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Hello - Is the Assassin Prestige class worthwhile vs just making an assassin-y rogue? It seems like you lose a little BAB, and of course rogue talents. In return you get some minor bonuses and some neat stuff that doesn't kick in until higher levels. And death attack, of course. Many of these things don't seem super useful in the course of a regular game of D&D. In this case, however, we'll be playing a City campaign, so I might have the opportunity to use a lot of these abilities. Thanks for your opinions.
TL;DR: Earth and Golarion are different places. On happy old Earth, morality can be deemed as subjective and relative - we can't say for sure that there are gods, so we can't say for sure what they think about our actions. Therefore there's no moral authority on Earth. On Golarion, the gods are very very real. They have very static opinions on acceptable behaviors. The alignment system determines how you ALIGN with the different gods. Without that system, the gods become much more gray, bland, and indistinct - or unimaginably complex to deal with, capricious even. Some people prefer that. And those players and GMs are free to chuck out the alignment system (as SF has mostly done), and play a morally gray game. For the rest of us, the alignment system is an important tool to interact with the gods, to remind us that they are real, and our actions are being judged by them.
My great hope for PF2E is the retirement of generic magic items such as +1 swords and +1 armor. These items are boring as hell and just create an arms race where you need to have a certain bonus level to keep up. I would prefer more interesting items, and remove the stacking of bonus abilities such as having a vorpal firey human bane sword. If you want multiple effects you have to carry multiple swords and change weapons to adapt to the situation. I think this would make the game much more dynamic and interesting. And don't get me wrong, I love having those things, but I think it's bad for the game. Magic items should feel rare, powerful, and unique, rather than a commodity. I'd still be fine with, say, a weaker version of weapon types, such as a Greater Firey sword and a Lesser Firey sword.
Does it take a full round action to make a Fortitude save after being petrified by a Gorgon? I believe a saving throw does not take an action. Also do you get a Fortitude save the first round when you are petrified by the breath weapon? Say the Gorgon goes before you, do you get a Fortitude save to shrug off petrification on your turn? "Breath Weapon
Multiclassing has not been good, in my opinion, since 2e D&D. I would love to see more options open up for multiclassing characters. Although Pathfinder has many options for reflavoring a character via archetypes, they often feel tacked on - and are mechanically so much worse than other classes, or give up too many essential class functions, that they are nonviable. Please, let me play a rogue/wizard that is actually good! Thanks.
With Starfinder, casters have been dramatically renovated. I'm wondering how they would stand up against the mighty Wizard or Cleric of Pathfinder? Theory time! A duo duel: 20th level Technomancer and Mystic vs. 20th level Wizard and Cleric Preferably this would be a comparison of Core SF vs. Core PF. Any builds will be accepted if you wish to go that route - no third party materials please. Who do you think would win and why?
As there are a number of different types of combat drones in the AA, what's to prevent a PC from creating one? Other than the entries in the AA not having equivalent entries & thus costs in the equipment section. It doesn't seem too far fetched that a Mechanic can just build additional drones. Obviously there's a game mechanic/balance issue, but honestly 0 fluff problems. Your thoughts? (question arose from https://www.reddit.com/r/starfinder_rpg/comments/7rinll/whats_your_opinion_ on_pcs_fixing_broken/)
Welp, seems to be that Starfinder has revitalized Multi-classing. There are lots of cross-class synergies, and losing most capstones doesn't seem like it's going to hurt as much as in PF. I've got a dozen multi-class builds roiling through my head, and I can't even figure out where to start! So what's yours? Either mechanically or narratively, what is your favorite multi-class combination in SF and why? Tell me about it! Feel free to share a list!
Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Snake Feint (Ex): At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. At 11th level, once per round she can declare her square and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both squares to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose. This ability replaces maneuver training gained at 3rd and 7th levels. Eh?
Post your most potent 10th level party. Subsequent posters: Beat said 10th level party with a single 20th level adventurer using standard WBL. OR post a different/better 10th level party for the throwdown. OR beat a posted 20th level adventurer with a 10th level party. Everything 1st party available on d20pfsrd.com is legal. THROWDOWN!
I am currently GM'ing for a Monk that is specializing in Maneuvers, and would like to know not only what to expect, but cool suggestions for moves for him to pull off. What are the coolest actual rules-legal CMB moves that can be performed? And do you have any advice for determining CMB stuff that isn't in the book?
For me, two things: 1) The Forge of Combat 2) Thread Necromancy 1) As if the game wasn't poisoned enough by munchkins and minmaxers, the Forge of Combat further reduces game concepts to board game/MMO status. I appreciate build threads - I really do - but I have found that munchkin types often infect non-maximization threads with rules lawyering and other powergamer nonsense. This is a roleplaying game, not a rollplaying game, after all. The Forge of Combat makes this even more obscene. 2) Not people posting in old threads, but rather the folks who feel the need to call it out every time, as though it is some unwritten forum offense. Cut it out. It's clutter, it's annoying, and it is not helpful or useful. What Grinds Your Gears?
I am planning an encounter with a Bodak that will probably be too tough for the party. I want it to be very very difficult, but I want to give them an edge in the form of items that leverage the Bodak's vulnerability to sunlight. Aside from a daylight spell, what spells and items can achieve this? Thanks!
1 The players are unique and beautiful snowflakes - there is a reason we are telling this story about your characters. DMs would do well to remember the players should be story-worthy - unless your campaign specifies otherwise. 1a Players would do well to remember that sometimes, the reason no-one else is helping them or lifting a finger to help them is because there IS no one else, or everyone else is busy. 1b Pursuant to 1a, if you as the player have been pretty clearly briefed on what the story will be, and you haven't made a character that has a clear and ongoing investment in that story - THAT'S YOUR FAULT! YOU need to bring yourself into the story as much as the DM. If you aren't interested in the story "because your character wouldn't be" that's your problem 1c As the DM, if you had the players design their characters around a specific motivation, and then change it - it is your fault your players don't care anymore! 2 Golarion, and any basic Pathfinder setting is assumed to be a High Magic world with massive wealth disparity. Magic is everywhere. Money is easy to get if you're powerful. If you as the DM don't think any group of 5 or more people isn't going to have at least 1 magic item among them - you're doing it wrong. If you're playing it differently, you need to apprise the players. Respect Wealth by Level, or make it known that you aren't. 2a Giving out wealth and magic is an exercise in creativity. It is the DM's job to figure out how stuff gets into the hands of the players - so they can have fun with it! Remember fun? The whole reason we play this game? Have some! What other essential conceits do many players and DMs forget when playing this game?
So I am the group rules lawyer, and I am annoying as hell. This is not a troll thread. I like the game to be fair. I like to have a set of expectations so I can make good tactical decisions. If the rules change every 5 minutes, it makes things uneasy, and hesitant in a way that my battle hardened badass would not be. I know the rules pretty well, and when we first started Pathfinder I was the one who spent most of my time at game and some time out of game researching the rules. Over time our group has become very rules savvy, but things still slip. We recently proposed a pretty interesting house rule(and if my pals read these forums they will know it is me instantly lol), but here it goes: Rules questions shall not be presented during combat. Ever. Interested parties shall rather record each instance of rules faults on a list, to be addressed at an appropriate time - either after combat or some other time. If the combat would have been swayed severely towards the enemy, then some minor penalty is incurred to the players - extra HP loss, extra spell slots burned, whatever seems fair - never a player kill or something grievous. If it is swayed towards the player, anyone who died is still alive but wounded, and some amount of HP or resources is restored. Arguments over this part will be heavily penalized and are summarily discouraged. Accept the DM judgement and move on. IF it is ABSOLUTELY CRITICAL, and a weird or terribly obvious rule interpretation or outright cheat move by the DM will kill your character right now, you can risk a +2 to attack or damage, or a +2 to damage, -2 to saving throw, etc - to address and dispute the rule. If it's worth interrupting the flow of combat, it is worth a -2 or +2 penalty. This penalty applies both when the players correct the DM and when the DM corrects the players! This way, your FLRL(friendly local rules lawyer) will think twice before annoying everyone at your table. And your DM has to let some things go too. If you don't have this problem, you don't need this rule. If you do have this problem, this is one potential solution. This is not recommended for new groups - only experienced ones. New groups will have rules issues constantly, and it is better to hash it out. Everyone ought to know the rules - but if they don't, it really isn't worth interrupting combat to fix it. Write it down, or take the +/- 2.
One of Golarion's superpowers, Cheliax, is founded on the ideals of diabolism - a Lawful Evil practice of power. How would this look in practice? What would a typical village, town, and large city enter look like? Are there devilish idols everywhere? Are the majority of citizens Neutral or Lawful Evil? Or is the makeup pretty much the same as anywhere else?
I am setting a homebrew campaign with heavy Golarion lore in the country of Isger. I am trying to find maps of the cities there, but Google is providing me with little aid. Are there maps of Elidir, Logas, Wolfpoint, and Saringallow anywhere in the Paizo family of products? Adventure Paths, Map Folios, Campaign Setting books...anywhere! Thanks!
I'm running a low level adventure which is to contain a metric s#%~ton of goblins. I would rather not swarm them with plain ol Cr 1/3 Goblin warriors, and instead of adding a bunch of 'tinsel' in the form of pets and other associates, I want to create a really interesting tribe of weird class builds. I have a few ideas but know the Pathfinder hive mind can achieve more than I ever could on my own. So please, aid me! I would like to set a couple ground rules: 1) 1 Goblin per post please 2) Full stats are not necessary, only that which makes this particular Goblin unique 3) Pathfinder core only 4) Base Goblin with 1 Class level only, archetypes OK, advanced classes OK 5) Please describe in a few sentences or less the role of the character, their tactics, and what makes them interesting. 6) Thank you! I want to make this encounter/set of encounters memorable!
So apparently..."Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent." from http://paizo.com/pathfinderRPG/prd/combat.html That means I can walk around an opponent into a flanking position and only provoke a single AoO?
I am planning just a little down the road to use a Geas spell as a plot device. I plan to have the players hooked hard by the time this occurs, but am going to add it in as more of a story layer than anything, to ensure they understand the exact level of immediacy I am trying to convey. Rather than slap them with the "oh you're so destined", I want to sort of ensure they are exactly the right person at the right time, and hope this will reinforce a sense of fate without being heavy-handed, narratively speaking anyway. What is Mr Skullhead's fate?
This is for the GM's - how much will you allow a player to abuse a spell like Prestidigitation? Prestidigitation:
PRESTIDIGITATION
I have seen players try to do everything from lighting fires, creating blinding smoke, create sparks to "blind" creatures, and most recently a player attempted to temporarily blind a creature with the spell, citing the capability of the spell to "create small objects". How far do you let this go in your game?
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