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You didn't get it, I did because it worked with my GM, and AFAIK that's all that matters.

And since the beginning I completely agree with you. But you fail AGAIN to understand that it is not game mechanics, it is our knowledge of the game mechanics.

"If the feat doesn't have the word SPECIFIC in it then it's not for a specific weapon." - Is this written in the feat? No. So it doesn't matter if it is right, and we all know it is right. If this was written I surely could not get what I wanted.

"It's like a shield bash, you don't choose shields and bash with them, a shield bash is limited to shields, and you couldn't use versatility to make a shield bash with something that wasn't a shield." - Yeah, yeah, I get it. Again, we all know it is how it works BUT in the feat description it does not say it like that.

By the way, say what you want, this kind of reading I do get me things not only in RPGs but also in real life, so I'm gonna stick to it, it works. I don't really need everybody to agree or believe me I just need the one person that have what I want to do so, in this case was the GM not you.


Chess Pwn wrote:
I don't see any way you can twist the words to get what you want from them. Feats with specific weapons use that wording in the feat.

Except that I did and it worked =)

As I previously stated, yeah I know, I know it is wrong. I do also know that the feat specifies, it is all in the pretty obvious category. The thing is that there is no category of feat called "specific weapons feat", I mean, yeah it exists, but it is not separated or named like that in the books. So as much as I, you and everybody else understands what the text is about, if it is not "hardcoded" in the rules then we can use common sense, and common sense wise, if you ask someone that never played a game before, if something that you can only do with a certain weapon may be classified as a feat of an specific weapon, the person will most likely say yes, because wording-wise you can say that.
Again, I know it is not, I know what is the meaning of applying in the book, but as there is no such category of feats in the game, officially, "mechanically", then hell yes I can (and could) use the words to get what I want.

However I really hate people who do optimized builds, they make my life difficult, as the limitations on pummeling style are there so that people can't abuse critical among other things.

Role playing wise, there is no reason for someone to be able to train to do a punch with all their strength and not be able to do the same with a cestus or a punching dagger, it is insane.

I could not care less about critical and damage output, I was just focusing on a character that sacrificed numbers for sheer power, even if the damage output stays the same, but as in all RPG rules, the ones trying to do something interesting concept wise pay the price of the ones that try to make builds with 50 str or 2000 damage per round.

I could go Mythic Vital Strike, less trouble, but I have to wait until someone gets in the mood of mythic adventures.


Can a character with vow/oath of chastity or something like that touch himself? Can he touch others?


Thanks


About these...

;=========================================;
Magus [Soul Forger] - Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.

At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.

;=========================================;

Warpriest [Forgepriest] - Forge Mastery (Ex): A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons.

;========================================;

Cleric [Forgemaster] - Master Smith (Ex):
At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

;========================================;

Magus seems to be the best but he lacks fabricate =(


But the classes I cited in the last post (among others) receive bonuses on the craft skill and or reduction on the time/cost of creating magic items, that's why I'm deciding which way to go...


Well, I guess I will have to wait to official wording because this is a case of exploiting wording. Of course I know this is how it should, as much as EVERYONE knew the feat could only work with unarmed strikes even before the errata, but the only real rule in RPGs is: squeeze a sentence until it produces the juice you need.

I completely agree with everybody here, I KNOW that's how it is.

But the question is that the wording allows. There is no term that classify "feats with specific weapons" and "feats restricted to weapons", so as much as I know that it is designed to feats like Weapon Focus, Weapon Specialization, etc, the text itself doesn not specify it and there are no general rules that separate feats in such categories so I will try to exploit it.

IMO the text should say something like: "Pick a feat you know in which you choose a specific weapon..." but instead it says "Choose one combat feat you know that applies to a specific weapon..."

We could argue about what apply means, well, we can argue about a lot of things, but I will just use the text the way it benefits me (and the GM usually buys it)


Yes, and that is exactly what these feats do, allow you to use a feat that is designed SPECIFIC for a weapon to be used with any weapon of the same group.

"Choose one combat feat you know that applies to a specific weapon"
Combat Feat = Checked
Specific Weapon = Checked

I posted no because of the obvious but to see if the question have been adressed before and if the devs have commented if Martial Versatility/Mastery work only when feats that you CHOOSE a weapon or if it is really as it is written "one combat feat that applies to a specific weapon", if the description is right, if there is no errata, then there is no reason to not be able to use any style feat restricted to unarmed strikes with other weapons in the unarmed style group.


So... for enchanting magic weapons what is the best class: soulforger (magus), forgepriest, wizard with arcane builder or other? (I'm really willing to go wizard since I can have fabricate)


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The real question here is: Can you touch yourself while grappling a succubus? *BOOM*


I was primarily interested in crafting wondrous items and weapons, in this case what is the best class/archetype?

Also, how relevant is True Creation? And if I want to craft Adamantine weapons I really should have Fabricate right?


Martial Versatility: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

Martial Mastery: Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.

Do these feats allow you to use style feats that usually only work with unarmed strikes with other weapons?


I thought the spells still had to be provided by the means of a wand or something like that, don't they?


Well Janni Style was something that REALLY matches the character but I wasn't sure of how to add it...

Master of Many Styles actually lets you have the effect of more the one style? I guess I completely misundertood MoMS or the explanations here...

I was not in the mood of Kensai (since it is magic) but it is a shame we can't have unarmed kensai =(

Also shame on not being able to death from above from jump, considering the height of a charging monk jump it does not make any sense, it should work. Could I demensional door from above? xD (with the feat that lets you act after dimensional dooring)


1 - A lot of new stuff have been released since I last asked this question... what would be the best character for crafting?

Last time I asked Fabricate was essential for mundane items, so I guess cleric with Artifice Archetype (what about true creation?)
Also there is the dawrven archetype and now we have the warpriest forge archetype. Well I really can't balance them with the various feats and classes (Magus Soul Forge) and other so I decided it is better to ask here.

2 - Master Craftsman + Impossible Bloodline

Master Craftsman: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Impossible Bloodline - Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

Does this mean that I can craft a magical item without actually casting the spell?(I guess not) Anyway I'm not sure of what "you may ignore one spell prerequisite" means, I'm guessing that the only relevant part is not increasing the DC, besides that it follow the normal rules. However as the line is called impossible I guess I should ask if crafting without casting is possible in this "impossibility" xD


Imbicatus wrote:

That's a little bit of a stormwind fallacy there, but nothing about the Sohei CONCEPTUALLY, ROLE PLAYING demands that you play with Garfield, Scooby Doo and his friends. The class gets handle animal as a class skill that you can put 0 ranks into. The class can use it's ki to enhance a mount, but it doesn't get a mount. It's not a cavalier, ranger, druid, or hunter.

It is designed to be a temple guardian, and in exchange for extra vigilance and training with armor, you gave up fast movement. Because of that you may from time to time, need to ride a horse. If you do, you can shield your mount a little bit. You never need use it, but if you get on a mount, you can help them out a little bit.

But guess what? a Sohei is not tied down to being a temple guardian.
A class is NOTHING but a collection of mechanical benefits. You can make your character conceptually fit into any role you wish to play regardless of class.

I'm going to bow out here, because you seem to have a different set of criteria, and that's fine. But just because a class fluff says one thing, does not mean your character has to match that fluff.

Yeah, of course, nothing NEEDS to be anything, except when you want something to mean, to matter. I can even roleplay a bard as a fighter, OF COURSE I have this freedom, as long as I want to completely neglect the concept.

I can make a Vishkanya, Rogue (Deadly Courtesan) and say that she is a man called Ryu, say her simple attacks are hadoukens and that her sneak attcks are Shinkuu hadoukens, and that's fine as long as I respect the mechanics.

But I will give a little focus here to just to see if you can understand... quoting you "It is designed to be a temple guardian"
Why the hell, a girl who just wants to kick and improve her kicks would be a temple guardian?

Now more quoting: "The sohei are masters of the horse and the hunt. A monastic soldier, the sohei is equally adept at combat afoot or on horseback. While skilled in unarmed techniques, many sohei favor weapons they can use while mounted on horseback or against others’ horses."

A girl who just wants to kick better and better till she dies, why would she train horse, hunt, mount, weapons, or anything else than keep on kicking? She is not fit to be monk, perhaps a martial artist archetype, because at lvl 20 she is surely not becoming an enlightened being, she is going to be a killer kick machine, a shallow, hollow, vain and possibly stupid kick machine, perhaps a zombie that says "kick" instead of "brains". Imagine a dumber version of The Hulk, but saying kicks intead of smash. SURELY not a temple guardian or whatever.

I love freedom when I'm playing, for instance, WoD, I use the system to play everything, from X-Men to Yuyu Hakusho, but when it comes to Pathfinder, I want Golarion to be Golarion, and a Sohei to be a Sohei, and I can't see such a simple minded character becoming a monk, she would probably see their training as boring, a waste of time and pointless.

I'm sure you're not going to waste your time to watch it, but in case you already did... Korra in the beginning of season 1 had many problems with Tenzin's teachings because she likes to FIGHT and Tenzin is a monk. I could picture my character having the same views on monks teachings, but since my character is not the new Avatar she would not give in to monk stupidity.


You don't seem to understand... I will quote myself: " it makes sense when you think about mechanics"

Yeah I got it from the very first time.

I understood the mechanics PERFECTLY.

Now read the text, read what the Sohei archetype is about, read the description of the abilities, understand the concept. Is this concept compatible with a character that cares nothing for mounts and just wants to kick faster and stronger each day? Would this character trade, CONCEPTUALLY, ROLE PLAYING, his training to further enhance his unarmed damage for playing with Garfield, Scooby Doo and his friends?

Edit: Also if this character just wants to kick better and better each day why would she sacrifice monk features to gain abilities with other weapons (besides mounts). It is about the character, the story, forget mechnics, it is a roleplaying game after all. If I was looking for serious damage and versatility sacrificing role playing I would surely not exclude divine magic for instance.


Sohei is completely out of the character concept, if she were to be a monk, she would never trade unarmed damage for mount stuff, it makes sense when you think about mechanics but it doesn't make any sense if you think about the character.

Can you picture someone who is focusing on mastering their martial arts kicks stop training their unarmed strikes to learn animal stuff they couldn't care less?

It is like... "I want to kick like Chun Li! I know what I have to do! I will play with my dog and later I will go to the pet shop! *-*"


Thank you guys ^_^


Considering all that's been said there are some things left...

1 - Ability Scores really matter here because a pure fighter would work better with full STR investment while Brawler would fit better with at least a little dex... BUT... a pure fighter would need dex anyway to get two weapon fighting so...

2 - The defensive aspect falls into the same category I think as a fighter can wear heavy armor and the brawler isn't supposed to so a fighter would benefit better from a "kind of low" DEX build while brawler would work better with high DEX, but again, brawler doesn't need dex for TWF and fighter does

This is what is keeping me from deciding between brawler archetype and brawler hybrid class...

Also, mobile fighter gains a bonus from movement, wouldn't it work great with pummeling charge? And concept wise the character would really be "the flying siide kick girl"


It is kind of hard to explain but I will try: I want base, raw, pure, crude, unconditional damage.

The problem with my definition is that it is hard to define "unconditional" since everything is conditional depending on how you analyze it...

But trying to explain further I mean damage that is not temporary and that does not depend on special, exotic or any kind of condition or setup.

So nothing that needs critical, flanking, the target to be affected of affectable by any afflition, condition, status, disease, whatever.

So no rogue, ninja and other stuff like that. I mentioned Gai from Naruto as a base since he lacks any kind of "trickery" in his art resorting to pure brute power.

Just don't want to be conditioned to temporary/situational/circumstatial stuff like rogues and other "trickering" classes. I do like bards, monks (wise ones) and sorcerers too but I've had well enough of them for now so I want something more straight forward with (if needed) minor combat tricks, I say minor because I don't want to be a monkey rolling around the enemy to use a trip maneauver and then kick them in the head while they are fallen, cool but, that's not the point here.

If it is still unclear what the point is, I can try something extreme that does not represent exactly the character but that surely leaves no doubt about this thread: Imagine you have a doll. Imagine that when she have batteries she kicks. Imagine this doll can't do anything else, she doesn't think, or breathe, or walk, or sit or... well you got the idea, she just kicks, and that's all she does. If she is going to fall from a bridge if she kicks she will still kick and die because she can't do anything else... so sad =(

So, (un)funny descriptions aside, is there anything else besides going brawler that can give good damage with pummeling style? Any feat? Class ability? Race ability? As long as it does NOT make the character versatile and cunning it is fine.


Sohei seems much worse than a Brawler, a Brawler gets the best of two worlds (fighter and monk), also a kicker is not exactly "horse friendly", it would be weird in this character concept.


Since it has been stablished that pummeling style only works with unarmed strikes (seriously, not even close weapons? T-T) I have been thinking of what would be the best combination for a character that specializes in performing poweful backspin kicks (pummeling style) and flying side kicks (pummeling charge), how can I maximize damage? And as much as I understand that critical hits are great they wouldn't do much for me as I can't affect a lot of enemies, so unless I can critical hit any kind of enemy somehow I would rather focus on non-precision-based damage.

I'm not looking for anything overpowered, the character concept is a martial artist girl training to deliver the strongest kick possible but she is not into receiving powers from gods, alchemy and magic, she something like Gai Sensei from Naruto, so I was thinking of brawler (and it's archetypes), brawler fighter archetype, mobile fighter archetype, martial artist and others like these, I'm more inclined to fighter-like choices for the high BAB.

I'm open to suggestion about everything, from class and feats to traits and races except for magic, alchemy and other stuff like that.


Thanks, I will talk to the GM about it.


As far as I know inherent bonus stack, like dodge bonus, unlike enhancement, at least that's how the GM mastered the games. It doesn't change much, STR is a lot easier to have anyway =/

And ok, DEX gives a lot more bonus but you usually have characters more skill oriented, certainly not the same ones dealing damage, the character that wants to boost STR usually needs STR/CON, so having 50 STR always pays off, you can even kill an enemy throwing your weapon (returning, etc) even before he reaches you, and give archers and casters a hard time.
Actually, a small stone is enough for a character with this much strenght.

Besides, the game SURELY is not about balance (not anymore), I've read some threads about damage, people dealing over two THOUSAND damage in a single round, things have gone 3.5ish. What irritates me more is that the system allows absurd combos making any enemy pathetic but at the same time does not allow simpler things like allowing dual wielding DEX characters and unarmed Monks do good damage, I guess developers just hate some classes.

It is not just my personal opinion, I've seen people discussing here in forums how casters are always better than combatants (unless they are also casters) and how among the melee classes there are clearly the ones that rock and the ones that suck, so, I understand what you tried to say, it could even make the strong characters even stronger, but by no means I have the delusion that one day I had that Pathfinder is a balanced game. Pathfinder is facing the same problem that its predecessors had, as you increase the number of classes, feats, races, etc, you are bound to create extremely powerful builds for optimized characters and extremely weak builds for the ones that create a character for actual roleplaying.

But before I finish, monks and rogues were never a match for a cleric or a paladin, that's why I don't accept "balance" as an answer.


Thank you.

I was reviewing races and it is possible to have an Aasimar with +4 dex if you use alternate class options like Musetouched with +2 dex instead of spell-like abilities, but it is supposed to be random.

Anyone have any more ideas?

(whinning)Why it is so much easier to boost strenght? I mean Orc Bloodline grants +6, with the ability to be large you get +6, with Dragon Disciple you have +8, so, it is +20 str not counting items and tomes.


If I want to boost strenght I can have Orc Bloodline or lvl 10 Dragon Disciple. Is there anything like that for dexterity?

Temporary bonus granted by abilities are ok as long as they stack with equipments and other common bonus. Race, class, domains, bloodlines, mysteries, well, anything Paizo published is ok, 3rd party is not allowed


Great! That's it! *_*

A Samsaran Fey Bloodline Sorceress with Nereid Grace would be amazing roleplay wise!


blackbloodtroll wrote:
Samsaran Oracle or Sorcerer.

But... if I'm samsaran I'm not undine, the past life spell could be from another race? I suppose I'm always a samsaran, not?


I guess these rules makes much more sense!

It should be really expensive xD

But it is ok, I will find a way to use it, specially if the DM really uses the "coming soon" mythical rules, from what I've read, I could give charisma many uses (and boosts)


I see... if I wanted to create it myself what druid/witch caster level would I need?


Buri wrote:
My GM let me make an amulet of this spell's constant effect. It's AWESOME! Some of the best GP I've ever spent and it's a charisma based character.

Wait what? I mean, it is completly houseruled right?


Exactly my thoughts!
But I guess it would be VERY overpowered...

So what I was thinking is to make a Half Celestial to max charisma while still having high wisdom and another score, DM allowed a half celestial in another adventure and argued that they were not overpowered so I guess it won't be a problem


"Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first)."

This is one round per level so the ring would not grant the spell any benefit =/


This is a no for permanency or just a faster/easier way?


Nereid's Grace [Undine Racial Spell]

School enchantment (charm) [mind-affecting]; Level druid 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target you
Duration 1 round/level

DESCRIPTION

You radiate the unearthly grace of a nereid. If you are not wearing armor (or your armor is not visible, such as when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma bonus.

;==================================================================;

I was thinking of acquiring Nereid Grace then taking sorceress levels to get permanency, could I use nereid's grace with permanency?

If not, how could I make it useful for a witch or druid since I'd need lots of levels to extend it's duration and boost charisma but it doesn't sound like a good idea as druid and witch don't benefit that much from charisma...

Thanks =D


So, it is not half as hard as I've seen people complaining...

Considering this, if I do take a "normal" class, it would take like 25 weeks, and I mean considering the minimun check... So it is not that much like leaving my legacy to future generations right? xD

Well, let me use this topic to a related questions:
1 - If the GM wants to break my adamantine weapon, in normal combat, will it be hard as it should be or it is more common than I was led to believe?

2 - Kind of noob about Magus (very noob indeed), while Soul Forger can easily fix or even recreate broken items, a Kensai Magus for instance could cast a spell to fix the item in case it broke? Like from a scroll, wand, whatever?


So, ok, giving it a price...

An effect that have 5% chance
That does not work on all enemies
That you have to confirm...

+3 I'd say...

Thinking about lvl 20, as a base, with 5 attacks per round and you get one of these each 4 full attacks or each 20 single attacks, a little bit different with haste

I'm not sure but I think that the enemies that you can hit easily will die before the natural 20 and the ones that you have a hard time fighting against will be immune or have resources against it

Usually there many creatures without conventional anatomies so it depends on the adventure, if you're fighting only creatures with heads that need their heads and you have many attacks per round then yeah it deserves +5 price, overall I'd stick with +3, vs. undeads, constructs, oozes, etc +0

Another reason for the +5, a very weak character could use it to try his luck, but again, it is limited


It is not a fair price, just change it to whatever you judge worthy. Experience will tell if it was wrong or not.


Personally as someone who loves monks I always thought that there should be monks based off many attributes...

DEX - Martial Artist [pretty much like martial artist archetype but using DE instead of wis]

CON - Savage/Wild/Brute [like barbarian but with martial arts]

INT - Scientists/Medics/Anatomists [pressure points/critical/effects]

WIS - traditional ki user

CHA - Arcane Monk same as WIS monk but not lawful and usign cha to manipulate arcane powers

So, about the original post, I like your idea =)


So an adamantine weapon ~3000gp x 10 = 30.000sp, but since Master Smith is 1/10 it is 3.000sp
With a DC of 20, and a check of 20, isn't it 20 x 20 = 400?
So 3.000/400 is 7,5 weeks?

I've never crafted anything so if I'm getting it wrong please, explain me...


Can a Soul Forger cast Fabricate by level 13th? Or I would have to choose another class?

And... what is better, to craft the adamantine weapon faster or to enchant it faster? Judging by MC Templar post I guess Fabricate would save me more time than a faster enchanting rate, is it right?


What is the best combination of attributes/races/classes/traits/skills/feats/spells/domains/etc to be the best forger possible in Pathfinder?

In other words, how can I create a +5 adamantine weapon FAST, or at least, the faster that is possible.


Well, updating...

I talked via PM to someone from Paizo here on forums and I went back to where I started and I hope you could give more ideas/options, considering more complex rules:

;==================================================================;
My Question:
;==================================================================;

The thing I discussed in forums was using Stiletto Heels as a weapon, the discussion ended up with the decision of using blade-boots (Adventurer's Armory) rules like the blade was always active as follow:

Blade-Boot, Light Martial Weapon, 1d4, x2
Treat normal terrain as difficult and difficult terrain as impossible

The thing is even though I already discussed this, I am still worried it would be too much out of Pathfinder setting then my questions would be, of course if you can answer:

1 - Would it be too freak for Pathfinder world?

2 - Would it be fair to create a feat to reduce or eliminate mobility issues?

3 - Would you suggest, could be vaguely, additional drawbacks or advantages?

;====================================================================;

The asnwer:

1) Nope; blades on the boots/spikes on the shoes isn't too outlandish for Golarion, although the idea of doing martial arts while wearing stiletto heels is kind of outlandish, and something I'd say you had to be higher level than 1st to pull off since it's not the type of thing that just anyone can do without breaking ankles or falling down all the time.

2) Making a feat that you'd have to take in order to offset any mobility issues would be a good way to accomplish the "Not something anyone can do" bit, yes.

3) Penalties to base speed, penalties to Acrobatics, and penalties on Combat Maneuver/Defense all come to mind.

;====================================================================;

So, with this answer in mind, and perhaps my original post, could you help me with rules? I still think a style is too much, perhaps only one feat to reduce or eliminate the drawbacks and exotic weapon proficiency (since the heels are going to be very thin and pointy, so I planned to go higher crit thread than the blade-boots)?

I won't extend it for days and days, I just want few more ideas before I take my final decisions about it, talk about perfectionism...


Understood. Besides Bard in this case Arcane Duelist Bard, what are the other good melee arcane casters and prestige classes? I'm guessing Magus but don't know about the others, if there is the "perfect" arcane melee I'm all ears.


1 person marked this as FAQ candidate.

Does Sorcerer level stack with Bard levels for the purpose of calculating the bonus from Arcane Strike?


Thanks =D


;=======================================================================;

Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

;======================================================================;

Does your weapons mean any weapon you use, I mean, if I do use two, three or more weapons the enhancement bonus will apply to both weapons?

Also, is there any limitation on how many times per day we can use this ability?


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Won't bother reading anything since my last post, but this PM was sent to me with something you all could have told me and it would make everything different...

;=================================================================;
From Eldurian Darkrender Add to Contacts
To Raoni Luna
Subject There are Classes in PFO Reply

I figured I'd PM this to you since you apparently left the topic you made.

Ryan Dancey has been very strong in pushing that we don't use the word "class" because he wants to avoid people feeling like they are locked into classes as they are in MMOs, and WoW has tainted people's perception of classes.

However the "roles" in PFO are almost identical to "classes" in PF tabletop. I kind of think it's dumb they don't call them classes, but whatever.

Anyway every major PF class you know and love will be added as a role in PFO over the course of the game. When your character is using abilities that are all from the same class you get a "dedication bonus."

Characters that draw abilities from many classes lose their dedication bonus. Just like you lose them for multiclassing in the tabletop.

So if classes are indeed your only reservation, and you like how they work in PF tabletop, you'll like how they work in PFO.
;====================================================================;

Of course there are some comments like I don't know why people think WoW did this or that since class structure is the same from many RPGs that existed before... or that perhaps this "no class" classes may actually be "no class"m I will wait to analyze BUT at least this message gave me hope to try.

And, I will not read what will be posted after so don't bother answering me. I can even predict some posts like "I tried to tell you exactly this", and my answer is, no, you didn't, I'm almost sure you think you did, but you didn't, in your head perhaps but it got messed up when you tried to translate through your fingers/keybord.


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Additional question about Arcane Strike:

;=======================================================================;

Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

;======================================================================;

Does your weapons mean any weapon you use, I mean, if I do use two weapons the enhancement bonus will aply to both weapons?

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