I'm still a little confused: * Regular Radiant Fire goes off: Baphy is destroyed but regenerates and still has his five or so remaining nukes. Players die but keep their souls.
5 nukes, especially with one placed in one of the world's biggest cities, is a pretty big deal, but so is an epic lich even without five nukes. A CR30 guy can probably do every bit as much damage without the nukes, IMO, it just might take a couple rounds. I wish maybe he lost a couple mythic levels, or something, to signify a more significant reduction in power.
Direct damage: There are level ranges where the melee doesn't QUITE do enough damage to kill the mooks- but a direct damage spell + martial attacks is just enough to clear most of the board. I've seen direct damage spells put to good use multiple times. Combat healing: My arguments have already been made- not optimal in general does not mean not used in many specific cases Grease: Potential combat winner. Lots of things have low reflex saves and grease disarms.
Good module, btw, I've modified less than I've ever modified (toned down the weather just a tad, basically) When did you guys let people buy more expensive items (plate armor, etc.) in the first two modules? Both towns have a 500 gp limit. I was thinking about Lady Argentina sending a runner to at least let them order some masterwork plate, etc., before they go through the portal. Or is the low shop availability part of the game's theme?
Alignment
Basically, anything in the opposite direction of the "everyone is great at everything" approach. old school- yo
I'll follow the original instructions and not defend the alignment system, though I do like the alignment system (and even restrictions!) Totally 100% agree on the natural armor thing. Natural armor seems to be based on level, not "how tough is your skin." Armor class isn't really that important, so there's really no reason why armor has to match CR. You could have low AC stuff that is super powerful. We tend to ignore encumbrance rules, keeping track of arrows rules, most material component rules. Lately we've been phoning in spellcraft/identify rules too. On, and we skip the -1 per five feet perception thing too, which does cause problems. I think we'll probably move into a houseruled -5 if kinda far, -10 if way far type rule.
I'm going to triple down on the argument that it being "for the greater good" is a rationalization. I'm still in the "it's evil" camp, but the argument that it is not significantly different than numerous other "not evil" actions such as charm person is a good one. I also disagree with the statement that lots of little evil does not add up. In fact, lots of little evil implies a deliberate decision to do evil over a long period of time, which I believe to be very much as significant as one evil act of the moment. Cool character concept, either way. I also don't fault the paladin for disliking it. Sounds like everyone is roleplaying well, and either an alignment switch or lack-of-alignment switch could be defended. (Though I still vote evil!)
Huge, huge fan of the inquisitor. Not overpowered, but you always have something to do- be it a roleplay event, combat or skill/stealth event. You are not stuck to code like a paladin, but you can still make yourself fairly intense and memorable. Judgments are kind of a fun dynamic that give you a little bit of versatility too- especially when you combine them with a decent spell set and bane.
Shrug, ghosts in Skyrim are constantly thanking me for freeing them from their corrupted mortal flesh, and Skyrim ain't exactly sparkly. I like my damnation mythos to have some culpability, but I suppose in a world with true resurrection there needs to be some very high levels of bad stuff happens to you. Still, if a guy was mind-washed into evil, he isn't really evil. Being a good god herald does seem like a poor job duty, however. You are just immortal enough to not be exempt from the "no direct messing with mortals" rule, but not immortal enough to be able to handle the big dudes. It's like beating up someone's baby brother.
I wonder if a fantasy world could have some sort of distinction between free-willed corruption and involuntary corruption. I feel kind of bad for the herald. There he was, doing his herald thing, but being a good herald in Pathfinder means that you have a huge target on your back, since it is an apparently acceptable way you can snub a god w/o breaking the rules. So he gets kidnapped and tortured and finally, after his heart gets ripped out, he turns evil. Circumstances are pretty unforgiving in the Pathfinder world. His turning evil was not really his fault, but more the fault of extreme trauma and some magical dark ritual. Yet if he dies, he still gets the evil punishment. This is pretty common- there are all kinds of formerly-good Whispering Tyrant playthings that are doomed for eternity. This is not the same as a free-willed being opting to take evil actions due to his or her own interests. Is that somehow a requirement of fantasy, or could you have a world where beings, upon death, are more or less absolved of evil actions that were not realistically their fault?
My inquisitor with a greataxe and enlarge person loves it. A second attack would be at -7 (-5 + -2 due to furious focus) and we fight a lot of midlevel hitpoint guys I can just take out with one good vital strike (flanking and using bane helps too). I'm sure it is not optimal if I do the math, but it is working well enough for me as a skirmishing scout character. It probably has something to do with our current GM's type of encounter selection too.
but don't you think that optimization can narrow the options of roleplaying? If every single inquisitor has the exact same build and stat array (complete with a 7 dump stat)- that is pretty heavily restricting the variance of what type of inquisitor you will see. You certainly can have two characters with identical builds roleplay differently, but there is a little bit of stat ignoring to it (behold! I am the personable 7 charisma character!) I certainly agree with you that it is not a spectrum with roleplaying on one end and optimization on the other, but I disagree that they never, ever, overlap.
noretoc wrote:
Posting again because I love this post. Bring on the gnome chefs and have fun.
This thread wound up being a good read, and it is also unintentionally hilarious. It feels kind of like someone bringing up a family divorce over Thanksgiving. You can practically sense people tensing up and waiting to pounce if they believe a line is crossed. Since we are focusing on the good- a deal maker for me is that I really, really like Paizo's customer service. I had a question about the first AP I purchased and the guy who wrote the darn thing answered it within 30 minutes. I can't compare to every other customer services, but I can say that I've been pleased enough with what I've received that I'm inclined to stick around.
immortality via dying and going to heaven is actually not true in the Pathfinder world. You become a petitioner and some of the risks of mortality are gone, but there is always the chance of some evil adventuring party or daemonic invasion or whatever. Even if only .001 percent of good petitioners chillin in the happy afterlives are killed each year, they are still effectively mortal over time. Sticking with the system immortality is overrated.
AD: I agree that the MMO comparison has been frequently used as a negative, but I don't think it needs to be. But if that comparison has been corrupted, then so be it. Point being, 4.0's attempt to draw a new audience while keeping the gaming system's core audience loyal had mixed results, to say the least. An actual market/business review of what went well and what backfired would be an interesting read. Sebastian: My discussion is no more or less "edition skirmishish" than every other aspect of this thread.
I don't see the assertion that it appears they were trying to reach a broader video game market to be at all a bad thing. In fact, it would be a very logical decision on their part. I have no way of proving this assertion to be true. It was an opinion I formed after reviewing the game, based on the creation of things like elite monsters and minions, rechargeable powers, healing surges, set classes (and a focus on balancing those classes with matching mechanics) and so forth. It (the similarity between 4.0 and MMOs) IS a commonly expressed opinion held by people who fall on all points of the 3.X/4.0 spectrum (including those who love 4.0). I disagree that such an assertion would even require evidence of a deliberate attempt (ex: a quote from publisher specifically saying to make the game more MMO friendly) but creativity does not take place in a void. Any new game system is going to consider what works and what does not work in previous game systems, so it is very likely (and, in fact, even probable) had some MMO concepts in their heads while creating the game. Again, I'm not presenting this as an accusation. In fact, I would consider introducing a pen and paper game with elements that MMO players would find familiar to be a very reasonable design move on someone attempting to broaden their customer base. I do think there is significant evidence to say that the style of 4.0 certainly feels (to most people) to be MMO inspired, without there being evidence as to whether that was a deliberate or simply a subconscious intent.
The introduction of 4.0 WOULD actually be an interesting topic for a paper about product marketing. You have a niche hobby (gaming) and you want to expand that niche hobby by simplifying and introducing elements that might appeal to people associated with a broader (but associated) niche hobby (video gaming). I'd love to sometime read a clinical, objective analysis of 4.0 related to balancing efforts to preserve your core customers while reaching out to new customers, and what variables are involved. (For example, you could argue that gaming customers are comparatively loyal/stubborn about certain elements).
ahh thanks, had a group dispute that there was a difference between identifying something and knowing details about it. It's not related to monster lore, but I could almost see a wizard not really knowing what X monster is by sight, but once you tell him it is X monster he could tell you all sorts of stuff about it.
Is the monster lore bonus included in the actual act of identifying a creature, or just in identifying the creature's strengths and weaknesses once you know what it is? For example, a bearded devil pops up. Does an inquisitor get a monster lore bonus to a knowledge planes roll to actually figure out it is a bearded devil, or does he/she only get the bonus if the party knows it is a bearded devil and is trying to figure out that it is immune to fire, etc.?
First books of Kingmaker and Wrath probably ARE bad examples. Both of those modules have specific plot/mechanical motivations for making the first few levels easy. I was not aware of Wrath being 20 point buy- thought it was still 15. Serpent's Skull, Carrion Crown and the everything is cold APs are all not especially kind to low level guys.
Search Posts
Hi. I’m creating a new SoP character and I just want to confirm something regarding Concentration checks, specifically regarding Combat Casting.
So I think I just found a new favorite :3
Treat Injury:
So far so good, so I decided to check out the Conditions page. See whats up.
Treat Injury wrote: Whenever you treat deadly wounds, you may spend a spell point to remove any one condition (not including ability damage, ability drain, death, or energy drain) from the creature treated, even if it is a condition you can not normally restore. O.O! oh...
Idiot using Heal with improvised tools? Check. :p By far this is not the most broken thing in SoP but it did give me a good laugh :)
Hello :)
Now the wizard could craft the staff by increasing the DC by 15, but the cleric has all those spells available. Could the cleric provide the spell requirements while the wizard does the crafting?
Hello, I have had the thought recently about creating a nihilistic character, one who does not believe in the divine at all, who believes it is all some sort of hoax, or simply some form of natural magic, which is the only proper, "Real" magic. So I want things that are anti-divine. I can use all/most piazo and Psionics from DSP (on the srd). Also note. I am starting at 1st level. so it has to be available early on. I know of the God Scorn and the Disdainful Defender (defending Athesism) traits for extra saves vs divine.
I could also simply be a dwarf with the Steel Soul feat and be resistant to all magic, divine included, if thats the best I can hope for. But beyond that I don't know :(
Hi guys :) I am trying to write a program for a world generator but I have quickly come to the realization that I have not thought of everything :p
My goal here is to write a list of as many different aspects of nature that we can think of, and then split them into rough catagories.
I am going to split them into 3 general catagories, Earth, Sea and Sky. For example;
Earth:
Earth might include; •Rocks •Trees •Caves And then you might further classify it like this;
Sea:
•Rivers •Lakes •Oceans •Waterfall •Gysers Sky:
•Day •Night •Clouds •Lightning •Rain You can also add in some extra detail or a short blurb if you wish, to give me more ideas. An example;
Lets see how successful this is and Thankya Kindly everyone! ^_^
Welp. It almost happened, or at least as closest as I expect I'll ever see, but This Lucky Son-of-a-gun rolled as close to a perfect set as It gets.
Stats: So my question to you fine gents is this, if you had these near perfect stats what would you create? Pick your own level and product availability, this is theorycrafting here. 6 6+6
Goblin Gunslinger "Ziggs"
GM Redelia wrote:
Just looked at the Wyvaran for the first time, sweet! That looks awesome! So I have an idea, based off of this >:)I was thinking of creating Wyvaran kobold-turned-dragon but with a catch. He is an earth/rock dragon who tries to fly through the air :p
Then I can go flying around like a rock with a clumsy speed and charge people from the sky. If something happens then I can just bail and crash into the ground.
Goblin Gunslinger "Ziggs"
GM Redelia wrote:
Just looked at the Wyvaran for the first time, sweet! That looks awesome! So I have an idea, based off of this >:)I was thinking of creating Wyvaran kobold-turned-dragon but with a catch. He is an earth/rock dragon who tries to fly through the air :p
Then I can go flying around like a rock with a clumsy speed and charge people from the sky. If something happens then I can just bail and crash into the ground.
Poor spelling aside (and in the right thread!), I am looking to try and create the most dragon-like Kobold I can :) (for a specific game, so within some limitations)
So what race traits?
Armor:
But which ones do you guys think I should choose?
I am also not sure what feat to go. What do you guys think about the Draconic Aspect line of feats?
Edit: I cant use Murderous Command like I intended :,( I didnt realize it was not on the Wizard spell list.
Poor spelling aside, I am looking to try and create the most dragon-like Kobold I can :) (for a specific game, so within some limitations)
So what race traits?
Armor:
But which ones do you guys think I should choose?
I am also not sure what feat to go. What do you guys think about the Draconic Aspect line of feats?
Edit: I cant use Murderous Command like I intended :,( I didnt realize it was not on the Wizard spell list.
So my stats are:
Hey guys, Im about to start up an alchemist and I am looking for extracts.
I want to build this guy. Basically a massive orc with heavy armour and a tower shield.
Armour. I would want the armour to be the same material as the shield and I want it to be a heavy armour. My go to would be plate but what are your guys thoughts on this one? Also can I add an armoured kilt to a suit of full plate? Or would that not have any effect? Weapon. I am quite maliable on this one. I havent decided yet on what kind of weapon I want to use or whatnot. Only real thing is I want it to be the same material as the armour/shield. I imaging an axe or hammer would be best but as long as a sword looks mean enough it should be fine :) It also doesnt have to be the absolute pinnacle of DPR, just close is good. Race. I am defaulting to orc but if there is a good enough reason to go half-orc I am willing to listen. I dont want to be human, even if I have the racial heritage: orc but half-orc with racial heritage might be ok. Sell me on it. Class. As for class I figured that fighter would be the way to go and I figured that armour mastery would be important. With that in mind I had the following 4 archetypes that I was thinking about.
Traits. I am unsure about traits, Armour expert or defender of the society would probably be good, I imagine defender is better. Steel skin sounds good as the issue of sleeping in armour or doning it. 4 minutes to put it on is brutal or the alternative is sleeping in it. I thought there was an enhancement called comfort or something that did this? Rich parents (re-flavoured as robbed someones rich parents) would be good as it would allow me to start with a good shield, weapon and heavy armour that otherwise would not be available. Bred for war is quite flavourful if not optimal. Friendless (via adopted) a good idea? I thought that there was a trait that gave you bonus damage when you were in the negatives, do you know what it was? Was it even a trait or am I out to lunch? Feats. Rather, where am I going to go with this. I know that I will be using a one handed weapon and I should have a good AC but beyond that I am unsure where I should take this guy. I dont necessarily have to focus exclusively on AC and would rather a more rounded character. I would like to be at least somewhat resistant to spells (im perceiving that to be a weakness right now), I would like to be able to do something meaningful in combat beyond 'take damage, cant die', and I would like to have some use outside of combat.
Out of Combat. I would like to be able to contribute out of combat where possible. I understand that orcs get -2 to all mental stats and that makes it quite a bit harder. I also understand that things like swimming or climbing or sneaking will be massively difficult with such a large ACP. Also being a fighter only gets 2 skills base and with the -2 to int, I am not going to have many...
I think thats pretty much where I am at. Plenty of advice would be great ^-^
Thanks for any advice!
firearms wrote: *Inappropriately Sized Firearms: You cannot make optimum use of a firearm that is not properly sized for you. A cumulative –2 penalty applies on attack rolls for each size category of difference between your size and the size of the firearm. If you are not proficient with the firearm, a –4 nonproficiency penalty also applies. The size of a firearm never affects how many hands you need to use to shoot it, the exception being siege firearms and Large or larger creatures. In most cases, a Large or larger creature can use a siege firearm as a two-handed firearm, but the creature takes a –4 penalty for using it this way because of its awkwardness. So reading this, I want to make an enlarged human wielding a cannon. BUT I have some questions first... First I have rules, weight, cost.Table: Ranged Siege Engines lists everything you need to know about cannons, but when you wield it in two hands, what rules apply? Enlarged, you count as 2 crew so that is easy.
Below is the relevant information That I could find. I plan on refering to this later so thanks for the replys!
Ranged Siege Engines:
Large Cost / Dmg / Critical / Range / Type / Crew / Aim / Load / Speed
Cannon 6,000 gp / 6d6 / x4 / 100 ft. / B and P / 2 / 1 / 3 / 10 ft. Early Firearms:
Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon. fast Musket: At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
This deed replaces the utility shot deed.
Alright I have been looking through the SRD for different ideas and I came across some problems with damage reduction. I know that DR does not stack unless it specifically says so and thrus I have a few questions. First one is DR from multiple abilities from the same class. the three that I can think of off the top of my head are the stonelord paladin and the deep earth (bedrock) sorcerer and the armour master fighter.
Basically Im wondering if there has been any FAQ about this or if they are working as intended. Second one is DR that does stack together. Certain abilities do stack together and I am wondering about ones that do stack and how they integrate when you have multiple ones.
Third one is what bypasses DR? I know that magic can, same with the special material associated with it, and I think bleed does as well, I also remember that as an item gains a high enough enhancement it bypasses specific types, but I was wondering what else can get past it. Forth and final one is that barbarians can gain the rage power guarded life and the invulnerable barbarian doubles his DR against non-lethal damage. How does this work exactly? Do you first convert damage from lethal to non-lethal then reduce it separately for each as each has its own DR? Or do you just double your DR and take half of the damage as lethal and half as non-lethal? I am really curious about this one as I want to build an unkillable barbarian using this soon. EDIT: Just realized that Armoured Defence replaces Armour master, so that one is resolved and you can ignore that part :P
Alright so this could go in eather Advice or Rules, but Ill ask it here anyways;
1) In regards to the Wild Rager Archetype, the uncontrolled rage will save is 10+ barbarian level+ charisma modifier. Does this mean that a lvl 2 barbarian with 14 wis and car would have to roll a save of 14? If so wouldn't the saves start to get really hard the higher level you got? so the same barbarian at lvl 18 would have to save a Dc 30? Ive been trying to figure ways to boost will saves, but that seems to get alot harder rather than alot easier. On the other hand, charisma dump stat! 2) Does the wild fighting ability of the wild rager count as a haste effect so wont stack with haste and speed? 3) Does the greater beast totem pounce special ability work with Rino Hide? if so, do you get the bonus 2d6 damage on all the attacks? Seems worded that way to me. Same goes for the Asterion's vigorous charge. 4) By gaining touch of rage through eldritch heritage (orc), and you use it on yourself, does it stack with rage, as rage is a moral bonus to strength and TOR is a moral bonus to att and damage rolls. Strength affects them so I am unsure if they stack. 5) I have been reading about the Ragefull Hater I am unsure about the intent of this class, or how I would use it properly. Reduced rage seems to contradict your favored class bonuses so if you go with this archetype, you essentially lose your favored class bonus.
Thanks, I dont actually get the chance to play all that often, so just creating characters seems to be the main game at this time. Maybe sometime soon but eh. |