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![]() My Gnome built some cool things like...
really I think that #1 was the best ![]()
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![]() Hunterofthedusk wrote: Somatic Weaponry, Complete Mage. Allows you to trace the somatic component through the air with whatever weapon you are holding, allowing you to cast spells with S components even with you hands full Thanks! That was driving me Insane, I was going threw my books losing Sanity as i went from book to book. ![]()
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![]() Captain Sir Hexen Ineptus wrote:
This is True. But, how often can the 11th level Wizard cast Cone of Cold? 5,Maybe 6 times? The warrior is not limited by uses per day. I have another Question for you on this. If Power Attack were to work the way you like. Would Deadly Aim and Combat Expertise work the same way, or would they still have a cap?
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![]() hogarth wrote:
I think that it is different, But in a good way. In 3.5, the 1st level barbarian with 14 Con(AKA Conan) goes into a Rage and crushes his enemies in three rounds. Now, combat is over, he is fatigued for less than a Min, and four rounds of Rage were wasted. In Pathfinder, Conan goes into a Rage and crushes his enemies in three rounds, but when combat ends, and his fatigued Condition wears off, He can still Rage for three more rounds.I will admit that when I first saw the Rage Points I was skeptic. But after playing them, I never want to go back to Rage/day. Sir Hexen Ineptus wrote: However paying more for the improved versions of normal rage seems a little silly sorry and I hope they change it to a set cost. But you don't Have to pay more. You can use Rage(paying 1 point), then later that day use Greater Rage(paying 2 point) ![]()
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![]() Arrg...it ate my post. I think that putting a cap on Power Attack isn't a bad thing. Because no matter HOW wildly someone swings their sword, there is only so much force they can get from that swing. I just don't like the "All-or-Not" way of working. I understand that it speeds up game play, but I would like My warriors to have some variety in their Power Attacks. My Idea is for Power attack to have two tiers:
this would give some variety, with bogging down game play. p.s. This just one feat. ![]()
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![]() Lilith wrote: Mature themes should be used in game with a consent of both the GMs and the players. I agree with Lilith on this. I try to judge what the group can handle by talking to them. That said, I'm told that I tend to run things as a Saturday morning Cartoon, when I have younger players(11-14). But I think that I pull it off. When it's just us older guys (age 21-32) I'll run more mature themes, But try to hint at more then throw it in the faces of the PCs, letting them draw their own conclusions. This works well for me because this gives the Players an emotional response, with out getting to graphic. ![]()
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![]() The Pathfinder RPG, Alpha 3, p. 14 wrote: Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used as a swift action before any attacks are made. Primemover003, if Knockback, can only be used once/Round as you say, then it can only be done on the first attack. So an Official answer would be great, but until we get one our group well be using the Conan maneuver. ![]()
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![]() I think that the Sorcerer really only need two more Powers. With having more spell slots, the Sorcerer has a little more magic to work with, but School Powers give the Wizard the upper hand.
LazarX wrote:
The feat was called Force of Personality and is in the Complete Adventurer Pg.109 ![]()
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![]() I would say Yes. As long as he spends his Rage Points on the his turn, and still hit someone in that Round. Example: On Conan's turn, first he spends 5 Rage Points(1 to continue his Rage plus 4 to activate Knockback) then uses his Full attack on 3 yuan-ti halfbloods(who BTW all have readied actions to Attack if he tries hit them). The yuan-ti Attack, Conan is wounded but still standing and makes his attacks. He hits all 3, so they all go flying. I think what needs clarification is, how long does this Rage Power lasts? Does it last until the end of his current turn, or until the beginnings of hit his next turn? With Combat Reflexes, can Conan send 2 more yuan-ti flying with AoOs? ![]()
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![]() Keldarth wrote:
I'm not Official, but I think that would work just fine. ![]()
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![]() GIGANTOR wrote:
Check out the Iron Kingdoms books your bound to find a Goblin with a pair of pistols. Just about everybody has a pair of Pistols in thous books. ![]()
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![]() Fake Healer wrote:
Now that sounds cool!! ![]()
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![]() It looks like our DM is going to use the Knight from the PHB2 and the Paladin of Tyranny from the UA for his Hellknights. I think just using the Blackguard would work for Ranking members, without having to come up with a new PrC. But a Warlock/Knight Would be a scary Hellknight.
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![]() I'm running the STAP in a Homebrew setting and gave the players free reign on classes, but no Races with LAs. The party has just reached The Isle of Dread and group has changed since There Is No Honor due to conflicting schedules and the like, but overall we had fun. Xalae Milee - NG Female Half-elf Sorcerer/Master Alchemist (now a shopkeep) Joeoutnies Clairion - NG Male Halfling Cleric of Bahamut Torrea "Rae" Tealeaf - CG Female Halfling Ranger (disappear into Sasserine to have fun) Abthual Swordwing - LN Male Illumian Sorcerer/Wizard:Diviner/Ultimate Magus Reanard Ramírez - CN Male Human Rogue/swashbuckler Sir Strongblade - LG Male Human Fighter Constable Ansom - LG Male Human Favored Soul (kicked out of party for not keep the deal with half-orc pirate) "Zak" (his full name is to long to remember and has 300 letters) - LG Male Gnome Artificer (working with Xalae) Thaygar - CG Male Half-orc Barbarian
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![]() hogarth wrote:
This is what I thought as well. That if move my opponent I risk him getting the upper hand. If I have my opponent in armbar, its going to be hard for him to get out but we're not going anywhere. If I have him in an armlock and moving him across the room, he has more of an opportunity to escape or lash out. ![]()
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![]() Xuttah wrote: It's the summer of sequels, I guess. :) I just pick up the first one today at my FLGS (love it), but I was wondering where I could find more information about the different "breeds" of kobolds mentioned in the module. They talk about them in Classic Monsters Revisited. ![]()
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![]() The Lamia Matriarch Grapples the Gnome, while the Half-orc and Elf deal with 3 Hags.
Is the Gnome still pinned? Can Lamia Matriarch the clime the wall while Grappling? ![]()
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![]() First off I like the rules for CMB. I think its easy to use and work well.
What do you guys thing? I hope someone at Paizo has time to answer as well. ![]()
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![]() I like the rules for Grapple. I think its easy to use and work well.
What do you guys thing? I hope someone at Paizo has time to answer as well. ![]()
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![]() 3d6 ?¨ [3,4,3] = (10) Strength
look like I be playing the Cleric.
(12) Strength
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![]() In the FR they talk about the somatic component being done with one hand (I believe the right), But I have always thought of it as the "off hand"
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![]() Ok, with skill points back, i think that Skill Synergies should come back too. Mostly they are circumstance bonuses as they don't always apply. My bard would use synergies to get out of tight spots making him the "Jack of Trades" he was suppose to be.
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