wierdo, It sounds to me like you should go to therapy. If your worried that they'll just tell you to stop playing RPGs. Don't be, just explain how RPGs are a positive part of your social life, and you just need their help to get perspective to make it better. Any therapist that is unwilling to help you fix the problems YOU want to fix is not very good. So just take your buissness elsewhere. The trick for me with overcoming the stigma of getting help, is one of choice. I'm choosing to become a better version of myself by whatever means. Not hiding and getting by hopping no one will notice and make me go to therapy. In any case don't get the help you "need", get the help you want.
As many as you want is the short answer.
Now leaving your world open to the existence of more deities later can give your world something to grow into later. However dumping scores of gods at your players feet all at once is an excellent way to have all that work and creation ignored.
One of the most fun characters I ever played was a human barbarian with unarmed strike and improved grapple. This was also a game that never made it out of 1st level. I spent the whole game getting into trouble, and since I wasn't drawing steel the worst that would happen is I get knocked out and spend a night in jail.
I've found a post about this in reference to spells with a casting time longer than a standard action. It wasn't diffintive, but consensus was that spells like enlarge person (normally a full round casting time) when cast as an alchemist's extract were reduced to the standard. However, while creating a gnome alchemist, I was looking at the spell burst of speed, and it has a normal casting time of a swift action. The spells effect would be greatly reduced if the casting time reverted to the standard that all extracts are supposed to take. While it is still better than a normal double move for a gnome; the gap between an alchemist caster vs. anyone else would be very significant. Anything I'm missing that makes this spell as good as I want it to be? Or am I over thinking it? From a flavor stand point I like the idea of a false tooth or cyanide pill with this spell in it.
My suggestion:
Above all stay calm! The best threat, if you mean it, is to not play anymore.
Lemmy wrote:
This right here is the way to go. As a frequent rogue player. Playing a thief can be a lot of fun.The one thing a GM has to be sure of is that the Player is motivated by Character flavor more than straight greed. When I steal as a player I'm not interested in making the game into "everyone sit down and watch me rob the city blind with no consequences." That:
A good example is the quintessential scene of the Rogue unlocking the chest or looting the bodies and trying to pocket some of the wealth for himself. If your other players are in on it and your not cheating the rest of the party a significant amount, then the other players are often more willing to forgo their perception checks. In any case don't be afraid to talk to your player on the why's and the implications of theft. Any part of the game that becomes GM vs. Player is in most cases annoying, distracting and ultimately pointless.
A point I would make is if you can trust the GM not to screw you over when it really matters, and the flavor makes the battle more memorable or cool. Let it slide.
The real magic of the wrist sheath is that it lets you hide a dagger or similar sized object in easy reach. Where normal objects hiden on your person cost a standard action to retrieve (unless you have quick draw) The wrist sheath alows you easier access at the continued cost of AoO provocation. The only question in my mind is can you draw your item as part of a move? I would say definitely if you have quickdraw. But that may not be official.
I like what I'm seeing so far. I found the Laws of Man especially interesting. It just makes me a little sad that there is no agreed upon origininator of something like geometry. I know it seems like small patatoes when compared to magic and the gods, but not every grand construction is held up by magic. You use applied geometry. Keep it coming if you can. This is great.
Certanly one can be invisible and not stealthing.
I've been watching the Cosmos series again recently, and I am struck with the overwhelming desire to create a character based off Carl Sagan. I notice in the series that he repeatedly makes mention of the great thinkers who struggled with and made progress on whatever topic is at hand. It got me thinking who or what minds have brought Golarion to the current roughly renaissance period? And what prominent figures shape the intellectual future? And how have they affected their fields of study? There seems to be a large number of political, military, and religiuos figures, but mathematicians, philosophers, and scientist are more scarce. I understand that paizo would want to leave us, the consumers, room on the canvas. Especially with magic since everyone has their own idea on how it works. Let me know what I've missed, or what stories have you come up with to fill in the blanks?
You don't have to answer the last question.
It's also a way to keep pesky ranged characters within charging distance. I rationalize it as precision damage. Not so much as hitting harder, but aquiring the ability to deal more damage through better placement which is only afforded at closer ranges. Just remember there are a lot of rules that are like scabs. Picking at it only makes it worse.
I'm playing in a gestalt game set in Golarion were the cults of Urgathoa and Rovagug have teamed up to break the biggest bad out of jail.
I'm the only character that isn't thrilled to be a child of a god. So Paladin while good on paper isn't likely at the moment. I was thinking Inquisitor with the animal domain combined with boon companion.
Thanks Tels for the input. I may just opt for Fury's Fall. It strikes me as an example of having better footing. And means I'm less likely to fall over when I fail those trip attempts.
Hello Paizanos, I am working on a Monk build for the Ruby phoenix Module. Whose central conceit revolves around a tournament that pits the best in the land against each other for a chance at a veritable trove of treasure. Characters are 11th level, standard starting gold, and 20 point buy. Two traits though one has to be regional. Also the players aren't allowed to talk about their players before hand so I want something self sustaining. I'm thinking it would be fun to run a Monk of the Empty Hand. Taking peoples weapons and busting their faces in, and while I know it's impossible to be the answer to all problems I wan't to hedge as many bets as I can without sacrificing the effectiveness of my combat trick. Any suggestions on feats and magic items would be greatly appreciated. So far my stat block is STR 18 DEX 15 CON 12 INT 13 WIS 14 CHA 12
My feat short list is at 7/10:
Race so far is Half-Elf for Skill focus Bluff to help my feinting. Also I see him as a wanderer someone with great skill and talent but who lacks the reverence that most confuse with discipline and honor. A mild sort of Jackie Chan. Also planning on making use of Use Magic Device so Wands and such are on the table. Thanks in advance
another way to think of it is that the cool down time of each dragon type still has to tick down in real time. for example I morph to red dragon breathe, then I morph blue then breathe, If I ever go back to red then I'll have to wait those 1d4 rounds as a red dragon before I can breathe again (not necisarily consecutive rounds mind you). In practice, depending on how vast the spell recipients knowledge of creatures with potent breath weapons is, there may be little difference as the player will probably get a fair amount of ones on that d4 (or what ever other die) before he must suffer through the down time.
Hello< I will soon be playing in a 17th level module the role of healer has fallen to me. I have decided to try for the fastest cleric alive.
Your help would be greatly appreciated.
on the topic of item number 2.
its a good way to flesh out a back story. gives you NPC's that they theoretically will care about or at least want to deal with. A way to motivate the players to use this device is to allow them to call on these characters for assistance monetary or other wise. DM discretion of course.
As far as I can tell. inspired command and inspire courage overlap.
Personally I agree with you. My suggestion of ways to convince your DM to allow it:
Good Luck
This is awesome. I just hope that all the players are ok with failing. Not in a combat or ultimate goal sorta way. but for instance if role played correctly the other NPC's will quickly learn to hate these stupid selfish a$$holes and not co-operate and prolly die.
Still kudos and good luck
Drack530 wrote:
Probably. The issue is that you are Reducing the drawback of a low STR and the more you allow characters to have dump stats with no or little down side the more unbalanced it becomes. I'd say mechanically allowing one kind of weapon that is equivalent or worse than the scimitar is fine. As long as its only one kind of weapon that dex goes to damage with.But the flavor of the feat would require it be slashing. To take advantage of the WHIRLING dervish style.
Ok I'm playing a Kobold Sorc to Dragon disciple. If i cast chill touch and activate my claw ability; first is it only one claw with chill touch active? Second if i miss AC with the claw but i still hit the baddies touch AC would i lose the claw damage but still discharge the spell? Any other suggestions for this concept cause playing a kobold usually won't measure up.
One of the things iv'e seen done in the past in a slightly more frivolous game is to give said dumb character a wealth of anecdotes, mantras and sayings that don't make any sense by them selves but come to the correct conclusion. like say you as a player think your GM is trying to insinuate a spy for the BBEG in to your group. "mama always said never trust a man with too many pockets 'cause he might put you in one and take you away."
Perhaps you should be a LITTLE fast and loose with the stealth rules. Like maybe if he keeps moving to NEW places to SA from. Like climbing to the roof top and attacking from there. Then move to a new vantage point that the target wouldn't expect him to strike from. This may cost him turns where he is not attacking to reposition. When your a melee rogue you have greater access to flanking opportunity at the cost of vulnerability due to proximity.
I've been thinking of an optional system. where you can put on portions of your heavy armor to simulate lighter armors. Like only putting on the breastplate from your full plate armor. the question is how to balance this. and what if it's enchanted? does owning +3 fullplate mean you own +3 breastplate? I think not but i do think that front liners should have options when they have to travers the Marshlands, or the mountain top ridges. than to go full armor or no armor.
Joana wrote: If the PCs get around a planned combat by using skills (Diplomacy, Bluff, Stealth, etc.), then give them XPs as if they had won that combat (which, by avoiding it, they did). the only thing to worry about is if they then decide to fight them anyway. Though as a GM one can usually tell if they are doing it for extra XP or for story related reasons, and act acordingly.
A problem might be that some of your characters aren't as interested in non-combat challenges. If they don't take the XP cheese, then they may get more and more alienated from the group during these sessions where they don't do as well.
Bottom line listen to and respect your players, but ask that they listen to and respect you. you'll have less problem moments and the problems that do come up will be easier to deal with.
I'm creating a cleric who grew up in a town who's only temple is dedicated to erastil, yet the character is a fairly nerdy goody two shoes. Now in a more cosmopolitan town he would have been drawn from an early age to a more knowledge based deity, and i seem him being so drawn later in life.
My GM gave the big bad of the session vital strike recently. During combat he interpreted the feat (which says that when ever the character makes the attack action roll an extra weapon die) so that the baddie used it for AoO's. As players the party raised a fuss about the rules as intended and not as written and he graciously backed down.
ok I just wanted to find out what requirements are insermountable and which just require a higher spellcraft check.
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