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Here's the thing, I've played for years with my close group of friends, but we suffer from one major curse, we haven't finished a single campaign! Sooner or later the curse strikes! For some reason or another we stop playing the campaign!

Is my play group the only one that suffers from this or do your groups also happen to have the same curse?!

If you have broken the curse, please do tell me how to break it!


Looks like you should give a try at the Occultist Battle Host Archetype, how does a free masterwork full plate armor at level 1 sounds to you?

How about 4 + int points of skill points (and their spellcasting stat is Int. so more skill pts ftw!)

They also get these class skills:

Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

They also get all simple and martial weapons and all types of armors and shields, just be sure not to lose that armor or you are kind of screwed until you can retrieve it!


I'm not going through 18 pages worth of text, but has anyone else pointed out how..."wordy" the descriptions are for...EVERYTHING! I think they want to be clear as possible to avoid loopholes and the like, but at the same, it makes reading anything a chore! the rules should be more concise!


Fluff wise the class looks interesting, mechanically speaking, it's kind of a mess.


I agree, but if you look at other curses out there, the curse aspect is basically negated, or doesn't matter anymore (look at haunted, it offers so many benefits compared to a minor hindrance)

Also keep in mind that a muted oracle can never use command word items, and that never truly goes away, you can bypass it using someone else's voice, but that's it.


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Clearly the grapple rules were meant to be used up close, but the spell lets you do combat maneuvers at range, just imagine Darth Vader using the force to render someone helpless (or in this case grappled from afar). I think you have to adjust the rules to improve upon the rules as written to improve the narrative of telekinesis.


Wow, to be honest I never saw that 3rd party mute oracle, it has some similitudes to be honest XD, I like mine more of course.


There's blinded sight, deaf, but no mute oracle curse, so I decided to design my own! can you give me any thought on it please? I appreciate all manners of feedback!

Mute Oracle Curse

You cannot speak, you take a -10 penalty to Bluff, Diplomacy, Handle Animal, and Intimidate checks, cannot put or use any skill points in skills that rely purely on speaking, such a Perform (Sing, Oratory), can only understand languages with Linguistics. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. You cannot cast any spell that is language-dependant and cannot use items that have a command word (Can still use spell completion and spell trigger activation items).

At 5th level you can speak to any willing intelligent being that shares a language with you within touch range, furthermore, if the target is willing, use their voice to speak for you (using their tone) as if using Ventriloquism, except the object is the person touched, and any intelligent being that hears this effect does not need to make a will save since this is not an illusion effect. While using this effect you don’t take the penalties for being mute including items that have a command word, or require that the user speaks to activate.

At 10th level you can talk directly in to the minds of any intelligent individual that shares a language with you within 100 feet of you, treat this effect as a constant telepathy effect, targets that wish to supress this effect can throw one will save (DC is 10 + ½ Oracle level + Charisma modifier), individuals that make their save can supress this effect for 24 hours. While using this effect you don’t take the penalties for being mute, except that you can’t use items that have a command word or as long as unwilling individuals fail their will save (Can still use spell completion and spell trigger activation items).

At 15th level you can use telepathy to speak with any intelligent individual, and they don’t get a will save to supress the effect. Furthermore you can cast Sending a number of times per day equal to your oracle level. While using this effect you don’t take the penalties for being mute except that you can’t use items that have a command word (Can still use spell completion and spell trigger activation items).


Wow no one has anything to say about this, i dont have a problem with constructive critisism, I want to improve this custom class!


LazarX wrote:
When you're spending points to do dancing weapon, you need to specify how long the effects last.

This works the same way as hand of the acolyte from the universalist wizard(except you can do a full attack action and use your int to attack/damage)


Hello there Paizonians, I made a custom class and I'm posting it here to get your feedback and opinions on it, everything is subject to change so, please let me know what do you think/what needs improvement etc.

------------------------------------------------------------------------
The Kinetimancer

Hit Die: d8

Base Attack Bonus: 3/4 (As a Cleric, Druid etc.)

Good Save: Will

Spells per day: Same as a Wizard (See below for more information).

Class Skills

The Kinetimancer’s class skills are Acrobatics (Dex*), Climb (Str*), Craft (Int), Disable Device (Dex*), Escape Artist (Dex*), Fly (Dex*), Knowledge Arcana (Int), Knowledge Geography (Int), Knowledge Engineering (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex*), Spellcraft (Int) and Swim (Str*).

Skill Ranks per level: 4 + Intelligence modifier.

Weapon and Armor Proficiency: Kinetimancers are proficient with all simple and martial weapons. They are also proficient with light armor and shields (except tower shields). A kinetimancer can cast kinetimancer spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a kinetimancer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass kinetimancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Trapfinding: A kinetimancer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A kinetimancer can use Disable Device to disarm magic traps.

Force Pool: A kinetimancer is adept at manipulating objects and people with the power of his mind alone, as such he has deviced ingenious ways to manipulate his telekinetic ability in various ways. A kinetimancer has a force pool that renews each day after taking 8 hours of sleep, it refreshes at the same time his daily spells refresh. The pool has points equal to 4 + his Intelligence modifier . The kinetimancer increases his force pool by 2 for each level beyond the first.

Force Talents: Starting at first level and every 2 levels thereafter, the kinetimancer may choose a new force talent, provided he meets prerequisites, if any. At 3rd level and above, the kinetimancer may replace his previous force talent with a new one, provided that talent wasn’t used as a prerequisite for an older one. You cannot take any force talent more than once, unless otherwise noted.

Ranged Legerdemain(Su): By spending 1 force pool point a kinetimancer can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 2, and the kinetimancer cannot take 10 on this check. Any object to be manipulated must weigh 25 pounds or less. He can only use this ability if he has at least 1 rank in the skill being used.

Focused Telekinetic Tinkering: By spending 1 force point, as a swift action, you get +4 bonus to your Ranged Legerdemain force talent. You must have the Ranged Legerdemain force talent to take this talent.

Improved Ranged Legerdemain(Su): Your ranged legerdemain no longer increases the DC by 2, you can take 10 on this ability, and can now manipulate any object that weighs 50 pounds or less. You must have Ranged Legerdemain talent and be at least a 7th level kinetimancer in order to take this force talent.

Dancing Weapon(Su): By spending one force point you cause a single one-handed melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, or as a full-round action (provided you can attack more than once per round) you can make an attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier and add your Intelligence Modifier to the damage.

Dancing Whirlwind(Su): By spending 3 points from your force pool, as a full-round action, you can make a single attack at your highest base attack bonus to all enemies within 20 feet of you, the attack and damage is calculated as the Dancing Weapon talent. You must be at least a 9th level kinetimancer and must have the Dancing Weapon force talent.

Two-handed Dancing Weapon(Su): By spending 2 points from his force pool the kinetimancer can now use two-handed weapons with his dancing weapon ability. You must have the Dancing Weapon force talent in order to take this force talent.

Dual Dancing Weapons(Su): By spending 2 points from his force pool the kinetimancer can now use two one-handed weapons with his dancing weapon ability. Dual Dancing Weapons counts as Ambidexterity for feat prerequisites. You take attack penalties the same way as if dual weilding. You must have the Dancing Weapon force talent in order to take this force talent.

Telekinetic Combat Maneuver(Su): By spending 1 point from the force pool per combat maneuver (up to your normal attacks per round), a kinetimancer can perform a bullrush, disarm, grapple (including a pin, grapple uses 1 force pool point every turn if the hold is maintained), reposition, or trip to a target within a range of 30 feet with a size bonus as a medium-sized creature (+0 size bonus). Resolve these attempts as normal , except the kinetimancer does not provokes attacks of opportunity, you use your kinetimancer level in place of your Combat Maneuver Bonus and you add your intelligence modifier in place of your Strength or Dexterity modifier.

Greater Telekinetic Maneuver: You can spend an additional point per combat maneuver in order to use the greater version of that manuever (Greater grapple, greater trip, etc.). You must be at least a 7th level kinetimancer and have Telekinetic Combat Maneuver in order to take this force talent.

Telekinetic Combat Defense(Su): Whenever you are the target of a combat manuever, the kinetimancer can, as an immediate action, spend force pool points in order to increase his size modifier until the beginning of his next turn and use his Intelligence modifier in place of his Strength or Dexterity modifier. You must be at least a 5th level kinetimancer in order to take this force talent.

Size Modifier Force Cost Minimum Level
Large +1 1 5th
Huge +2 2 7th
Gargantuan +4 4 9th
Colossal +8 5 11th

Indomitable Will: If the kinetimancer fails a will saving throw, he can, as an immediate action, spend 2 force points in order to roll another save with a +4 bonus.

Tandem Dancing Maneuver: By spending 3 force points as a standard action , you can make a single dancing weapon attack and attempt one telekinetic combat maneuver against the same target. You must have the Dancing Weapon and Telekinetic Combat Maneuver force talents in order to choose this force talent.

Empower Maneuver: You can expend more force pool points in order to affect targets that are otherwise too large to target with your combat maneuvers. You must be a level 7th kinetimancer in order to choose this talent. You are considered to be that size when using a combat maneuver:

Size Modifier Force Cost Minimum Level
Large +1 2 7th
Huge +2 4 10th
Gargantuan +4 6 13th
Colossal +8 10 15th

Extend Range: Choose either Dancing Weapon, Ranged Legerdemain, or Telekinetic Combat Maneuver and increase the range of that talent by 30 feet. You can choose this talent more than once, its effect does not stack, instead choose another talent to increase the range.

Force Talent Mastery: Select a force talent that uses force pool points. That force talent uses 1 less force point (minimum 1 point used). You can choose this talent more than once, its effect does not stack, each time you take this talent, select another talent that qualifies.

Force Synergy: You can spend 1 force pool point as you cast any spell with the force descriptor that allows a save to increase the spell save DC by +1 or to add +1 to any spell resistant check made by you .

Greater Force Synergy: Increase the spell save DC by +1 or to add +1 to any spell resistant check made by you. Stacks with Force Synergy for a total of +2 to a force spell DC or to overcome spell resistance. You must have the Force Synergy talent in order to take Greater Force Synergy.

Force Admixture: Once per day, you can cast a kinetimancer spell and use a force talent as a full-round action. You must be at least an 11th level kinetimancer in order to take this force talent.

Mass Telekinetic Maneuver: By spending 5 force pool points, as a full-round action, choose a combat maneuver, a kinetimancer can target all units within 20 feet of each other within range of the Telekeinetic Maneuver force talent and have them all be target of the selected combat manuever (Roll once and compare to each creature affected). You can spend additional points to increase your size modifier with Empower Manuever. You must be at least a level 11th kinetimancer and have the Telekinetic Combat Maneuver and the Empower Maneuver force talents in order to take this talent.

Kinetic Apotheosis: At level 20, whenever a kinetimancer uses force pool points or casts a spell, he has a 20% chance of recovering the force pool points or spell slot used.

Cantrips:
A Kinetimancer can cast Open/Close, Scoop and Mage Hand spells at will.

Spells:
A kinetimancer casts arcane spells drawn from the kinetimancer spell list. He can cast any spell found in his spell list without preparing it ahead of time assuming he has not yet used up his allotment of spells per day for the spell’s level. To cast a spell, a kinetimancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a kinetimancer’s spell is 10 + the spell level + the kinetimancer’s Intelligence modifier. Like other spellcasters, a kinetimancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3). A kinetimancer knows all spells he is able to cast of appropriate to his current level.

Kinetimancer Spell List:

1st – Adjuring Step ,Animate Rope , Dancing Lantern, Feather Fall, Jump, Floating Disk, Hold Portal, Liberating Command, Mage Armor, Magic Missile, Peacebond, Shield, Unseen Servant.

2nd – Admonishing Ray, Arcane Lock, Cushioning Bands, Instant Armor, Glide,Kinetic Reverberation, Levitate, Pilfering Hand, Protection from Arrows, Returning Weapon, Spiritual Weapon, Telekinetic Assembly,Warding Weapon.

3rd – Ablative Barrier, Armor Lock, Battering Blast, Chain of Perdition, Explosive Runes, Fly, Force Hook Charge, Force Punch, Hostile Levitation, Protection From Arrows (Communal),Returning Weapon (Communal), Sepia Snake Sigil, Shining Cord, Tiny Hut, Twilight Knife, Wrathful Mantle.

4th – Emergency Force sphere, Forceful Strike, Globe of Invulnerability (Lesser), Resilient Sphere, Spiritual Ally, Telekinetic Charge, Ward Shield.

5th – Interposing Hand, Life Bubble, Overland Flight, Telekinesis (Sustained Force or Violent Thrust only), Unseen Crew, Wall of Force, Wreath of Blades.

6th – Blade Barrier, Control Water, Enemy Hammer, Forceful Hand, Globe of Invulnerability, Leashed Shackles, Move Earth, Sign of Wrath, Symbol of Sealing.

7th – Deflection, Fly (Mass), Forcecage, Grasping Hand, Mage’s Sword, Spell Turning, Reverse Gravity.

8th – Clenched Fist,Telekinetic Sphere, Temporal Stasis .

9th – Crushing Hand, Implosion, Winds of Vengeance.

New Bonus Feats

Extra Force Pool
You have an improved force pool.
Prerequisite: Force Pool
Benefit: Your force pool increases by six points.
Special: You can take Extra Force Pool multiple times. Its effects stack.

Extra Force Talent
You have made a new force talent discovery.
Prerequisite: Force Talent Class Feature
Benefit: You gain one additional Force Talent. You must meet all of the prerequisites for this force talent.
Special: You can gain Extra Force Talent multiple times.


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How about instead of being a binary on an off thing, it is gradual, let's say for example, a Paladin has done something to anger or displease his/her god, but the god doesn't want to lose a Paladin, so in order to let the Paladin know he/she is not acting Paladin-ish he/she suffers power incontinence, say a spell fizzles when it shouldn't, smites fail but are still consumed etc. Would add a bit of versimilitude to the game. If the Paladin keeps doing "evil" stuff then their contract is terminated - so to speak. If the Paladin "fixes" whatever it was doing wrong, then the power incontinence stops.


BltzKrg242 wrote:

No god would take the powers of a paladin for such a minor offense. After the time and energy expended to call and train a righteous warrior, 1 unarmed blow would not remove his/her paladinhood.

Any GM that ruled it thus is an assmonkey.

I agree 100% with your statement, It appears that the forum boards are still populated by Paladin haters :S


Well, this story is not mine, it was from a previous DM my current group of friends had to bear with, I'll keep it short.

They encountered some mysterious knights with some abbreviated letters in their armor, needless to say, they started dying one by one once they interacted with them, no saving rolls, no attacks, no nothing. My friend who told me this managed to make out one of the plates which had F.M. (Famine Knight), so he threw a piece of food at him.

The DM said to him; "The Famine Knight leaves, but you die in the process"
My friend, indignated, asks him why did he died, and to that the DM replies: "Because you threw the food at him, you had to place it in the ground".

Needless to say they had a killer DM, so they were weary of me at first thinking I would do the same, needless to say, they liked my campaign a lot since I gave them flexibility ;p


Wait, isn't the reach evolution with 1 attack, and not with 1 attack type? like if you have 4 claw attacks, only one can gain extra reach?


Can someone make the top 10 most popular threads are in the forums? Falling paladins should be like #3 or #1 ;p


At lower levels you could have more armor than a martial character, with a dex of 14, mage armor and shield, you can have an armor class of 20! I don't think many monsters have that much hit at lower levels, so the squishy spellcaster is a myth, at least until monsters start getting more hit bonuses.


You can also choose selective spell + magical lineage fireball, you can admixture it too, so you can blast without impunity if allies are nearby (or yourself).


his alignment is well intentioned extremist (seriously, I hate alignment labels, they are too limiting)


petitioned for a FAQ too


If you want to melee and cast, try the cleric, oracle, summoner (yes they can help he eidolon attack in melee), bard, inquisitor.


Dragonamedrake wrote:

Sythesist Summoner. Looks great on paper until you realize you are intentionally cutting your action economy in half and your eidolon isn't any better then a straight summoner's pet.

Its a Trap!

But it's a trap with lots of flavor!


Drat, I had this same exact idea for a campaign of mine, players would find artifact weapons that granted enhancement and special abilities as they leveled up


I think you can do many of the old and new spells with Suggestion alone, think about it:

Compassionate Ally - suggestion that the enemy should help this pathetic creature.

Unnatural Lust - suggestion that target looks rather sexy and should smother it a bit.

Oppressive boredom - suggestion that you are extremely bored (or something to that effect).

Charm Anything - suggestion that your allies are plotting against you, help use defeat them.


because it sounds more xtreeeeeeeeeeeeeeeeme!


Divine spells are granted by dieties.

Arcane spells are learned via reasoning (wizards), or innate (sorcerer, bards, summoners etc.)

No matter the source, arcane or divine, the end result is about the same, they are all still spells.

Think of spells as art styles, varied, yet, they are all art :)

This is the reason you can use counterspell without considering the origin of the spell, and so forth. Like a divine haste, can still counter and dispel an arcane slow.


Just be a master summoner, your problems are fixed, your eidolon gets weaker, but I would have actually prefered they took out the eidolon entirely so you have to rely on summon monsters more (less headaches that way, calculating eidolons is a pain)


Master Summoner> all, no seriously, their summon monster spell-like gives them lots of versatility, add the 1 minute per summoner level duration and standard action to summon, and you have a scary summoner.

Of course, your DM has ways around it, banishment, protection spells, mass dispel magic etc. etc.


Where is the legalist oracle curse from?


xn0o0cl3 wrote:

As stated above.

I really loved the Apostle of Peace from BoED back in 3.5, so I was really excited to see a paladin archetype of a similar vein! Unfortunately, it looks like it's really terrible, or at least it is as written.

I have to assume that the intention was to allow the guardian to use Touch of Serenity once per day per level as a monk would, but alas, they cannot.

Even then, is that ability REALLY worth giving up Smite Evil for? Being able to shut down an enemy's offense is a pretty powerful ability, but that's if they fail their will save, and it's only for a round... Yuck.

If you think that one is awful, go take a look at the Aasimar Purifier (Oracle).


"Devil's Advocate" wrote:

That might work, but honestly, one of the big barriers to Metamagic Feats is that they have a built in double cost, you have to take a Feat, AND then you have to use up a resource to use the Feat, when not much else in the game works that way. In my experience, casters tend to only have a few spells modified anyway, so I really like the idea of taking the Feat and then getting a number of uses per day without any increased spell levels. I've even played a few times where I house ruled that every 5 levels after gaining the Feat in question, you get an additional 1/day use for it, o it both matter when you take the Feat and does slowly increase in usefulness, but at the same time almost always tends to be the same spells modified.There was an arbitraiey cap, so you couldn'y modify te highest level spells just like with the way the Metamagic Feats normally work, and also you couldn't take them earlier than you normally could, but I much prefered that system.

It made them much more useful for Clerics and Druids over all, didn't affect Sorcerers, and tended (at higher levels) to rduce the amount of modified spells Wizards had, and tended not to really use at the right times, wasting an Empowered Fireball when a normal Fireball was all they really wanted, but didn't have it prepped.

Yeah that seems good too, the problem, as someone else mentioned, is that metamagic without level adjustments is TOO GOOD, but as is, they are a pain to use without ways to reduce the cost with the traits and spell perfection.

Getting a middle-of-the-road effect is the hard part...


Don't you hate it when the developers leave things so ambiguous?

To me, this merits a FAQ.


How about an alternate rule or feat that allows you to apply metamagic effects without increasing the spell level by using other spell slots or prepared spells that lets you use the spell level to pay for the level increase?

So for example, want to maximize a fireball at level 5? then waste 2 slots of fireball (1 for casting, and 1 to pay the cost of the +3 maximize feat). A maximized fireball at level 5 would deal 30 damage without counting energy resistance, evasion and saves.

With this feature or feat, you could apply metamagic to a spell early on, but you couldn't do it for extended fights anyways, since you are burning spells slots like crazy.

Also, you cannot apply combinations of metamagic that would increase the spell level beyond 9th (as using the standard method), and can sacrifice multiple spells to reduce the cost further (but not lower than 0).

So in keeping with the example above you could sacrifice 3 1st level spells, or two 1st level spells and a 2nd level spell, or a 3rd level spell.


You gain the elemental attribute which gives you immunity to lots of things, including critical hits and/or sneak attacks, you can heal yourself as a move action, or heal other allies that move to you once per turn if you so desire, you also gain the ability to hurt undead in all sorts of ways.

That's it, nothing more is gained.

The "resembling a golden-white elemental" is just fluff for a holy elemental (well considering everything has an elemental, a holy elemental isn't that far off)


Brotato wrote:
I'd just like to mention, Ashiel, that while I wholeheartedly share your view of summoning, binding, and possibly other spells with the [Evil] descriptor, I've found that the one area where Pathfinder seems to be rather narrow-minded is that repeatedly casting spells with the [Evil] descriptor makes you evil, regardless of what you do with that spell. I actually debated James Jacobs over this about Infernal Healing and Paladins (specifically an example of a Paladin with no healing left but a scroll of Infernal Healing and a dying child), and he was unwavering on the issue, which I always found somewhat absurd.

Yeah I find that alignment changing rule to be silly, I always argue that ACTIONS taken with the spell determines the "Alignment". My classic example; Fireball, has no alignment, but take in to account the action of casting fireball to defend a town against bandits, vs. the action of burning innocent bystanders, because you got "bored".


Lore Warden Fighter, or Weapon Master Fighter, or a Fighter/Monk hybrid, I think the ultimate combat might be useful for you, so many monk-related feats.


Anti-magic field, or Mage's disjunction could be useful.

One more question tho, how are they acting? are they bored/excited/looking for more, or are they being jerks to the npcs and thew like?


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I don't know about you, but to me being a coward is someone who is constantly running away, or trembling in fear, doing no actions, if all you do is run away or don't even cast spells (on yourself or others) then that is cowardice, buffing yourself while still providing support to the party somehow is not cowardice.

I really see no issue how Ravindork is playing his character.


Well you could also be a ninja/sorcerer since they both use charisma.


Ssalarn wrote:
LazarX wrote:
That wouldn't fly in my table. I'd actually make a FIAT ruling that only wizard spells can be focused through the arcane gun, as that is the clear RAI.
I absolutely agree with you Lazar, as I had to do the same thing just recently with a player who was trying to pair it up with cleric levels.

You want to nerf something that is already sub-par at best?


And please make it use lots of wood puns ;p


Don't forget antagonize, for when mobs will start ignoring you, and going for your softer partners.


KrythePhreak wrote:
Whoa whoa whoa so if you min/max a Tian Bard 1/Magi X with Wayang Spellhunter and Magical Lineage on a Shocking Grasp then you have a Level 0 pseudo "cantrip" doing 10d6??? Im smelling the scent of cheese or overlooking something so now im interested =D

You can't lower the spell level using this method, if you reduced it below 0, it becomes 0.


Well the ruling to the arcane trickster only get to add his sneak attack to once per casting of magic missile (versus one target) one can then infer that the same applies to the toppling spell metamagic.


alignment is totally subjective


I would rule out physical stats since you aren't even using them, that leaves the usual replacement; replace your BaB with your level and the physical stat with one of the mental ones (which one, that is a good question).


So he is wasting a bunch of resources for something that will be obsolete later on... sounds like a bad trade-off in my opinion, unless he plans to stay at level 5 forever...


gbonehead wrote:

Oh, you're not alone, not in the slightest. From the teenager who only pays attention when there's a combat to the dude who can't stay off his phone to the guy who randomly wanders away from the table to chat with people in the other room, it sometimes feels like herding cats.

Or when you're trying to run a game and, in the middle of a combat, someone decides it's the perfect time to bring up the hilarious event that happened to them in the store yesterday, or they decide to talk about some dumbass WoW quest they ran.

Or when you've run a weekend full of games at a con, and not a single person at any of the tables says "thank you" even though you're not getting paid and certainly won't get to play.

Or when you've spend the week getting ready for a game, worked all day, run a long game, and since the game has run later than usual everyone heads for the hills leaving you to carry all the bags and boxes of minis and books to the car by yourself.

Definitely stick with it, though. I think of it like being a teacher (which I'm not, but it's in The Plan). You can't obsess about the hordes of ungrateful kids (and even worse, parents) who ignore you - you have to recall the few shining stars who make it all worthwhile, whether it's individual games or certain players.

Or when you have an inseparable couple which one of them is a pleasure to play along, but the other is a damned deadweight load, then proceeds to play WoW, WITHOUT headsets, and you get *the look* because you had the nerves of telling him to use some damned headsets!


AC over 50? AND all stats above 40, is that a hyperbole?


Umbral Reaver wrote:
Jodokai wrote:
Atarlost wrote:
Ultimately, sorcerers use charisma because WotC wanted someone to so they redefined it to include magicalness, but didn't apply it to all the other casting classes. Just another example of spontaneous casters not getting nice thing. They get the worst casting stat, delayed spell access, less spell selection than a wizard that's never sees a scroll he didn't scribe or someone else's spellbook in his career, and jack up casting times any time they want to use metamagic. In WotC's opinion people who don't like vancian spellcasting must suffer. Paizo's relaxed things a little with the arcane bloodline and then the sage and empyreal variant bloodlines, but backwards compatibility still rules the roost.
So you want sorcerers to cast more spells per day, get spell levels at the same time as wizards, take no penalty for casting metamagic spontaneously, without having to worry about a spell book or most material components, while getting awesome bloodline abilites. Yeah, that sounds balanced... o_O
And I'd still say wizards are steps ahead of the sorcerer even with those houserules.

My only gripe with prepared versus spontaneous is the delayed spell access, the other cons are more bearable.