I'm just surprised nobody has mad a joke about enforcing age penalties on this thread. We've only used aging penalties once in my group, in a campaign where there were a couple time skips (actually killed one of the players, I want to say he was a goblin? It was a really short life span compared to the rest of the party).
edduardco wrote:
I've experienced this sort of thing before, and its a matter of when it affects you. The one I am thinking about was in League of Legends, they made a mechanic for a long range caster that made him do more damage the farther he was, cementing his artillery like abilities. In playtesting though (IIRC it never made it to the live game), it didn't feel like a buff for staying away, but a debuff for getting close. So I expect that the feeling of punishment is that if you multiclass or prestige you you are losing out because it was previously one bonus, and now you are losing that. Now why wouldn't this be enough of a deterrent to stop someone from multiclassing? Because you get different class features for doing so, but flatout lose (barring half elves) this one ability even though the new class has the same mechanic.
Thank you Steve for bringing such great examples to the table. The problem that the OP brought up is a fairly common thing in art, but it usually has this same problem that people don't understand what the complaint is. Its okay for women to be sexy, to wear revealing clothing, etc. That isn't the problem. The problem is when you cross the line between sexy and sexualized. Paizo has been pretty good about this, to the best of my knowledge. Most of the artwork that comes to my mind when I think of the characters isn't problematic. That doesn't mean it doesn't exist, and Steve posted a very good example. The OP is not asking for every female character to be covered from head to toe, but the request of avoiding objectifying imagery in the game is hardly outlandish.
I just remembered another one that I came up with when a player was searching a mural way too hard to find something when nothing was there. I told him that on part of it he detected magic, strong magic, from a magical weapon of some kind. He narrowed his search and found that the sword one of the characters in the mural was wielding, was actually the blade itself embedded into the wall. Unfortunately for him, the character in question was in the background. And thus the +5 Plaque bane toothpick was born.
thelemonache wrote:
The Hymn of Hmm. For the cost of 20 rounds of bardic performance you can use Bardic masterpieces and Bardic Performance at the same time.
I can't seem to find it at the moment, because I can't remember it's name, but it was a 3.5 joke homebrew class that could ride anything. A prerequisite was a low int score, because you needed to not know that you couldn't ride the thing you wanted to ride. It could ride literally anything, and I think at later levels it even got 1 hour before the thing in question even got a save. You could just hop on a Tarrasque and control it for an hour before it even had a chance at control. One guy played it once in a campaign, and we discovered that the source of evil we had been fighting was blot the guy in control of the castle, but the castle itself, so we had to figure out how to destroy it. I suggested "Hey, couldn't you just ride the castle into a volcano or something? " To which he replied "Man, you're thinking too small. I'm gonna ride the volcano into the castle! " We decided not to do that as we knew the Dm already had a quest ready and didn't wasn't you derail the campaign, but he still rode a volcano later.
deuxhero wrote:
I jokingly made an Aristocrat for Hells Rebels and was surprised by how useful he was without any class features. Well I actually made a Vigilante who pretended to be a hired Bodyguard for the aristocrat who was his twin brother so they switched places from time to time, but sometimes I actually was playing the aristocrat. They have decent proficiencies at least.
Lady-J wrote:
Interesting, because that's not how I've seen such things broken down before, suggesting to me that you are using different metrics with the same vocabulary. For instance, the split between caster and frontliner isn't there in terms I've seen before, such as clerics who can be both at once (not too mention magus). Plus casters can easily fall under ranged as well. So while under your definition, the character is a frontliner, under his it isn't. On the topic of Rogues, I think something that's being misconstrued is that people saying its the weakest aren't saying you can't do well with a rogue, or even that a rogue can't be better at something than other character. It is just that given the same level of optimization, there are other classes can do what the rogue does (sometimes better than the rogue) along with other things, which makes them a weaker class. I love rogues, I've loved playing as rogues, and I've even been asked to tone down my effectiveness to be more in line with the rest of the party. I still say they are the weakest class. I find it true if we are just using core, or adding in hardcover books, and other splat books. Unchained Rogues certainly are better than cor, but they still haven't gotten the sheer amount of support that monks have (who I also consider an especially weak class when using core only,that I still love) to make them better. Like when Ultimate Combat came out, I remember people referring to it as Ultimate Monk, because of how many new things they put in it for them. Archetypes really gave monks a significant boost, but rogues just didn't get the same level of boosts over the years.
I can't even imagine a GM finding out you were intentionally cheating going "you got me" like it's a prank oor something, I would expect it to be more like, "Why would you do that? " It is abusing your friend's trust. I just don't understand where you're coming from on this, Former Fiend, am I missing something?
Think of it like piloting a mech. You are encased in the Eidolon, and by all outward appearances, you move only how the Eidolon could move. So with a serpentine base and no limbs, you'll just slither around, but with something like a multi limbed monstrosity, you can control those extra limbs because you are in control of the extra body. Like a Gundam with wings, the pilot doesn't have wings, but has control of the entire mech.
It's not a vow of non communication. They can sign, and they can write, so I don't see why not. Is it totally working around the penalty the vow is supposed to impose? Absolutely,I won't deny that, but it's also a much harder way than just putting a point in linguistics for sign language or writing things down.
Yeah the idea was that there were enough that he was bound to fail enough to stop him, and while that charging rule is RAW I feel that it's probably not RAI. I read that as even if it's slowed or staggered or what have you it can still charge though it normally couldn't. Even if that's not the case, that's how it was interpreted in that particular game.
Wrath wrote: Constructs and animated machinery. This is a world where the Tarrasque is being mined for profit. High magic is assumed. I imagine bound elemental would also work I don't know if it was there originally, but one of the things I've heard from the tarrasque town was a group of scythe wielding golems located inside it's head constantly keeping it down with scythes. Just coup de grace repeatedly for eternity. Another version was that it was alive and conscious, just held in place with numerous immovable spears (spears with immovable rods built in)
I think it is very clear, and I'm going to actually use something Cuup said to determine how it goes. He pointed out that the aura has no stipulations regarding what it can and cannot turn off, whereas the tarrasque says it cannot be suppressed. So we have one ability that is very broad and one that is specific. I don't see how that could be clearer regarding general vs specific. We also know that abilities that require a saving throw count as attacks even if they don't do damage (otherwise spellcasters could stay invisible and just cast debuffs) as that has been covered in the past. Cuup, could you please elaborate how you feel that the aura is specific when it makes no comment about what it can and cannot suppress?
It looks like you can use vital strike with the advanced benefit though. So first turn you could make them bleed second turn vital strike, but unless they moved away from you it would probably be better to full attack (early access to vital strike via warpriest is the only time I could think that wouldn't be better).
There's also inter party balance issues to think about. Aasimar already ruffle some people's feathers the wrong way simply for having 2 bonuses without a penalty, the only other reasonable player race I can think of that gives a net +6 to ability scores is merfolk who have the not insignificant drawback of 5 ft move speed (granted strong tail alleviates this somewhat).
Yeah, this is one of the reasons I've seen dm's not allow cherry picking from the list. I have an alchemist character who got lucky and got int on the Tiefling version, so I started with 22 int on an alchemist, and could accidentally knock out the party wizard with splash damage. Allowing players to pick and choose can be powerful, so just keep it in mind.
For a long time our campaigns started with the same fight (practically). The group is lost in the woods, when they come across goblins. Though tbh,I kinda ruined it the very first time we played d&d. Gm let us pay any race and I wanted to be a minotaur. He said "So you guys are lost in the woods- "and I cut him off and said "no I'm not. " 3.5 minotaurs had a special ability, they simply cannot be lost, and know exactly where they are. Less than 2 seconds before I argued with my gm.
There was a weapon in a 3.5 book that had a misprint, I think it was the ninja-to, and it said it had a crit range of 19-29. Obviously a typo, but that didn't stop people from trying to use keen or improved critical on it to get a crit range of 9-29, then add vorpal. I don't think I ever saw someone actually argue this one outside of theory crafting but it amused me.
Cevah wrote:
I'm calling that a silly argument, because those boys could eat anything with only the lightest of ill effects, I'd say they have great con. On the other hand they were terrible against fear effects, so maybe somehow low wis on a druid.
If the army of undead is mindless, you could attempt the reroute idea from walking dead, build walls that lead them in a different direction. Otherwise, try the tower defense game set up. Build walls in a spiral around the town, requiring the undead to walk through a narrow corridor around the city giving much more time to attack. With only a week to plan this might not work, but choke points are key. Alternatively, build the same winding path inside the town using existing structures by blocking off road streets in town leading in a spiraling or winding path to the keep,allowing you more time to attack them from above (on buildings and walls) and ensuring maximum aoe damage.
I can't remember her name but the kobold barbarian should have been nothing to my party, but the players just rolled so terribly that I'm leveling her up to be a new fight. Nobody passed the perception check to find her (which is amazing because some of them have +20 or more to perception) everybody rolled low with a couple 1s when she went last in initiative, the alchemist accidentally tangle Bombed the party, then she got to go. Natural 20,20 to confirm, almost takes the magus out in one hit. Next time alchemist goes he rolls triple 1s (we use the triple 20 is an insta kill and triple 1s is instant death rule) and blows himself up, splash damage hits the party. They finally start hitting her, and she runs down small tunnels, but nobody pursues. A few rooms later, paladin notices a necklace on the ground, magus remembers identifying that the kobold had a necklace of fireballs, and that's when the paladin gets hit by one of the fireballs. She rolls the save since she is holding the necklace, and rolls a 1 causing the rest to explode, paladin dies. No other monster in the game has successfully killed 2 members of the party, and the single kobold managed to, and almost got a 3rd and 4th.
For the sake of already dealing with a less than optimized group, I'm going to avoid any early entry shenanigans, and I'm thinking ecclesitheurge cleric 3/wizard 3 (haven't considered any archetypes for wizard, any I should consider? )into MT at 7th. Sheepish, I hadn't even thought about rave, but your suggestions look great thank you so much. Neils, I think he was suggesting using wizard spells for non-somatic, and Cleric spells for everything else, though I could be wrong. I don't know when I'll be able to start this, but I'll try to keep you guys updated. Also, school suggestions for the wizard side?
Scythia wrote:
Very festive with the holiday season coming up. But on topic, I agree that it shouldn't be able to use the cannon arm to fire and slam.
Non- magic: Barbarian, I love the variety rage powers give (granted some are definitely better than others) Arcane: Sorcerer, again variety is a huge bonus, and an offhand remark referencing another sorcerer I played snowballed and now all of my sorcerers and bloodrager characters are related in our games. Mechanically this does almost nothing, but flavor wise it's been great. Divine: This one is tough for me, but I think I'm gonna go with cleric, they've got what you need just a day away at most and can be combat and support. Nature: Gotta be druid, but I haven't played hunter yet. I really like animal companions, so hunter is definitely interesting. Occult: Haven't played any, but I'm going with Kineticist, because I like avatar. GeneticDrift wrote:
I get not liking arcane, but can I ask why Bard deserves such ire?
UnArcaneElection wrote:
This reminds me, one of my players when I ran Iron Gods has Aspergers and I've never seen her happier or more able to connect with her character than when I introduced her to the android race. She even had the same haircut as Meyanda. This is why I have a problem with limiting people based on how well they roleplay, not every one is capable of getting inside the head of another race.
I have never heard of this item before, but my dm often makes custom items. We found it in a room full of lot for kingmaker (kingdom building stuff primarily, building materials and a minting machine) but it's an amulet. When worn it amplifies abilities. For instance our mage cast light to test it out. Suddenly every object in the room had the spell on it. Another person has aspect of the Falcon as an sla, and when they cast it, they turned into a falcon and couldn't get out of it into we went to our local magic shop where we know a very high level mage operates. The magic shop was days away. Said mage used his detect magic glasses and they broke. He then used his identifying glasses while holding it and the glasses upgraded. You can use them to look at anything and get info, even class levels and feats, confusing our characters as they don't know about these in character. He warned my barbarian against trying to use it for my rage.
I like the concept of alternative entry prestige classes, while admittedly it doesn't always work out mechanically. Like oracle/ sorcerer mystic theurge sounds cool and both use the same casting stat allowing you to be less MAD, but you're way behind on spell casting then. Or the Eldritch Knight in the NPC codex (I think) who is a barbarian/ sorcerer and he's a half orc wearing a polar bear pelt, and it just screams flavor to me, but you lose out on the bloodline and rage powers. As for prestige classes that actually work, I love the mammoth rider for flavor and mechanics, particularly from the barbarian entry.
A developer clarified that at this time the FAQ applies only to what it covers (explicitly mentioning levels no less) so currently they are unnamed bonuses, which stack. We can spend days arguing whether they should or not, but as is thems the rules. Think it shouldn't? Make a FAQ and I'll gladly hit it. Personally I see no reason why they shouldn't.
Gulthor wrote:
Kinda, but the bohemian earspoon is blunt or slashing, while the thimble tack is both piercing and bludgeoning (generally better, but you might need slashing for some reason)
So I took the vengeance feat after making my character using the ultimate campaign character builder, after being kidnapped by slavers as a child. We were level 3 when the Staglord attacked Olegs, the night after he said he would attack in 3 days and did fairly well in the battle. Auchs's head was blown off second turn when our musket master crit, Devon died in one hit when I crit with my orc Skull ram crit during a rage, Akiros surrendered after disarming his opponent, and knocking out the rogue sneaking up on him because he saw the others go down. That's when the Staglord took the field, and my character recognized him as the slaver who had taken him as a child. He was the last one standing, so we all rushed him. My barbarian hit him first, and hard, but he laughed it off. The Party hunter and his wolfhound got to attack him but didn't do much damage, and everybody else was still moving to position. That's when her dropped what was in his hand. It was a glass orb with a spell that created a duel. The Hunter and his companion were pushed out, leaving just me and the Staglord, and he stepped up and crit me, taking most of my health. The Musket Master got in range and fired, but it bounced off the spell, and the Arcanist's magic missile couldn't get through, making it clear I was totally alone. I dropped the orc skull ram (not enough room for a reach weapon in the dueling area) and pulled out this weird magic axe Bokken had given me. I wasn't sure what it did, but previously when I hit it made the wound look rotten and maggots appeared in the wound. I hit and rolled minimum damage and said out of character "Welp, I'm about to die. " Then the Staglord missed. I attacked again 20, but no confirm, then he hit me. And rolled minimum damage, leaving me at 3 hp. I attacked, hit him and the DM asked for a luck check, which is very rare. I rolled well, and he told me I suddenly felt like I should say "Doom". When I did the Staglord's wounds exploded. I passed the reflex save, but with only 3 hp still went down, my rage stopped and I dropped to -11 hp, but Staglord went negative too. The dueling spell fell, I was healed, and got to coup De grace the man who had enslaved me. I've never really liked story feats before, but the dm suggested it when we were making the character. Honestly, it was probably the best night of gaming I've ever had and I just had to share it.
The Mortonator wrote: What would be hillarious is playing a dedicated aristocrat in a game with hidden character sheets. Then, the chips are down, the heroes are out, only you are left cowering in the corner. And for the first time in the game you transform. I'm working with my gm to do this sorta. My aristocrat will run from every fight and he will have an npc that shows up from time to time that I will secretly control(hooray texting). I expect to be found out by the other players fairly quickly, but it should be fun.
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