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137ben wrote:
ciretose wrote:
Doomed Hero wrote:
MrSin wrote:
Doomed Hero wrote:
What is it about the undead that makes them evil?
Is author appeal a viable answer?

Absolutely. Ciretose mentioned a game earlier where the PCs didn't want to deal with the ethical complexities of what they were doing.

Some games are supposed to be simple beat-em-up fun. Others are supposed to explore human nature. Both are enjoyable as long as everyone is on the same page.

It just depends on what a group wants out of a particular game.

Yes, but the game isn't set up with traveling murder hobo as the default.

If you want to do that in your home game, great. Have fun.

But the company bread and butter is the setting. And the murder hobo setting doesn't take a lot of effort to pull off...

Huh, I was under the impression that Golarion rewards racist murder hobos, since its perfectly okay to go around brutally slaughtering or Dominating (read: enslaving) free-willed mortals based on their race (dragons, mummies, orcs, goblins)...

sounds a heck of a lot like a murder hobo setting to me.

I am totally going to refer to player characters as "murder hobos" from now on. To a kobold, that's exactly what they are.

EDIT: Actually, to a kobold, they're giant murder hobos with super-strength.


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Treantmonk wrote:
Neo2151 wrote:

So the one glaring weakness with being a Wizard is the phrase, "If only I had prepared X today!"

So a familiar grants you some sort of bonus, usually very minor (+4 Init and, arguably, +2 Fort being the exceptions), and allows you to cast your touch spells through it.
Improved Familiar replaces the list with more powerful creatures, but you lose out on the minor bonus for... what exactly? A CR 2 creature instead of a CR 1/2? That's still not very impressive after, what, 4th-5th level?

Bonded Object allows you to bypass that one weakness I just discussed. On paper, that seems 1000x times better than a familiar. And yet, when I look around on the forums here, familiars almost always tend to be more popular.

Am I missing something?

Yes, you are missing the "Improved Familiar" Feat.

This allows you to take a familiar who has hands and can (potentially) use wands, throw tanglefoot bags, do healing checks, aid another, throw a net, etc. It's like an extra action every round.

On top of that many improved familiars have very nice spell like abilities, and often make great scouts (sometimes with natural invisibility, good stealth scores and flight)

Monkeys have hands. At 10th level, they even gain enough intelligence to become wizards! At which point they gain their own monkey familiars. Wizardception!