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Hey guys, was looking through the Slayer and just found this...

Rogue and Ninja Advanced Talents: A slayer can select any of the following advanced ninja or rogue talents in place of an advanced slayer talent: deadly sneak, evasion, hunter's surprise, knock-out blow, master of disguise, opportunist, and stealthy sniper. A slayer can select this advanced talent multiple times.

So it looks like instead of getting improved evasion, you are allowed to take evasion as a Slayer Talent.


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My DM and I were looking through the Advanced Rogue Talents to see what kind of things my Slayer could take, and I noticed that Improved Evasion does not have Evasion listed as a prerequisite. So my question is, can a Slayer take the Improved Evasion Advanced Rouge Talent at 10th level despite never receiving Evasion?


Alright thanks!


Anyone?


Each Spells: description will have similar wording, only with a different stat based on the class.


Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.


FrodoOf9Fingers wrote:

There are ways to move and still get your full attack.

Consider a mount. You move, but are still able to get a full attack (for ranged at least, melee requires some feats to make this work).

If you had pounce, you could charge someone and get your full attack.

There's also an item that allows you to move as a free action (I think...) once a day.

Quick Runner's Shirt :)


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I despise feat trees that remove the use of prereq feats.

For example:

Great Cleave (once obtained makes Cleave useless; however unless you're playing a 2-hand ranger you have to take Cleave first)


I'm not sure of a location where this would be written; however I'm not sure its quite that simple. Casters have their "casting stat" under their spells description. For other classes you can simply read the abilities to gain a grasp of what they benefit from. Everything else is about your build preference. Do you want to use a greatsword and stand on the frontlines without worry or care? Then STR and CON may be better for you than INT or CHA.


It sounds to me like it was included so that if the character managed to gain the ability to move and still make a full attack (such as with the Mobility Fighter Archetype) it would be clearly stated in the rules that you only receive the damage on the first attack. If they intended for this ability to grant a full attack (or multiple attacks) they would have more clearly stated it within the text (I hope) as that would make this a much more potent ability.


I don't know if this question has been addressed before, but I couldn't find anything on it. The Infiltrator archetype replaces Favored Terrain for a different ability; however, it never says anything about Camouflage or Hide in Plain sight being changed.

Both of these abilities only function within the Ranger's Favored Terrain so what happens to them? Does the Ranger just receive these now useless abilities?

Another question: if the Ranger gained a favored terrain from a different source (such as the Horizon Walker, or the Rogue Talent) would these useless abilities then begin functioning or is it just assumed that since they serve no purpose to an infiltrator they are never gained?


Personally I loved the idea someone else had of the Alchemist/Summoner, who gets a quasi golem as their "eidolon".


SmiloDan wrote:
DM Beckett wrote:

A sort of Cleric/Magus FF2 (US) could be really cool.

Or a Cleric or Paladin/Magus Hexblade.

I've been reading Tim Akers's The Horns of Ruin and the main character is a paladin that self-buffs like a magus, or even a 3.5 Book of Nine Swords martial adept. She uses lots of historical events from her deity's past to name and power her abilities, which is really neat, too. She also has varying degrees in different paths. For example, she has lots of blade path buffs, is pretty competent in mobility and defensive path buffs, but is a bit lacking in gun path buffs.

Yeah, she's a paladin/magus/gunslinger. And her scabbard might be kind of sentient, or semi-alive, at least.

So basically, I think a self-buffing paladin would be fun. It would be neat if they could squeeze a full BAB and a really tight 6 level caster combo, casting almost exclusively buffing spells.

A 6th spell level combat casting class that focuses almost entirely on buffing themselves? Sounds like the Inquisitor to me...


I'm sure the answer to this question is somewhere in here, but I didn't want to sift through all one thousand comments.

Does anyone know where and how Paizo is going to announce the release of the playtest for this?


In my games I allow it. I just use the adjusted spell level as the new DC for the spellcraft check. Not sure if thats RAW though...


Alright, and thanks for the info. Glad to know the build in question will work!


I'm not really sure if I can word all of this without the subject matter getting too confusing but I will try.

I'm planning on making a Ranger (Guide)/Rogue/Horizon Walker for my next character and I'm wondering, if I take the Rogue Talent: Favored Terrain, will it count as a favored terrain for my Guide's Terrain Bond ability?

Another question, if I gain a new favored terrain from Horizon Walker, could I increase one of my Favored Terrains gained through the rogue talent?

One last thing. The Horizon Walker counts his Favored Terrain bonus as a Favored Enemy bonus against creatures native to his Favored Terrain. Would I gain this bonus on Favored Terrains gained through Rogue Talents?

Thanks guys!


My first suggestion is this. While it's nice to have the minis and the books, these two components are not truly necessary. Paizo has a PRD on their site, there is also an SRD that can be found via google. Both of the places have nearly every core book published for the Pathfinder series, and from there you can find all of the rule you'll need to play.

Second are the minis. While it is fun to have minis, my first group we printed out character pictures and glued them to washers, using coins and spare dice as the monsters and other nps characters. Dice are in my opinion truly necessary. While there are plenty of free dice simulators, I've personally found its best to roll them yourself.

As far as finding a group, I think that's always part of an issue. If you have other friends around you that are interested in the same things, ask them if they want to play. A lot of people look at tabletop rpg's with disdain until they actually sit down and play a session, so just try to get some people to play with you. There are plenty of campaign settings and pre-mades out there if you're worried about your ability to create a game completely on your own. Well hope this has been helpful.


My GM typically will either double or triple a boss' health while increasing his minions health a slightly smaller amount. All in all it tends to create fun and challenging combats that last around 8-10 rounds.


Alright, thanks for the help man, it's appreciated!


I'm DM'ing for a group and one of my players brought this to my attention. Would you just use the kit's provided cost and weight?


I took a look at the Alchemist's Kit and it says that the kit costs 40gp and that it weighs about 24lbs.

However, when I took and itemized list of the component pieces of the Alchemist's Kit they altogether ended up costing 41.8gp and the kit weighed a startling 82lbs. Now the cost is fine, you're purchasing a "bundle package" so you get a discount or whatever, but the difference in weight, 24 to 82 seems like there must be some kind of a typo or something there.

Thoughts? Is there something I'm missing here?


I'm actually one of the players that the OP is Dm'ing for (though not the player in question). I thought I would add a little bit of extra detail for everyone, as this thread has taken off more than anyone in our group expected it to.

As far as the running away issue. The player doesn't so much as run away from a fight, as he is constantly picking the easy tasks. For example, I'm playing a cleric of war. We were fighting a large group of bandit, I was currently fighting four by myself when four more showed up, moving towards the "cowardly player". Instead of fighting them, he moved away and took out an archer, leaving me to fight eight instead of four, I almost died from the battle.

Second, to address the scapegoat issue. The player got into a nasty situation and had a couple of assassins sent after him. When they began trying to kill him (ignoring the rest of the group entirely) my character stepped in to help him fight them back. In return he fled the city, leaving me to fight them, and thus placing me in the same crap storm as himself.

I hope the extra detail helps to let everyone know the two main issues the OP is talking about. There have been a few more minor ones, and our largest worry is just having an unreliable teammate; however from what I've read here, I think dealing with this entire situation in an RP sense would be the best option.


Rickmeister wrote:

Roll a will save.

Failed?
You die!

60d6 = peanuts :p

This is true for a generic rogue who fails to address their weaknesses; however, there are feats, traits and items that can take this negative away, yet few things that enemies can do to prevent the damage dealt by this, save fortification armor.


Does anyone find a dual-wielding Rogue who can get up to 6 attacks, and thus do a potential of 60d6 sneak attack a little over powered? Not starting a witch hunt here, just a little confused on where the balance is...


Mortalis wrote:
Son of the Veterinarian wrote:
The point of a synthisist summoner is that your Eidolon is more like a battle-suit you call into being. Think Guyver, Iron Man, the X-Men's Armor, or even a transforming hero like He-Man. You are more of a front-line combatant, a Gish, than a pure caster.

Off-topic I know, but what with it being a living suit and all I tend to equate synthesists to the Marvel symbiotes, such as Venom or Carnage. Although as you can design the eidolon to look as you choose, I suppose there's no reason you can't make them look like a metal suit.

Heck, you could even use a halfling synthesist with a huge-sized metallic biped dinosaur eidolon and play Power Rangers. All you need is the spark spell, and you're good for special effects.

This, I like.


I'm running a game, and I very recently just granted everyone their first tier in the Mythic system; however, something that I hadn't planned for came up pretty soon. Mythic characters, by their nature, can take and deal out way more punishment than your standard character, but for someone like the group's Cavalier, who has a mount that doesn't progress at nearly the same scale, this can pose a problem.

How can I ensure that the player's mount will be able to survive those epic battles, and keep it at the same level of usefulness to the party, without making my Cavalier's character over powered?


blackbloodtroll wrote:

Well, a man with no arms can take two-weapon fighting, and use it.

That is for another place I suppose.

I have to agree, the one-armed man was a bad example; however, I hope the point I was trying to make came across.


Sorry I have a bad habit of not looking at posts before putting one of my own up. I have a question that is somewhat different than the running topic on this. Per the wording of the ability are you forced to attack different targets for each word or can you focus all of them on the same target, just making a separate attack for each?


I see the CHA 13 requirement as a logical step. Taking Selective Channel without at least a mod of +1 would be like a one-armed man wanting to take Two-weapon Fighting. It is impossible to train in something, if you lack to required ability and resources to perform the action you are practicing. I see Selective Channel as in addition to.

It is there so that people who want to channel negative can do so without harming their allies, and the though that this feat is pointless to anyone who only has the prerequisite 13 CHA score is over thinking what I see as a clearly defined rule. Instead I would say that for the feat to grant the intended benefit in the way some are suggesting it would then need to have at least a 14 CHA requirement so that there is an actual benefit gained from taking the feat.


I've got a question on how the Weird Words ability functions. It states that...

At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

I take this to mean that each Weird Word has to be directed at a separate target from the others. My friend however believes that each word can target the same person, meaning that the bard could do 10d8+chax10 by 10th level. I would like some help figuring this out... thanks...


Death from Above
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.

My question, is since you get the bonus to attack for being on higher ground while mounted, could you use this feat while on a horse to get a higher bonus to your charge attack?

If so, would it stack with the additional bonus to charge attacks granted to a Cavalier?


So my options are to ignore the player and eventually let them come to the realization that the character they're playing does relatively little to effect the battlefield... or I begin to throw archers, spell casters, grapplers, two-weapon fighters and ambushes at him... and just hope that those people target the little fly over the tiger riding cavalier?

I understand that I am the DM and so that I ultimately decided who is targeted by what enemy, but at the same time I prefer to quantify things and have reasons for the things that happen.


Then what is the issue with removing the crane style from my game? If I do this it forces him to explore other aspects of the build thus pulling him from a rut that everyone here seems to agree is a worthless style. If he no longer has the ability to wave away every attack that comes at him I can put him in a scenario where he has to play with tact and be part of the team. So far I'm not seeing a downside to this decision...


Ok, but you're not seeing mine. I don't want to have to kill every single one of my players to challenge one like I'm challenging the rest of them. How do I challenge him without a TPK? If I always just ignore him or throw a few weaker enemies at him because he's not really a threat then combat for him is basically easy mode while everyone else is playing on the hard difficulty. Yes, if I kill all of my players and then throw all the remaining stuff at him he would die, but doesn't it seem a bit overpowered that that is how you're suggesting I challenge a player with this build?


hard to quantify two heavy hitters focusing on one player, who by what everyone has said does laughable damage, while surrounded by five other people... maybe if the group charges a barbarian camp...


Also, as far as the grapple, since I believe dodge bonuses apply to CMD my player has a really nice CMD for his level, and if by some chance he is grappled, he also gave himself a good escape artist skill so that he could get out of them. BTW my giant did grapple the little thing that it couldn't hit...


Well, this post took off... So I am the DM that is running the game the OP is posting this about. The situation was in a 1-shot not involved with my actual game that will be coming up soon. I was running this 1-shot as a way to test the mettle of my group as I am a relatively new DM.

I had a couple of problems with the crane style, the biggest problem of course being the negation of one melee attack a round. Now at higher levels this feat is still useful but not so difficult to deal with; however at level four when nearly every enemy my group will be fighting can only make a single attack, maybe two this ability becomes too much.

While I can understand that my player's character build is almost purely defensive and that he does significantly less damage than other players in the group, I'm going to be dealing with a 6 person group in a world that I created, one which has relatively few monsters and is primarily populated by "humans". So how do I, on a consistent basis, challenge this player or make this player feel as though he were in a life and death fight without having every wizard in my game hold a grudge against the guy?


Very soon I am going to start DM'ing for my group and one of my players is wanting to do something with his character that is a bit out of the ordinary.
He is wanting to use a group, 5-10, bells that each produce a spell effect when rung. He wants some to be constant when the bell is rung, others to only be 1 or 2 times per day. I don't have a problem with this, in fact I like it. The problem I am having however is that he wants the CL and save DC's to scale with his Wisdom modifier and his CL.
The concept is easy enough in that I see each of the bells following staff rules; however I'm having a problem pricing the ability to scale for each item. Any suggestions?


Well I noticed that a couple feats were on there twice, such as improved precise shot, but other than that the table is great!


I get where you're coming from on this one... I'm also the kind of person who prefers a character design over a character build. The things you have to look at when doing this though is that flavor can make your character weaker. I understand that this thread is about finding way to stay within the design while at the same time overcoming some of the weaknesses, but the truth behind how the game plays is that design will weaken you if you're not willing to bend with it a little.

I'm not sure that there is a whole lot you can do for your character without accepting some of the money your group gets as loot. If you *really* want to scale with the rest of your group talk with the other players out of game and ask if they would be willing to chip in for your character's gear from time to time since they're all getting more loot because you never take any. Then the group is building up one of there members and this can even breed more party cohesion...


Turin the Mad wrote:
Someoneknocking wrote:

1st Round,

Vampire dominates the fighter, heavy hitter now on his team. PC's fighting two instead of one. Ahh, vampires!
DC 20 or 22, easily thwarted by protection from evil. Problem solved. :)

True, but that's if the party is prepared to fight him. If that's the case then he's got no chance with a bit of prep work.


1st Round,
Vampire dominates the fighter, heavy hitter now on his team. PC's fighting two instead of one. Ahh, vampires!


From personal experience with a DM who believes that giving out magic items to his players in an absolute sin there are a couple of ways to get around these things if your DM is willing to work with you (which is sounds like he is).

You could always find an animal or magical creature with extremely durable hide, like a hydra or a bullette and slay these creatures then use their hide as armor, perhaps your DM would be willing to give you extra bonuses beside the standard for just "hide" if its taken from something like that.

Otherwise I would just suggest changing up tactics, because in one way or another you've put yourself into a corner.


Put the group in a situation that appears to be combat based, but make it apparent that the group cannot win through combat. High level opponent, overwhelming odds ext.. Then make one or two ways that they can solve the scenario using their brains rather than their brawn. This can show them that jumping into combat isn't always the right course. This is a lesson that I found rather valuable in the game I'm currently playing, now my group tends to think about things quite a bit before just "going for it".


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Yes, because even with the area being far less it is still better than a 2nd level spell being quickened... it just seems rather unbalanced to me; however that is for a different thread... I just wanted to know what I'd missed, thanks everyone for your answers...


So I was looking through Wizard spells when I came across the spell Cold Ice Strike. It allows you to do 1d6/level (max 15d6) in a 60ft cone. The casing time for the spell is a swift action. So in other words you can cast a quickened Cone of Cold as a 6th level spell instead of a 9th... I'm confused and hoping that I'm missing something, otherwise this is a pretty bad oversight...


Hey all, i recently made a sorc that took battlemind link and im a little confused on how it works.

the description reads:

You fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.

Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).

Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).

Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.

You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.

Now does only the second person get the bonus rolls? as how does the game know if we are hitting the same guy? what if he dies? do we go at the same time? pretty much my ranger friend would have it and shoot with a bow, and id shoot scorching ray at the same time? or wait til my turn and then he and i would BOTH roll for my attacks and take the higher mod? im guessing if he rolls a crit i get that too? Sorry if this is confusing, im abit confused myself.


I believe that rays do not count as weapons. They count as attack rolls for the purposes of things that effect ranged attack such as point blank shot; however, they are not weapons so they don't benefit from things like a bard's inspire courage which increases weapon damage... though I could be mistaken on this...


Jiggy wrote:
Someoneknocking wrote:
That is how I have always understood it. Or, if say you were playing a 2-weapon fighter you could attack, 5ft step, attack 5ft step... and so on and so forth until you are either out of attacks or out of movement...
Careful! None of those would be considered "5ft steps"; they'd be normal movement and would provoke AoO's as normal.

Very true... sorry I always refer to it as a 5ft shift if its the free action equivalent... so yes they would take AoO doing that, also no you wouldn't looses every attack that is based of your highest... you would only loose your main hand attack.