Qayinisorouse wrote:
The caster level of a spell from a wand is always the caster level of the wand (Barring a special ability - Staff Like Wand is the only one I know of and it doesn't apply here)Qayinisorouse wrote:
If your total on the skill check is 20 or more you succeed, if it's below 20 you fail and if you roll a natural 1 and fail you can't try it again for 24 hours
I'm pretty sure there isn't one but is there a way for a Swashbuckler to get a reduction in Panache costs for a Deed? I was thinking they could use Signature Deed then I checked and it requires level 11 Gunslinger. I think not having a way of being able to parry and counter every attack is a good thing but I'm checking that I'm not missing something.
Roelandt wrote:
Really real world comparisons to any D&D based system don't work. It's pretty abstract.However in this case I'd point out that str isn't entirely about bulk musculature and the ability to move quickly and with precision can be partly put down to strength rather than dex.
Kudaku wrote:
Which is an area where a sorcerer might still stay ahead of an Arcanist. I won't have the book for another week so I'm not sure it's enough that the arcanist won't be preferred to sorcerers most of the time but it is something at least.
Jeffrey 'Zerzix' Swank wrote:
Mathwei ap Niall wrote:
Fair enough. You don't have to like a class but your arguments are somewhat iffy.Mathwei ap Niall wrote:
Um, no, and a hundred times more no. Gestalt characters were way different to the Advanced Class guide classes. A Gestalt Bard/Barbarian would be a lot different to the Skald...(d12 hp for a start)Mathwei ap Niall wrote:
What part of the gunslinger coming into contact with other classes have broken or ruined them? I'm not overly up with it but the only examples I can think of gave gun options.The standard Swashbuckler doesn't get guns.
I'd have a few possibilities
13 Sorc, 10 Dragon Discipline, 10 Barbarian, 17 monk with max strength and the spell that lets you substitute str damage for expensive material components. (cast Wish for Free)
20 sorceror (sage bloodline? the one that changes you to int casting), 20 Wizard, 10 monk for defense.
20 paladin, 20 sorceror, 10 Oracle.
archmagi1 wrote:
Note that the arrows stop being large when you fire them. "Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."
Lord_Malkov wrote:
You're assuming that all your attacks successfully trip the opposition, which is pretty unlikely on later iterative attacks and with -4 for doing it ranged. You're also assuming that all of the opposition stand up despite seeing people being feathered when they do so.
karossii wrote:
for the barbarian the wording is a similar quantity of alchol. If ale is 5% alcohol and whiskey is 40% alcohol then for the similar quantity of alcohol you need 1/8 the quantity of whiskey as you do ale.the question is whether the monk reference means
a tankard of ale is about 2 standard drinks a tankard of whiskey would be around 16 standard drinks.
karossii wrote:
I don't see "uses arrows" as an intentional balancing factor for the class. What's the alternative going to be? Everybody with a bow or crossbow suddenly has them appear without an expalanation?karossii wrote:
100s of arrows isn't really an issue to take with you. Generally there'll be someone in the party who can carry them without noticing even if it would encumber the archer 200 arrows weighs 15 lb, the odds are pretty solid there's a pack animal, fighter or dwarf who can carry that without slowing them down. At low levels 20-40 arrows will see an archer through most combats. Take 40 yourself and resupply between combats. as far as cost goes at 1gp/20 arrows it's hardly a big factor.50 gp for 1000 arrows? Sunrods cost 2gp each and I don't see too many people wailing because buying sunrods meant they couldn't buy other gear. karossii wrote:
assuming 20 arrow quivers at each hip and a quiver on the back you're right for a fair few rounds unless you're fighting an army and have improved snap shot. If high level combats are going for more than 7 or so rounds of full on action they're a bit unusual.karossii wrote:
or you've dropped an interesting minor item and kept the defensive and offensive options. karossii wrote:
actually WOW used to require tracking ammo and had quivers which increased the firing speed. karossii wrote:
Somewhat over the top to suggest that if you don't want to track ammo you don't want to roleplay
Blindmage wrote: Tarvi: would you feel the same about a gunslinger doing that? The cost of ammo for them is one of the main limiting factors. What about a crossbowman? Or even the various special materials used for beating DR, tracking them is really important. At higher levels generally I don't see the cash being worth worrying about. A gunslinger can make 1000 gp worth of ammunition in a day, at 12gp/cartridge you pay 1.2gp/cartridge and can make not too far off 100 cartridges/day or 1000 bullets/day for 100gp of raw materials. at higher levels 100gp is a rounding error and 1000 bullets will last a while, given a week between adventures and that's enough ammo to keep you going for a long while... Special materials become less important as a +3 weapon bypasses cold iron or silver DR, +4 bypasses admantine DR and +5 bypasses alignment DR. It'd doable for bows and crossbows anyway, it's just expensive and cuts into what else you can do with the bow.
Blindmage wrote: Just out of sheer curiosity, why are you looking to get around tracking ammo? It's a some, yet important part of the game. Ammo costs money. You might run out at a crucial moment, etc. would you be ok gunslingers and other ranged weapon folks not bothering to track the cash and amount of their ammo? because it's annoying tracking all the ammo? I'm starting with 50 durable cold iron arrows (guess what adventure path we're using)because I'm not overly keen on running out of arrows in the middle of an adventure? In a 4th ed D&D campaign I bought an everful quiver (or whatever it was called) even though it almost certainly cost more than I'd ever have to pay for arrows. I'm o.k. with tracking arrows at low levels but at high levels when you're firing off 7 or 8 arrows a round (4 standard attacks, rapid shot, multi-shot, attacks of opportunity with Snap Shot) it gets annoying and you've got to be carrying hell of a lot of arrows to deal with a standard adventure. At 1 gp for 20 arrows the cost is completely insignificant at higher levels so it's just trivia. As resource management it's just fiddly and it's not like you've got many other options as an archer, it's not a case of "Do I use the wand or cast a spell". Heck, I'm fine with saying "pay xxx gp/level and get a bag of holding and we'll just assume it's full of arrows which will last you for the level.
Fernando Henry wrote:
Unless somebody has done a truly terrible job of building a 2 weapon character they should be doing more damage than a sword and shield. they'll probably be behind a great weapon fighter though.What you need for a 2 weapon fighter to work is bonus damage (rogue with sneak attack makes a good option) A 50% split in levels between rogue and ranger probably wouldn't work badly Fernando Henry wrote:
Note that a Ranger can largely bypass the 2 dex requirements because his style feats let him ignore the requirements.
galahad2112 wrote:
I'm not sure that there's absolutely no advantage for a two-handed weapon. There are some feats that state that they can only be applied to two-handed weapons. (Pushing Assault, Shield of Swings)
DrDeth wrote:
Mainly because if you dump con or (to a lesser extent dex) you're probably going to die. Mostly people want to create characters who have a chance of surviving. As far as the straight 14s what's your point?
buddahcjcc wrote:
Question wrote:
I don't see anything in the Inquisitor class that makes it a ranged class. I suppose you can do archery but I don't recall any real bonuses for ranged versus melee...Question wrote:
There are a few curses that are unlikely to be taken in standard campaigns, however they do give the GM options for enemy witches (or allied witches if you're interested in moral issues) Question wrote: Oracle curses are cool, but blatantly unbalanced...deaf (spell failure) vs haunted (no real drawback + free spells) is pretty much a no contest. You really might want to read the descriptions. Deafened means you're casting all of your spells as Silent without taking more time, boosting the spell level or costing a feat. Haunted gives you problems in terms of using potions, wands, bows (loading arrows) etc. Scent and Tremorsense aren't exactly minor benefits for a character... While there are definitely curses I'd take ahead of others there are also archetypes I'd take ahead of others, school specialisations, bloodlines etc. Question wrote:
Except that it has a lot of things wizards and sorcerers can't do (healing for a start) Question wrote:
How do you feel about Paladins then?
I'm curious to know what ability generation approaches people have as options other than point buy or just random generation? I'm not entirely sold on either approach, point buy has the drawback that it's easy to get into stereotyped score distributions as well as favouring single attribute classes over multi-attribute classes. Rolling for stats has the huge drawback that you can have 2 characters in the same class where 1 of them is just completely better than the other. (Back in very early days of Earthdawn I rolled a character with 18, 18, 18, 17, 16, 12 back in 1st ed AD&D days I rolled a character who had 3 scores below 5 so didn't qualify for any class) Do people have any other suggestions?
Jeven wrote:
The reality is probably just that she was a serial killer, it's also noteworthy that there was no testimony at the trial of her bathing in blood and it first appeared in print over 100 years after she died. (There's also a suggestion that the entire thing was a political plot to weaken a group of nobles who opposed the Hapsburgs and it's worth noting that the king owed her a great amount of money and because of the charges against her he didn't have to repay it)
Luna Foghorn wrote:
No, firstly a magic item does exactly what it says it does, no more and no less. The fact that a particular spell is used in creating an item does not mean that the item creates exactly the same affect as the spell does. (A Robe of Arcane Heritage requires Speak With Dead for construction but does not let you communicate with corpses) Even if it did do Pyrotechnics a -4 penalty to Dex is different from losing dex bonus to AC.
by the book a scroll of limited wish costs 3775gp.
I'm really not up with the idea that a wizard buy a scroll that can be used to raise dead (and a lot of other things if necessary) for around half the cost of a cleric making a scroll of raise dead. I'd allow the scroll to be used but you'd have to provide the costly material components.
Not having played one before I've got a question about how it works
The sorcerer description has
Under spellcasting there's
but there's also
Is it worth pointing out that the human ability Dual Talent can let you trade the bonus feat and extra skill point for +2 to a 2nd ability scores? So you can get the +2 to str or dex and +2 to wis which the Thiefling can get without a penalty and still have the option to learn additional spells. Admittedly the Thiefling will still have additional racial abilities while the human won't but it still could be a fair tradeoff with the human being able to get additional spells.
Pagan priest wrote:
I really don't see what the problem is. A Composite Longbow is a longbow as far as all feats are concerned so there's no drawback to using one. Technically a longbow is a classic self-bow meaning it's all formed from 1 piece of wood so you can't use mithril or adamantine in it. A composite longbow is one where you do include additional materials in the construction to provide the additional draw and strength support. Sure you could make longbows with more or less draw but then again you could make daggers, swords and crossbows with significantly different functionality as well, it's below the level that the game models (or you can argue that the heavier draw is part of what goes into a masterwork bow, either way...)
Kelsey MacAilbert wrote:
No it doesn't - or at least it doesn't for anything that isn't extreme enough to be obvious about it being justified or not. If somebody is neutral how does that give any details of whether his plans are justified or not? not everybody with the same alignment will agree about everything. Is it justified to accept help from a high priest of Asmodeous in order to stop a demon? Kelsey MacAilbert wrote: As for moral dissonance, I used the wrong term. I wanted values dissonance. In the PF alignment system, alignments are a part of the universe and have specific definitions. Values dissonance is when different cultures have widely different views on what is and is not acceptable. An alignment system that categorizes everything handles that badly. Characters with the same alignment can disagree with what is actually right or wrong. Kelsey MacAilbert wrote: For example, under alignment slavery is either evil or not evil. It can't be evil here and not evil there. This eliminates any confusion about what is right or wrong when dealing with foreign cultures. That's not entirely true. Slavery covers a very wide range of possibilities in terms of how slaves were treated, options to get free of slavery, rights of slaves to own property etcIt's possible that slavery as practiced in Athens could be acceptable in most societies while slavery as practiced in other areas would mark a country as evil. Of course a CG country will probably be very anti-slavery but a LG country could well have slaves. Kelsey MacAilbert wrote:
You might want to discuss with a few philosophers & psychology people whether anybody is completely responsible for their behavior... It depends on the insanity. I'm pretty comfortable assigning CE to Ed Gain.
Evil Lincoln wrote:
Pg 405-406 in the core rules suggests that there was some consideration of how balanced various monsters were (Notably the Alternative Races sidebar) and I'll also point out that several of the Pathfinder books have introduced new PC races.
The classic response for IP questions is always "consult an IP lawyer" as a computer programmer and engineer my opinion on IP is not particularly reliable however My undertanding is you wouldn't be infringing copyright unless you directly copy the text.
Note that it's not uncommon for various sites to have permission from a company but that doesn't mean that other people can start it. There's also a lot of cases of companies not attempting to discover about infringements because under trademark law if they don't defend against an infringement they are aware of they can lose some protection. It's completely wrong to say that it's not illegal if you are giving them away (whether you're charging or not doesn't change the legality - although it probably would change how you'd be approached by WOTC and it _might_ affect punishment imposed or damages awarded if it went to courts and it was determined to be an infringement) In any case whether you are infringing on any rights or not generally companies have access to lawyers and can make more trouble for you than it's worth to stand up to them even if you aren't in the wrong legally.
Note that you're omitting one of the strongest pointers on Dexter's alignment.
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