Hound of Tindalos

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Eh. Lay on Hands is still good for out of combat healing, and warded touch makes it useable in combat. It does seem like a feat tax though, since everyone and his dog will take it.


My biggest complaint about the Monk is that if you focus on ki powers (like you recommend) you miss out on some of the other interesting abilities. They're not as good as the powers, but it would still be nice to deflect arrows or flying kick from time to time.


Yeah that's pretty cooked.


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Characters should get a class feat every level, for a total of 20. Of they're going to replace proper class features, we should at least get a lot of them.


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The key word is voluntary. Just don't do it if it bothers you.

It sounds like you're just disappointed you can't min-max anymore.


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Casters are used to driving a Ferrari, and are losing their minds because Paizo has told them to follow the speed limit.

Meanwhile the rest of us are in a horse-drawn buggy, and they just took our horse.


Its mentioned in step 2, so if you're actually going step-by-step you should already know.


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Monks should be trained with monk weapons by default, with monastic weaponry providing the other benefits.


You might be a dorf fighter who wants a ranged option. Are you just going to let your 18 STR go to waste?


Yeah I can't see it being a problem.


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And then ypu cast Chain Lightning and deal 6d12 to as manay creatures as you damn well feel like. Casters deal low damage consistently and high damage periodically, while martials deal moderate damage consistently.

You can't have everything.


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Draco18s wrote:
pauljathome wrote:
cantrips sort of kind of fill that role. They automatically scale so they're still SOMEWHAT useful at higher levels

They scale badly.

Which would you rather have, a +2 longsword or Ray of Frost at 9th level?

How about a +4 [Greater Flaming] longsword or Ray of Frost at 16th?

So to be clear, what you want is for casters to DPS as well as a martial for free, while also having high burst and utility.


Question about the Telekinetic Muscle feat in KoP3: Does it affect carry weight at all?


I had a question about the alternative materials. Should we consider the given rules as being in addition to the standard rules for a material? By which I mean, would an adamantine firearm have more hitpoints, a mithral firearm weigh half as much, and a cold iron firearm cost extra to enhance? Or do firearms made from an alternate material only gain the listed properties?