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At the very bottom of each class ability, it will say "This [Alters/Replaces] X". There is no grey area.

For your Ranger thing, while it makes sense they can stack, RAW they don't. They both alter Combat Style Feats, as selecting the combat style and gaining the feat are the same class feature.


I'm playing a more martial focused Bard using Path of War and our group is using feat tax removal. I wanted to grab a reach weapon to stay behind the front line and still actually be able to hit things. Path of War/Psionics is the only allowed 3rd party stuff for this campaign. GM is 'allowing' Spheres of Might/Power, but with a normal campaign and Psionics on the table, there isn't much of a reason to use these.

Is there anything with a single feat can be reach and finesse-able? I know Path of War has Polearm Dancer which can user Spears or Polearms with weapon finesse, but with the Bard's Proficiency, that gives us the Boarding Pike or Longspear. The Elven Branched Spear can be got with Exotic Weapon Proficiency, but isn't actually better than the Boarding Pike or Long Spear. The only difference is the +2 to AoO on the Branched Spear.


RAW stuff like this is incompatible. You can't take both the trait and archetype. Paizo made a very clear statement that even if there is an obvious way to make archetypes and stuff modifying the same class feature stack, you can't stack it.

RAI, I'd say 10% bonus to range.


He is playing a Paladin currently, campaign is about to be over, so the group is starting new characters. He has said he didn't like the Paladin (currently level 8). We all have to start somewhere, and the player has asked for a simple character.

With Martial artist removing all the Ki Powers, what is honestly left versus Unchained? BAB difference, Will save, and how flurry works? (TWF versus two free attacks like haste)


Thank for all for the input. Building a character isn't a problem since the group can always help out. Brawler is out as the martial flexibility would just be completely lost for a newer player.

I'll talk to the player about Martial Artist or UnMonk. We were going to use AWT for the Fighter as that is how he would be getting more skill points later on.


I'm just trying to keep things as simple as possible as that is what the player has asked for. Unchained might not be a bad idea to grab what Ki Powers he needs. I'm also not looking for the most optimized build, but rolling dice is fun. Even if rolling 1d4 + 10 is better, it is more fun to roll 1d10 + 5.


Dragonborn3 wrote:
The advanced weapon training optioms can apply to Unarmed Strike so Wildling isn't really needed.

Ah, the Warpriest damage thing. I forgot about.

Lelomenia wrote:
Brawler is kind of the official “monk without ki” class.

And is about anything except simple.


We have a new player and starting a different campaign and he currently doesn't enjoy his Paladin as even with the limited spells the Paladin is a bit too much for him to learn the system. Lay on hands/Channel/Spells/Smite Evil/Bonded Weapon is too much for him.

We semi-agreed on Fighter as it can grab all the basic feats, give like two combat options that aren't full attacks (Whirlwind and Spring Attack or something), and the rest can be dumped into skill ranks through advance armor training/generic bonuses like Weapon Focus/Specialization.

He has mentioned his idea of the character and he wants to focus on role play (skill points helping that) and basic combat. However, with the campaign actually starting in the next two weeks, he mentioned the idea of monk as I tried to ask for his character's fighting style. What is the best way to go about a monk without Ki Powers? Is a Fighter just with Wilding Strike (eventually 1d10 unarmed punches) and Dragon Style/Ferocity with TWF just the 'best' way to go unarmed with some good skill ranks?


At least for weapons, D12 is considered 2d6 and increases to 3d6. I've never come across anything that says increase HD before.


Doesn't ability drain only kill you if it is Con? Like at 0 Wisdom you are out of the fight and mentally a vegetable, but isn't your character still alive?


It still helps to have a guide line. You can pull info from WBL. A character shouldn't get a +2 weapon (on average) until 6th level, when it should eat up 50% of their wealth. A 10th level character can technically afford a +5 weapon, using up most of their WBL, but characters shouldn't be able to spend more than 50% of their wealth on a single item. This means that a 10th level character should only have a +3 weapon.


VoodistMonk wrote:
Mudfoot wrote:
Some of that extra 4000gp is lost through selling +1 Ogre Hooks and other useless junk for half price.
If the WBL guidelines don't account for selling loot at half price, then the whole system is completely f!cked to begin with. It's quite freaking obvious that you will be selling your loot at half price. The game already knows this... or it should, otherwise it's meaningless.

This. If the PCs aren't going to use a weapon, it should be counted as its sell price to their WBL.

Also as for helping PCs use stuff, I've taken a book from 5e, I think. Recharging consumables have been a favorite of my players. Having a wand of fireball that has 9 charges and regains 2d4+1 at the start of each day pretty much guarantees that the PC will use at least 3 per day, which will get them in the habit of using it more.


You have to look at what the text says exactly.

Fey Fortitude gives a +2 RACIAL bonus against Death effects.
Illusion Resistance gives a +2 RACIAL bonus against Illusions.
Eternal Hope gives a +2 RACIAL bonus against feat and despair effects.

They are all the same bonus, so they don't stack. If you were to get a Luck Bonus to saves (Luck Stone), Resistance Bonus to saves (Cloak of Resistance), Morale/Competence/Circumstance Bonus to Saves (Spells), those will all stack.


Is there anyway to grab Weapon Specialization without being a Fighter, or rather Point Blank Master without being a Ranger?

Iirc, there is a Druid(?) archetype that lets you pick up Ranger style feats.


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1) Alchemy doesn't have a daily limit. It has a "at one time" limit and a crafting limit. You can spend all day crafting alchemy if you want or need to to heal your team with something like Salve. At level 1 if you have 2 Alchemy talents, you can have 3 active talents at one, each taking 30 minutes to craft. If you spend 1.5hrs crafting, uses your formulae, you spend another 1.5hrs crafting again.

2) They don't do anything RAW. You treat your strength higher, but you aren't using strength.

3) Natural Armor isn't a Special Ability of Familiars. You basically get to keep everything except the Natural Armor. Which makes the Sage archetype super strong.

4) No. Improved Familiar is something very different from an Animal Companion. It is best if you look up a guide about Improved Familiar. You can however combine it with Large Animal Training in order to have a super useful pet with great combat power.

Martial Study is a really great knack. Pick a sphere and use it on all your attacks. You are now full BAB technically, but only when using that sphere. Barrage or Sniper for ranged, Berserker or Duel Wielding for melee.

Any sphere that is based on skill ranks, like Scout, Warleader, and Tech; all do well with the Scholar. You have a ton of skill ranks and not good BAB. If you take Martial Study Knack, you are good at only one sphere in combat.

Scholar pet build is one of the best pet builds since you have a super smart animal companion with possible illegal combinations due to being able to grab Improved Familiar to grab reach, something that isn't usable for the animal companion version of the feat, Improved Animal Companion.

Depends on build. Improved Familiar/Animal Companion are great for pets. Extra Martial Talent is always great. Extra Scholar Knack is super useful.


Make the players roll 4d6 drop the lowest and create a grid. Players can choose any row or column of their choice.


Not counting Magus that can abuse critical hits, how powerful would a weapon be with a bigger critical threat range? Does making it one Handed or light with a low damage change enough to try and balance it?


1) Main Weapon
2) Grapple Weapon/Swallowed Weapon/Hidden Weapon (Light)
3) Ranged Weapon
4) Ghost Touch Weapon

I think you can get all the DR types in as well, depending on main weapon. DR bypassing isn't as important as having something you can use in a grapple, cut yourself out of a monster, dealing with ghosts, dealing with people on the other side of a ravine, etc.


Would simply becoming two sizes large not work? Or is that only for the more hands on control combat maneuvers?


Can we get a lock on inactive threads after a year or 2? No reason to Necro threads.


We are eventually going to be playing Zeitgeist, so the party is going with a weird theme of support casters.

We are having a vanilla cleric, psionics tactician, and either a fighter/barbarian or blaster caster (class unknown). The first two are pretty set in stone, the last isn't but is a newer player and the party veto'd him getting a PoW martial if he wanted to play martial.

I'm probably going to be the most front line of the two supports, the tactician focusing on Int/Cha and maybe grabbing some Dex for ranged attacks. The cleric is the opposite of a min max optimizer and I don't want to say will be useless, but likely won't be bothering with a weapon at all.

I was wondering if giving up spells for martial maneuvers would be worth it. I'm not sure how much the Bard spell list overlaps with the Clerics, so even if we have the full martial to buff, I'm not sure how much of the Bard spells would be "useless" compared to the cleric buffing.

I know that Golden Lion is basically it when it comes to Ally buffing, with some in Primal Fury and counters/protection in Iron Tortoise. Are there any other disciplines that should be considered?


The adaptive shifter archetype fixes most problems.


Dragonborn3 wrote:
DungeonmasterCal wrote:
I've never expressly banned someone from building a character they wanted, but I have come to regret allowing some of the rules from "Spheres of Might" in my game. I even asked people here in the forums if they thought it might be unbalancing and the consensus was no. I've found it to be the complete opposite, at least for this player. I'm not the sort of GM who will force a player to stop playing a character he's invested a lot of time and thought in but I'm going to have to do something drastic.

Could you go into a bit of detail about this? Spheres of Might made a point of getting away from what most martials do (full attack) in favor of being able to to cool things instead of "I don't move and swing four times" or nuke it with a longbow.

It is possible something is being misunderstood or that a Martial having things to do feels like too much, but without details we can't tell.

On the whole, SoM is balanced, but there are a few options that break it.

1) Striker and getting to use Con instead of a mental stat. They use it for a bonus to AC and their DCs for stuff. Think of a monk that can use Con instead of Wis.
2) Dual Wielding Sphere. There are some stupid options like being treated as a creature 5 times larger for combat maneuvers, getting touch attacks/flat-footed AC.
3) Some interesting combos like Berserker + Vital Strike or Barrage being able to dish out "full attack" damage in a standard action.
4) The Wrestling Sphere. Grappling was already a solid option. This just makes it completely stupid.


https://www.youtube.com/watch?v=GvOeqDpkBm8

Skill challenges from 4e. Amazing and my players love them.


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Like Goblin_Priest said, contracts are their thing. They would twist a contract to honor the exact lettering of the contract, not the spirit of the paper.

The devil would 100% find a way to fulfill his end of the contract, screw the the other side of the contract, and then say "so long suckers".


He is medium size. Being a Paladin that cares about nature, I doubt he would go for a cheap disposable mount.


The Paladin is actually a Tortle translated over from D&D. He doesn't have armor except for his shell, so no armor tricks with Mithral armor. He can enchant his shell as armor, so Hosteling is an option.

I'll talk about level dips, but I'm not sure if my campaign is going to 20th and how much he wants to delay Paladin stuff for 10ft movement. Having Rage + Fatigue Mercy does sound nice and may make for a great level 2 dip with Bloodrager or Barbarian for rage cycling.

Due to the stat spread and current items, his Charisma is actually his highest score. He also hasn't selected a second trait, since I cobbled a character together based on what he wanted, and didn't have all the time I would have liked to give him random starting gear and remembering things like Traits.

I'll let him buy a wand for now and see how things go, talk with him about future options. Thanks everyone for the help.


So, I recently had a 4th player join the party, and they are stuck at 20ft movement currently. The rest of the party is far beyond him. He is a paladin that has yet to decide at 5th if he wants to go mounted or not, but I'd like to try to give him option before that.

The rest of the party is a Mounted Archery Cavalier, a Monk/Aegis (Psionics) Multiclass currently sitting at 55ft base speed with the ability to use haste on self only (psionics again) for 85ft, and a Fighter with a D&D convert race to be at 35 movement with a reach weapon.

Sitting at 20ft movement means that the first turn of combat is usually spent with a double move into a charge the next turn depending on the battle. Haste would be a great spell, but only one person can use it, but range is personal. The only options I know of are Fleet, which is a horrible feat, Boots of Striding and Spring for a permanent +10ft, Quick Runner's Shirt for another move action that ends your turn, or Boots of Speed for 10 rounds of self haste.

Beyond those, is there any way to increase his movement speed? He wants to be in the middle of battle, so archery or any ranged option as the "go to" for combat is out.


Doesn't it really change anything what it is? Crab walk, silly walk, normal walk, hustle, jog? Everything deals with base speed, not walk or run speed.

Run is a separate action that is going x3-4 times your base speed in a straight line. So I ccan tell you that it is not a run.


Do you have a link or a better description of the class for us that don't play 5e or watch critical roll?


Get another player with a 18-20 weapon, the keen enchantment, and Butterfly Sting as a feat.

Any crit he confirms he can just give to you instead as long as you hit.


I was talking specifically about the monk. Are you allowing a choice of chained/unchained monk, or what is going on with that? I realize why you force Summoner and use unchained for the others.

As for FCB, fair enough since someone like the fighter hates his FCB, but why only skill ranks? Why no HP?


Thank you all for the ideas. You have all come up with a better idea than I could have with far more time to think about it.


Why FCB Skill ranks only? I realize you give toughness and high HP, but a lot of classes have a vvery good FCB.

I feel like nothing below an 8 with or with a racial is more common than 10. That seems weird.

Why do the Barbarian and Rogue get their unchained versions, but Monk doesn't? Is that just a choice you allow while forcing the other unchained versions?

Why is Manyshot and Clustered shot banned? Those feats are needed for archery. I can understand Manyshot if you hate Bows being supreme, but Clustered Shot is needed by archer to get past tough DR that doesn't effect other damage dealing classes as much.

A lot of your combat ones aren't house rules.
-Ability Damage already does that.
-Ammo being destroyed seems unneeded, as ammo is already super cheap.
-Bypassing DR is only the actual enhancement. A +1 Flaming Longsword only counts as +1 to bypass DR.
-Combat maneuvers already work like this, you getting Bullrushed doesn't provoke attacks unless the enemy has Greater Bullrush
-The Backpack retrieval seems weird and odd. You are basically telling players to not rely on anything that isn't in a wrist sheath or their hands at the start of combat. No Alchemist fire for a random swarm, no potions or wands in the middle of combat.
-Bleed effects happen at the start of the players turn, before they get to do anything. Healing can not happen at the same time because bleed happens "before their turn" actually starts.
-So, completely normal confusion rules?
-Something about PC penalties for low HP. Baddies get a few rounds to see the light of day then die. PCs are expected to keep going. Anything that hinders both, hinders the PCs far more, due to seeing it come up more.
-What does the polearm rule aim to do? It seems unneeded and never going to be used by anyone.

The only combat rule I have to agree with is the Dying one. It is nice not to go down at -1 if you actually have Con.


Roodpart. Without it being spelled out for the players, it might sound like a Nobles name or something. It is just Trapdoor backwards.

If the players walk up to the entrance, tell them there is a sign that has the name of the dungeon on it. If any player says 'roodpart' after you tell them the sign, a Trapdoor opens and they are sent into the middle of the dungeon instead of the beginning.


The NPC left solo, as it was a 'family matter' and the players didn't feel like butting in at that point.

The party just learned of these letters, and are currently going back to the town that they were sent from to see what is going on. They know some local pirate gang activity has been going on with a ship sailing secretly in the dead of night near the town, but otherwise haven't found out anything else.

The group is taking a break as two are on vacation and the next session isn't for 2 more weeks when everyone is back in town. I've been thinking about this since the last session, since they only just found out about the letters near the end of the night and decided on a course of action. They spent the day in the town, used 8hrs for crafting and other things before waiting for a stakeout of the ship they have heard about. They didn't use any of their time investigating the town (yet), are decided to see what was up with the ship before going forward.

The ship is unrelated currently, just a local goblin gang using the distract to ship some illegal-ish wares unless I come up with a better idea.


It is a bit too late to backtrack on things now, so I can't really just say "Oh no, X really happened", because they players took actions because of it. I know details are sparse, but I don't feel like detailing the entire campaign so far with stuff that may or may not be useful. I'll answer questions as I can.

So, anyways, Homebrew campaign. A flood of letters got sent out, asking for ransom for parents/sibling/blah blah. Most of those that received the letter, including an NPC inside the party, have gone home to check on things. They have found that nothing is wrong, everyone is safe, and that the ransom letters are worthless.

I had something else planned with an attack on one city that was the main center of the letters going out, but that doesn't exactly work when suddenly everyone is home. My only other idea was a massive distraction, using it to buy time for something or just try to create general panic.

I'm not sure exactly which direction to take this that actually makes sense.


Lady Asharah wrote:
You don't *have* to take a feat. You can leave the feat slot empty until level 8 and then take it to get a free imp consular.

Is that something you can actually do? I thought you were forced to make a choice when it came up at the correct level.

Otherwise you have a lot of stuff that is locked behind BAB +6 that you can just wait on with your level 5 feat.


Yqatuba wrote:
Anyone else agree with the "leveling right before the last boss" policy I mentioned?

My other GM of the group does something similar. While not leveling up, we do get a way to heal or refresh. I feel like leveling up before a boss might not be a good idea. Yeah, HP/BAB/Saves are nice, but I feel like gaining new abilities that haven't been tested might not be the greatest idea.


PCScipio wrote:
I'd argue that every character should cover at least 2 roles.

I'd argue that every character should cover at least 2 if they don't want to be bored at the table.

The meatshield/striker is boring without skills or something to do out of combat.
The face/skill monkey gets mad if he is completely useless in combat.
The healer is useless if the meatshield doesn't need help, a day without combat or the skills they might have.


Yqatuba wrote:
Do you get 1.5x str modifier if you wield a 1h weapon 2h? I think so.

Except for light weapons, which are too small to be two handed. The strength multiplier is all about hands used, not the weapon itself.


The Arcanist can grab a bloodline arcana I believe and his level qualify as full bloodline progress if he already has one.

So a 1 level dip of something with bloodline then Arcanist.


I ask this to see what other people are doing, because I'm getting annoyed at a player. That player has free time, so there isn't really excuses like being tied up with other things like work/family.

So our group has started taking about an hour out of sessions when needed to level up now. What do you do as groups? Do you expect your players to level up outside of the table? Is everything done only at the table?


Spell Combat lets them make one additional attack with a spell.
Spell Strike lets them turn that spell into a melee attack instead.

They do not get Spell Combat (Normal attacks + Spell) and Spell Strike without using the spell for Spell Strike.


RP is a joke and a bad measure of things. That being said

-Goblin has a +4 to perception, the best skill in the game. That's really good, and should be to only sound based perception checks.
-Gremlin stats are broken and being a tiny creature without tiny creature problems is a huge buff. Chaotic Stupid is just stupid and doesn't begin to balance it out.
-Hobgoblin is a ranged characters wet dream. Again with perception bonuses and way too much going on.
-A negative to charisma isn't exactly a negative. You also have two mental stats, which generally races add one mental and one physical. Intulo have way too much with the Natural Armor and Will Save (the most important save).

I'm just going to stop here. These races are way above the power curve. If every other race is given a bonus fine, but these are better than any other race in the core + featured races.


I have a nice world map made for my players from Inkarnate, but that's really only good for a world view. I've seen a few good map makers, but they all world maps, zoomed out of the world.

Does anyone have a decent city maker to use?


OmniMage wrote:

I proposed a new type of magic item in the homebrew section not too long ago. It was for a fast healing effect. I set the price at fast healing rate ^ 2 * 2000 gp.

If you are supposed to get magic protection using some formula instead of permanent mage armor spell, then why couldn't I do the same with fast healing? Make it work in my favor. Get a ring of fast healing 1 for the price of 2000 gp, instead of saving up 90k for an expensive ring of regeneration.

I think its a good deal. The alternative is you could buy 3 wands of cure light wounds for 2250 gp.

If you take out the regeneration effect, a Ring of +1 Fast Healing is still somewhere between 40-50k. A ring of fast healing 1 restores 10 HP in a minute, 600 in an hour, and 14k in a day. That is not something a level 4 character should be able to afford. 3 Wants of Cure Light Wounds heal a maximum of 1350, but more likely ~800 HP.


I mean, you can get Fast Healing 1 for 90k. So it is something players can get without mythic. Taking normal wealth by level and not being allowed to spend more than 50% of wealth on a single item, a level 14 PC could start with this.


Oh yes, that. Free actions not allowed off your turn. Couldn't you just kick? Or do you have to be a monk/actually have unarmed strike in order to use anything other than fists?


Oh yes, that. Free actions not allowed off your turn. Couldn't you just kick?