I take back what i say about the alche, today i played one :P... The inquisitor seems really powerfull, some threads have the mechianic explanation for this... in my experience (lvl 12, generic equipment), there is Always something i could do (and be almost good as a specialist) in and out of combat, and greater bane+the jugdment+stealth(or invisibility) that allows you to buff yourself= its a win over teams of 1-2 tough monsters... now i have to try a lvl 5 or 7...
It have came up in other threads, normally they say something like: "The aura lasts for a number of rounds equal to your intelligence modifier. However if someone leaves the aura, it will last for them for a single round. Since you (the abjurer)will by definition always be in the aura, you receive the benefit for your intelligence modifier" it works for me, and i think that there are some "protective-buffs" auras that if you walk away and re-enter it, you don't gain the benefit again... However, i didn't find official answer in this matter in the forums
BobChuck wrote: stuff... Note: Shields are a trap. They increase your AC (making you less attractive a target), reduce your damage (making you less attractive a target), and inhibit controller-like actions (making you less attractive a target). It's incredibly how you guys (Vrock & MiB) can't see the point out of the mechanics... Saying "Shields are a trap(making you less attractive a target" when you talk about a Tank, it means that Jhon EvilMonster will say "heck, this armored guy is hurting me, and is hard to hit (maybe the wall that carries with him have something to do with it), i will first deal with that annoying bastard in pijamas that shoots rays of fire and death" It is a posibility that the mage has a better AC, but some Monsters will try to bite some and make her proper conclussions...
It's not about the rules, it's about "roleplaying" the battlefield, and not playing it like a board game...
Mechanically they seem to work well and at first glance they don't seem overpowered... But.. the flavor is not there, maybe if the alchemist wass named "Mad Alchemist" or something alike... but as it is now, they are, like the good Ernest pointed out, "..."alchemists" from World of Warcraft and other computer games..."
The inquisitor is nice, but the combination of abilities seems odd, there are too much "judgments" options... maybe you could take some of them and make another set of abilities... or make that you only know a number of judgments (and boost them to equilibrate the versatility losed) as it is now, it seems too versatil... (not game braking, but still... odd)
BobChuck wrote: Awesome post I love this post... you have spared me the time in posting in all the threads of that kind with this :) and i think that you covered pretty much all the options...jreyst: i hate 4ed with every inch of my tainted soul, but telling in the book that the party MUST have some roles filled was priceless, this concept is deeply within D&D from the very beggining, D&D IS a teamplay rpg, not like others products (Vampire of withe wolf or the entire line of world of darkness) that are played with a more "personal" view in the motivations and "end-game situations"... There are plenty of games, take the time to know them.
cheers!
A Man In Black wrote:
I fully concur with Gorbacz... and i really don't see why you "insert class name here" have to OWN absolute everything that the master can throw you in your cr... in Pathfinder the classes seems more balanced than the old D&D version, and that is what I pretend to have, a game that don't make my players feel that the game is utterly broken... A fighter switch-hitter could fill the role of a "warrior" in the party, as an X sorcerer not optimized can fill the rol for the "mage"... i believe that in a "arena" scenario, a party would have a chance against a balor, in my game the balor is going to win almost always, because im a fanatic of planescape and all the background is in that setting...
Chris Deutsch wrote:
Breakdown-time: -A heavy shield does 1d4;-Spikes on a shield pump the damage dice one step up, 1d6 -The "bashing" is a magical special Ability (+1) which adds 2 sizes more (and stacks with the spikes, explained in the 3.5 faq)
Gorbacz wrote: ("Hold still, my vile minion, while I stitch together yer damaged hand...") heheheheh... OT: Heal or some profession that involves thread and stiches could work in the case of undeads, or something that let you "patch" the wound...in the case of the constructs... well "make whole" or "repair" could work, or some profession or craft related... the bestiary states:
If you are concerned that your players are going to smash some bleed damage and run, waiting the death of the golem, you could house rule that the constructs can take a standar action to reinforce her structure (and stop bleed damage) if you feel that they need a check... well, lets se... dc 15 vs a bonus equal hd? I know it seems odd to do bleed damage to constructs, only if english were my nature language, i could explain my point of view in a more... convincing fashion :P
LordGriffin wrote: Personally, I prefer Monte Cooks categorizing of the Craft feats. It's done by effect as opposed to the shape of the item. I highly recommend this system instead. It incorporates very easily into the normal rules, although pre-existing items may become mislabeled (elixir of love)... Can you tell me the name of the book? sounds like a good option... OT: The house rule sounds fair...
Sean FitzSimon wrote:
noup, Shield Mastery only let you use the BASE modifier of the shield (light shield +1/ heavy +2) this is in the faq
This matter have been discused in another thread, treat each channel divinity separately for dice purpose (say 5lvls of pal and 2 of cler, when you use the pal channel, 3d6, when you channel whit the cler pool, 1d6) The times per day also are from differents sources, the paladins must sacrifice two healing hands to channel divinity while the cleric... well, don't :P
Louis IX wrote: Again on the WA feat : using it, must the character make all his attacks with the same weapon, or can he whirlwind with a sword and a flail (for instance - and this wouldn't add to the number of attacks, of course)? No, same weapon Whirlwhind attack
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Xum wrote: I still have a very dificult time knowing all types of bonuses and which ones are stacable with each other, armor and itself. Can't you guys that are experts make a quick explanation on them all? if the bonuses got diferent names, staks... the odd thing with touch ac is that they never clarify if the sacred/profane/luck/morale/insight actually works...In my honest opinion (thats what IMHO means?) luck and insight bonus would add to the touch AC, but its only interpratation...
Aelryinth wrote:
i could see that insight and luck could apply to the touch ac... but sacred and morale? i searched briefly and i didn't found anything about that... And, i know you could craft a item with diferent bonuses for more gold, but i don't see where are the prices for including sacred/insight/morale/luck bonuses... could you point it out these for me, please? /ninja'ed, i founded them, now im doing some math :P
Mynameisjake wrote: If you have Two Weapon Fighting and Improved Unarmed Strike, could you use a one handed weapon to strike as the primary attack, kick (or knee, etc.) for a secondary attack, and still gain the benefit of the shield? No Pathfinder wrote:
Both the description in combat and the feat indicates that youll be using an "off hand" (and a primary :P) to make two-weapons combat Solution: grow a third arm, there you go xD
In a quick reading of the rules, yes, BUT, to PUSH a hobgoblin more than 5 feet, you have to move with him... (and, in my interpetation of the rules, you HAVE to move with him even if the distance its 5' only, it seems that you are reading bullrush like "awesome blow", and its more "pushing" than "bating" your enemies with your shield :P) |