bean pole of a race carrying around d12 weapon with an x3 crit, and then giving him his dex to hit and damage. next thing you'll see is an army of goblins wielding large sized greataxes with the finesse feats wade through town. *shudder*
yeah. you're trading in the easy way to hit for carpet bombing the area. nothing says you have to use the crossbow every time you want to attack. you can throw bombs normally, but you won't be allowed to apply things like rapid shot or many shot. it's a trade-off, but i think it gives the player more options on how to play their character. |
