While I agree we need some patience, esp with all the conclusion jumping going around, the hat we need is concrete information. All we are getting in these blog posts are vague tidbits that don’t actually say what’s going on. They are giving us just enough to come back for more, hoping they give us something real.
Anyone have a list for this? I thought there was one, but cannot find it. I'll start making a list unless someone can point to one. (I'm counting mounts that level up as animal companions) Hunter
Druid
Ranger
Paladin
Cavalier
Oracle
Cleric
Inquisitor
Shaman
Samurai
BloodRager
Brawler
Warpriest
Barbarian
Sorcerer
Anyone
What's Missing? If there are quicker ways to get them on a class already listed please let me know about that as well.
There isn’t really an “off-hand”. You are just as accurate using your left as your right. You can hold your pistol in one hand and your rapier (or whatever) at all times and never have a negative modifier. As long as you don’t try to use them both in the same round. Drawing a weapon is typically a move action. If you use your standard action to attack with your pistol you can use your move action to draw your sword.
We could debate for hours if power attack actually does exactly what it says too, but that would be just as pointless. The feat has already been approved, by the grand authority in our games, as we have translated the words. The question of how the feat works was never the point of the thread, only how to qualify for it on a character that is already a level 2 human hunter. Now, half the tread is a debate about the merits of the feat and the rules surrounding it (and apparently dead people attacking?). If I had a rules question about the feat I would ask in the rules forum...
As a GM, when I allow point buy I turn everyone's rolls into stat arrays that anyone can choose from. If your GM just allows this guys stats to be arrays for the other players the stat disparity will be eliminated. As for using the cool op race, just ask the GM to modify everyone's race until their levels match up somewhat fairly. Maybe just increase the benefits to double what some of the race already gives, or look at the alternate racial traits and take them without trading.
Guide to the Outflanking Hunter Been working on this guide for the past few days. It's still a work in progress and open to suggestions.
Paladins don't change the laws they uphold because they are in a different town. They are there by the authority that has given them the title paladin and will continue to abide by their rules. While they may respect authority of laws of the land while traveling as long as they don't conflict with their "home law" the local laws do not hold any sway over their paladinhood.
For those arguing the act is unlawful, this is an irrelevant argument. Even if the gm threatened to switch their alignment to chaotic, they could still play their character (and later atone if needed). The problem is the severity of threatening to change their alignment complexly from good to evil for one act that is at worst morally grey. Turning them to evil is essentially killing their character because the GM chose to put them in a situation where the only solution was to do the random thing he was thinking of. Anything less and it's game over. This is not acceptable in a home game, much less so in a pfs game.
BigNorseWolf wrote:
Unless you have information we don't, this is not correct. The DM only gave warning that there was no possible outcome that wouldn't make the characters shift completely from good aligned to evil aligned. Only the worst imaginable acts can qualify for this severe of an alignment shift (according to all official rules). Killing an evil, unremorseful person to save innocents is not even an evil act. Basically during combat the bbeg said, "I surrender."
By killing the bad guy the paladin would be acting on the authority of his lawful/good church and or code of conduct. This is the only law and only guidance available to him at this point in time. Nothing evil nor chaotic about it.
Report the gm. He is clearly bullying your party and shouldn't be a pfs gm without changing his actions. As for what I would do, "oh look at my wrist, it's time for me to go. Good luck guys." And walk out. With the information I have at this point, I'd never play with that GM again and report the crap out of him.
Are they only going to progress in mythic levels? Or both levels and mythic? The setting sounds like a lot of fun. Demons and Devils running amok. I would assume the artifacts will somehow close down the gates that are allowing these outsiders to come through and probably sucking some of the weaker ones back to where they came from. I love the idea of champions from all across the land. It will need some coordination from the players. I'd probably use the gods instead of sages/seers. Get one champion from each of the chosen gods to go on this quest.
Since stats are entirely based on the stats granted by Wild Shape, I see no problem with a huge wolf form (or any other). After all your animal companion could be a huge wolf with little effort. The only "statting up" for the creature you would need to do is to find the damage of the bite attack, which is not an abnormal thing to need to figure out. In short, I'd allow it.
I feel the need to explain the pros and cons of 2 weapon fighting vs 2 hand fighting: Pros for 2 handed:
2 handed hits more often. (2 weapon fighting takes a penalty to hit. If the same 2handed fighter needs a 10 to hit the 2 weapon fighter needs a 12). This is more profound when iterative attacks come into play. 2 handed fighting overcomes damage reduction better. Since a 2 handed will do more damage per hit and DR is calculated per hit swinging 1 higher damaging weapon will take less of a hit from the DR. 2 handed is cheaper since you only need to focus your $ to build one magic weapon. Haste is better for a 2 handed fighter as it only gives one extra attack per round. Attacks of opportunity give you one swing, one swing with a 2 handed weapon is better. Pros for 2 weapon fighting:
When there is no problem with hitting, no haste available, and there is no damage reduction, you will do slightly more damage. How strength affects damage.
Power attack is calculated the same way. Using a natural attack or an unarmed attack will give you different results than either of these. With your stats, assuming they can't be moved, I would go with a monk or a druid (focused on shape-shifting).
Gestalt prestige classes? This kinda messes up the game as a prestige class is meant to build on a base class. Assuming balance things are taken (to fix +caster levels becoming higher than character level) into consideration. 1) Dragon Disciple with a Sorcerer. This gives you a great spellcaster/melee. I suggest going natural weapons, for the fun factor mostly. 2) Mystic Theurge, this would need some kind of balancing to make it work right, but it would be a lot of fun if you can make it work. Arcane Trickster has some interesting tricks, Eldritch Knight gives you full BAB and lets you do some magic/melee mixing.
I agree it is much more specialized. I would still want to take the wild talent to get it if archery is being used in my campaign, thus I think it's green (worth considering). IMO the best defense ability is force ward. It's the only one that helps against magical damage. Also it really only costs half as much to pump up at the beginning of the day (by granting a shield= to half the damage you take from burn). I like the fire shield as well. It combines so well with flesh of stone (esp on a melee/whip build). Grappling someone with this ability is simply painful. I think as a talent it is also green. I do wish that both talents increased at the same rate as flesh of stone. The one per 2 level increase is really what makes the talent so good. I feel that it was pushed a little harder than wind or fire was.
I find my players rarely behave the way I think they will. I had a non combat encounter all planned out where they were supposed to negotiate with slavers for the freedom of slaves they brought to trade. This one had a high likelyhood of turning into a brawl at some point, but no they started shooting in the opening round of negotiations. I've had kobolds attack their village, a pure combat situation, only to have the players give them food and make allies out of them. In mid combat they have managed to persuade their opponent to stop fighting and negotiate. It's really fun when a group is like this. As a DM I have found it best to prepare and roll with it.
Quote: I'm a powerful priestess, and used to lording my power over the many slaves in my underground city, toying with the mind flayers, duergar, and other dark denizens of that fungus-filled place; I am NOT fond of anyone jerking me around, in turn. No one is jerking an evil priestess around anymore then a "good" god is jerking around their followers sending them on quests. A priestess of an evil spider god is, at least in their mind, important to said god. The evil quest that she is being sent on is divine and a blessing in and of itself. Also if the quest/task was important to the god in question then they would probably throw some divine intervention to help the priestess.
I have apparently overused the bad guys come back with my players. One baddie they took on gave them some serious trouble and they ended up taking her body and destroying it with acid (she was immune to fire) to prevent her from coming back. I took this as a sign that they didn't want to see her again.
So, I've been inspired to make a mage based on getting the most out of magic missile. Please help me to find anything that makes Magic Missile better. Also wondering what class he should be, I'm thinking sorcerer but open to suggestions. Traits:
Feats:
Maybe
Does force count as an energy type thus we are able to change it with elemental spell? Just looking to make a list right now. Feats, Traits, equipment that will improve magic missile.
Paly Group: My group are all paladins of Sarenrae Paladin/Fighter for the frontline specialist 2 weapon fighting with twin scimitars. Paladin/Oracle of Flame- specialized in fireball for your blasting and divine spells. Paladin/Myrmidarch Magus- Utilizing both Magus arcane pool and paladin's divine bond to enhance his bow. Paladin/Bard- Focus on buffing the party, also using a bow to deal damage. Another character convert: I have an oracle of the flame that is a bit of a fire dancer. There are a few classes that would help this concept. Without changing anything about the character the best fit is swashbuckler and taking the slashing grace feat to continue using her scimitar.
I'm chasing my tail trying to figure out how to make a good bow. I know I want a composite bow, but I cant find any reference to limits on what the + can be. My archer currently has 22 str. Now, if I make a composite bow with a str rating does this count as masterwork or do I need to add masterwork costs on top of this? What spells/enchantments should I get on a bow? How much does all this cost? Let's say I have 16,000 set aside to spend on a bow, what are some options I have? |