But what is the greater good? I never really understood what that means and people seem to use it to justify anything and everything. Alignment doesn't need to be complicated. It's as simple as good serves others, evil serves self. Good is about what goal you're achieving and evil is about how you achieve that goal.
Example: I played a LE character once in Curse of the Crimson Throne. My end goal was to quell the chaos that has overrun the city that I grew up in and cared for dearly. The evil in me meant I'd do what I had to do to accomplish this goal with little to no remorse in my actions. I would never betray anyone that trusted me, but I'd murder random people if it got me closer to my goal.
Edit: for good alignments, ends do NOT justify means. Committing an evil act for a "good" reason is still evil.
One that I've used, and gotten other people to use, is a slight change to ability checks. The DCs are usually quite high and often nigh impossible for people with above average stats. Someone with an 18 Strength should never have a problem breaking things like wooden door, but the DC ends up being 20. I changed the check to be d20 + ability score (not modifier) - 10.
Why not? If you have an animal stands still and you teach it what to do when you're also standing still on the opposite side of the target, it's going to be able to take advantage of that positioning. But why should it know that if you move, it should also move to maintain that flanking position if you didn't teach it that as well?
Since this is the rules questions forum, the RAW is that you still need to teach the animal the flank trick to actually command it to get into flanking position.
With that said, I don't find the feat indicative of being able to strategical maneuver during combat to get the best tactical positioning aside from some instinctual cases in some animals that flank naturally like wolves. It would just mean the animal has learned how to take advantage once it is actually in that position.
Hello! I've decided to make a guide about monster summoning. I love summoning monsters due to the extreme versatility it allows. I know there are a few guides out there already for this, but they only seem to cover the base summon monster spells from the core rulebook with a few extra things thrown in. I wanted to make something all inclusive, especially now that the Monster Summoner's Handbook is out, which added a plethora of new options. Please tell me what you think. It is obviously incomplete and I'll add stuff as I have time.
I think the biggest problem with burning disarm is with the GMs. Basically, you can either save and drop your weapon, or fail and about 2 to 14 damage damage. GM and players will just save on instinct more often than make essentially making it an easy disarm. Otherwise though, it isn't very good because the damage is meh.
Cleric would be the ultimate in utility only because they have access to every spell on their list. Oracles will have more longevity and better class features. Here's my comparison:
I've never actually played an alchemist before, so I wanted some input from more experiences people. I'm going mostly for versatility here. This is the planned progression up to 20.
LE Half-Elf Alchemist (Bramble Brewer, Grenadier)
1) Martial Weapon Proficiency (Longbow), Throw Anything, Point-blank Shot
I'm torn heavily on the order to get things sans ditching Bramble Brewer and taking Precise Shot at 1. Also don't know/care about the last three. Maybe more preserve organs or simulacrums?
Neal Litherland wrote:
Not to burst your bubble, but looking at the difference between two things requires information about both things, not just one.
If I had to pick, assuming you're level 1, at level ups:
Of course, many of these can easily be straight up replaced by alchemical allocation. Polymorph effects can be extremely handy too, so many one elemental body. Alter self and monstrous physique into small creatures is good too for a bomber.
The Genie wrote:
4 is a lot when humans are worth 9 total. Yes, it's possible, but it's not the norm.
I never said they are monsters and would be attacked on sight. I said they are evil. 99.9% of golarion has no clue what a drow is.
Honestly, you know why people freak out, you just aren't accepting it.
Mine goes like this:
1. Who else is in the party? Find classes that would compliment them.
Fortune was not designed to last all day. Nobody would not play a witch because they are not allowed to cackle every 6 seconds for 16 hours every day.
I may be starting a campaign as an investigator soon. I'm curious what people's opinions on the most effective way to build one would be. This would a 5 person party and the other people express interest in playing a paladin, witch, barbarian, and inquisitor or cleric.
I don't know what stats I will have as they will be rolled or something similar. I'll be going empiricist because intelligence. Student of philosophy is a must. I really see two paths to take and am curious what talents, etc. would be useful for each.
1) focus on melee combat
2) focus on ranged combat
3) focus on skills
Both 1 and 2 will be fairly lackluster until studied combat is obtained.