Wow. That was some bad, bad web design. I went to purchase some fine paizo products. I got to checkout. Credit card out of date. Okay. Put in new credit card number. Whats this, select address. Okay. Old address. WHAT?! Credit card info cleared, have to re-key. Click order.
I actually didn't like the idea of Vancaskerin as evil. I re-jiggered him as a failed criminal who discovered Desna, goddess of luck, (or vice versa) and is trying to start up this casino to bring luck to those who really need it. And also to take money from the many wicked folks of Riddleport. I retooled Samaritha Beldusk as the puppetmaster, making her a lvl 5 witch in league with the Drow. I backed her up with some lvl 2 and 3 thugs, and a good fight occurred.
LOL. I JUST ran this encounter last week. My six person party of 3/3/3/3/4/4 made short work of Zincher. This is an old mod and most of the encounters are for 3.5 characters and with 3.5 characters, so they aren't very tough. I've been beefing up some of the encounters, but hadn't adjusted this one.
I'm trying to find a good blending of PF and sci-fi. The main sticking point is weapons appropriate to the setting. Using swords and breastplates in the 23rd century is just deliberately thick or lazy. Right now I'm thinking weapons that are a blend of touch attacks (lazers and needlers) and regular attacks (slug throwers)with some grenade-types. Armor would be straight armor (heavier armor) deflection armor (force fields) and DR (heavy armor). I'm actually very surprised nobody has tried to do a sci-fi or at least Spelljammer PF mashup. Its been a few years. The market space is pretty empty. I also haven't seen anybody pick up the point-based D20 fusion of Silver Aged Sentinels/BESM D20, which was my first choice for a chassis.
Cap. Darling wrote:
And i must admit that i find the evangalist to be one of the strengest cleric Archtypes in the game.
Welp, I'm def back to the drawing board then. The reduced armor on the evang means he can't be melee. The reduced channel nerfs his heal....Hmm. Its looking more and more like summoner.
Did you mean to say strongest or strangest? I could see either. Archetypes, in general, are weaker than their base classes imho. The evangelist is a big lateral jump.
I played a summoner wizard a year or two ago, so I didn't want to build yet another summoner, but I'll think about it. I'm also the only healer, although in pathfinder, that just means I hold the wand of CLW.
I liked the idea of the evangelist archetype, but couldn't figure out how to make one charismatic. Right now I have an archer evangelist build, with the growth domain.
When I first saw the class, the lvl 2 poison use, lvl 4 studied strike left me a little mystified.
Its pathfinder. If you want variety in your class, you play a caster. Most of the combat-intensive classes have one or two special abilities. As far as the feats, most combat-types don't go with sunder/trip trees, focusing more on crit or something more broadly focused. But if you want to play Pathfinder, you can expect to do the same thing most combats, for 70% of the classes. If you want more flexibility, you probably want a different system, or a caster class.
MC Templar wrote:
True, but I compare it to shocking grasp and it is superior in every way. I'd balance it as written as 2nd lvl, but that's just me, if it's legal in the books, don't feel guilty over my opinion
I think that's more a function of the fact that Wizard spells were subtly nerfed, while fighter types got a bigger toolbox. Shocking grasp was rad in 3.5. In Pathfinder, its comparatively underpowered. Wizards dmg hasn't increased, but everyone else's has, so they are better off locking down enemies with control spells than trying to damage them down. Grease, for example, will probably put two enemies on the ground for a round. When most combats last two rounds, that's as good as killing an opponent. See also color spray vs. burning hands.
/facepalm I didn't read that far. That's a kind of silly rule honestly. If an attack hits with greater precision for more dmg, it shouldn't make a difference if its coming in an arrow or a streak of flame, but those are the rules.
I think snowball is powerful, but a bow fighter can do 2 shots at +7/+7 1d8+3/1d8+3, every round at lvl 5. After to hits that will be less than snowball, but he can do it EVERY ROUND. A dual wielding rogue will be doing +6/+6 4d6/4d6 from flank position. EVERY ROUND.
Hi. I'm building my 3rog/3wiz admixture tiefling ray arcane trickster. I just hit 6th and I wanted input on feats.
The Aspis Consortium just isn't making it. Its like being opposed by 7-11. They're too generic. What do they stand for? What are their motives? How are they different from other evil entities?
The results were widely variable depending mostly on: Season of the mod we were playing. (Season 1 or 2, no biggie, Season 3 or 4, harder)And the optimization of the characters party. An all-striker party, where the only healing was a wand of cure light wounds, had a much tougher time than the well-balanced party.
Gratuitous (Leeeeroy Jeeeenkins!!) stupidity could also play a role, but ours are pickup games where you showed up and got random people, but the pool of playes was stable. You didn't know the people well enough to think the GM and other players would put up with you being an idiot, but it also wasn't a one-off where you could tank the adventure and never see anybody again.
I've never played or GMed a TPK, but playing high usually meant running long. The combats lasted a LOT longer.
I will say that much of my experience has been spent leveling a witch from 1 to 12, and HE pretty much singlehandedly destroyed numerous encounters, up to and including one shotting a CR 15 or 16 dragon with a very lucky baleful polymorph. But that was pretty much his thing. You fail a save, the combat ended as you either slept, or sat there whiffing while he cackled because you had to make all the attacks twice.
I just played this tonight and was pretty frustrated. Its possible my GM left out some critical information that would have helped make sense of this. The first hour was prepping for a siege. Cool concept. Love the premise. Here were the problems in the execution:
The mission was framed as an escort mission. We did some shopping. For an escort mission. We arrive at our destination and discover its a Rorkes Drift/Aliens 2 mission. So I hit my first major complaint. The mission giver couldn't have told us we were going to be defending from an assault? We could have bought supplies like greek fire, smoke bombs, or whatever.
I mean. Really. Once again. 5th Module in Savage Tides. Check it out for how to do this right.
I've found the list of 25 modules which are PFS legal and the records documents. I had one question: are characters who play the modules given 2xp rather than the usual 1? Are there any other niceties I should be aware of for running a mudule rather than a scenario? I'm assuming the module would be run over two (or one very long) sessions?
Hi. I'm trying to build a Halfling Beast Rider Cavalier for Pathfinder Society open play. The groups will be potluck. The only constant will be my brother, who is currently planning on playing a bard. As such, I have gone Order of Dragon, with a challenge buff that stacks with bardsong.