Fill your heart, eyes, and mind
Live your life as art
Let her divine expression guide
So lead by example
No, I think I liked next posters poem better ;)
Quadstriker wrote:
Ahh ok, didn't know. (I can see how I could know now)
Hello Marcella. Within a month the rogue will get an upgrade in pathfinder unchained. I would advice to consult your gm how he will handle this before building your character. It looks like the rogue will just get some extra abilities so it should be easy. The rogue is a pretty bad class now but it will get better in a month. It would be a shame to be stuck with the old rogue because the game started a month early.
I love bards ! Ok I'm playing a exampler/freebooter (twf butterfly sting build) at the moment because we needed a frontliner but I would love to play a real bard next campaign. The power level is not so good, but you'll be a versatile, helpful character with lots of roleplaying opportunities. If you spend much more time on pathfinder than your teammates (which probably counts for almost everybody on this forum) a bard is the class to make you a awesome, teambuilding, trick up his sleave, high charisma, boost your allies character instead of a stealing the spotlight, out damaging the team fighter or breaking the game know it all*. You'll be more the Taylor lets be good to my bff's player than the look how cool I am Kanye player ;) * Edit: sorry, the bard is the know it all. Posted before thinking :)
Abraham spalding wrote:
Ok I checked it out. Really like the alchemy rogue combination. But... after throwing a bomb or 3, which already is a big investment (Int: 16) you'll be stuck with a rogue with the vital strike line of feats.
The good rogue archetypes are:
If you really want to limited everyone into a "real" rogue than always add the Scout archetype.
Edit: The answer you did want to hear is probably counterfeit mage from the advanced class guide. This is the UMD rogue.
Alternatively, all wrestlers and bullies have 1 level of Brawler. Which....would kinda make sense actually.... Nah, I really hope not every bully has martial flexability. As combat excercise being rooted in the system as it is I'll try not to become a hater. Just one last time: It is stupid! Saying you have to be very intelligent to throw sand is like saying Bruce Lee fights a non full bab class and anatomy opsessed alchemists and cult leaders make way better burglars then rogues do ;)
Chemlak wrote:
Ok, my bad. But, the feat itself isn't really useful is it?And although better, you would still be in a situation where most bully's can't throw sand and many wrestlers can't trip.
How awful combat expertice is already has 3 recent threads I think. To sum things up: Stephen Hawkings can take improved trip and Badr Hari and Ernesto Hoost can't. Throwing sand in the eyes of your opponent (improved dirty trick) has the same intelligence prereq as learning a spell that allows you to blink between planes. Discourages the fighter to do other things than full attacking with a greatsword, which is super fun ! There is no reason to nerf martials, casters are better without the feat tax. Fighting defensively exists without the feat. You would get a penalty for tripping if you actually used CE. How can you need a feat that makes you worse in tropping be a prereq for improved trip? And my own rent:
Calling it a good feat in a newly published book to me sounds really like ignoring feedback. That said, in a non homegame (where I kick it out once I get the chance) I would always take it. Because slashing as hard as my dice allows sounds really boring. So indead, they are right. The feat is awesome and I should always advice taking it. Note to self, A while ago I freacked out to (I think it was) Zayne for b++%@ing about allignments on so many threads. Now here I am, this is the third thread that I use to b%~+! about Combat Expertice ;)
As far as I know dex damage in combat doesn't alter the initiative order because modifiers only matter when the check is made. Since improved initiative is a combat feat, is there anything stopping me to take improved initiative as a flexible bonus feat and after the check is made use a swift action (assuming I made it to level 6) to exchange it for another combat feat?
Those are only the positive things, Cons:
Less damage output (its sort of your job as a martial) Feat expensive; instead of 0 feat tax for strength based. No power attack (piranha strike doesn't count) Lower cmb/cmd (or more feat tax) No 1.5× damage. Bad and expensive armor. Stength build can take a 10 for dex without any problems (heavy armor even discourages dex) dex based are (ussually) screwed in the early levels without at least 10 in strength and as noted before strength 13 makes a way better swashbuckler because of power attack so yes there are a lot of reasons not to dump strength. -9 damage on a hit is not a penalty? Ever played a level 2 swashbuckler with 7 strength (non human, non inspired blade) 1d4-2 on a hit. OP?
Oly wrote: A fencer has Weapon Focus (Rapier) and Weapon Specialization (Rapier), while an MMA fighter (or a kickboxer or a boxer) is more like a Brawler and isn't even proficient with a Rapier. Also, in general fencing cannot be compared because it's about touches. Dex for touch attacks makes total sense, but that's not what we're talking about. My exact point was that you can't compare them by putting them in the others comfort zone, seems we agree on something. There is more to damage then critical hit or not, sneak attack and called shots are allready comfirming that it isn't always brute strength. If your point would be that the dex to damage had to be precision damage I could sort of agree but saying all the damage comes from strength I say no. Strength hits harder, dex hit more precise. I can't see why the result can't be roughly the same from game perspective.Oly wrote: If fencing were to the death with truly sharp swords, which for good reason we'd never allow, stronger fencers would prevail because they'd be able to do a hell of a lot more damage per hit, as long as they had the proficiency and the weapon focus/specialization. We don't agree here, as long as the fencer is not extremely weak than most of the time the more agile fighter will pierce the less agile fighter and the fight will be over, even with strength 8. Maybe an even stronger fighter could pierce the same organ harder so a negative strength penalty could've aplied but denying the excistence of effective agile fighters seems silly to me. Since there are 4 people with good arguments and me doing my best against 1 guy who's only becoming more determined I don't think you guys need me here anymore but my advice would be to watch some nice pirate or ninja movies or something to see the other side of the story.
Oly wrote:
Dex fighting is an other fighting style then strength fighting. If you only come up with examples of heavy weights knocking each other on the head then no, a dex based fighter isn't as good in that. But it you look at the WC fencing you'll won't see any beefcakes. The dex fighting is all about stabbing the right spot and you don't have to hit that hard to pierce the skin. The rest of the damage is based on hitting the right spot, like a kidney. Having been in several kickboxing matches (ok its not mma but close enough) I think I could punch a lot harder than the average fencer but would no way deal more damage with a rapier. Just to be sure: Do you really think your mma guy Melvin Mannhoef would deal more damage with a rapier than
The Dex based fighters get ac and attack with only one stat argument doesn't work for me, strenght based fighters can have better armor. Dex based pc's can move faster but two handed strength get higher damage bonus, you aren't a munchkin till you finally get your main stat to damage and it doesn't cost extra feats to pull of. Dex based works for some characters but it isn't OP, it just open up more options for viable melee characters.
After looking at this thread a couple of months ago I decided to make CE obsolete in my games. The next one to GM agreed and now it seems to be gone forever. I really can't see a reason to 1 require a feet that penalizes my trip action to take improved trip, 2 discourage tactical fighting and 3 nerf the martials. It works really good for all of us. Thanks guys !
Secret Wizard wrote: Befriend the Bard. Give him keen Rapiers or something. Convince him to take Butterfly Sting. Enjoy 4x crits. Urgathoa and Desna aren't BFF's, so that would be harder to pull of then you might think. Why no charisma and/or (un)dead domain? Its rather hard to find a reason to take urgathoa if your not interested in undead (aside from domains and favorite weapon).
For spells: long lasting buffs, and bigger numbers is better, you don't want to be casting buffs in combat but before and after. Extend spell is your friend. Ghoul touch and Contagion are better for urgathoa priests (Inner Sea Gods) I wrote way more advice but then I noticed you play with much higher point buy so it wasn't that usefull for you since you have high strenght and wisdom. Quick note; you are given bless water by your goddes as level 2 bonus spell and are forbidden to use it by the same goddes. Bull strength from the other domain is a way better option for your build but still, no sense what so ever...
The dragon disciple thing made me think it had to be capable of melee, if not then a focust build is way better (battle necromancers are mad as hell). For a battlecleric it is really enjoyable to be a frontliner and have your own meatshield and flanking buddy so it is stil a valid option. If you don't have to go in melee then having to have at least 15 points on strength is a waste and I would go wizard, cleric or if allowed juju oracle and move the points in strength to you caster or charisma score.
About the Babau: single enemy's often fail. About the power gaming, are they really power gaming or are they just better in the game? If they have minmax builds that make them shine above the rest you could talk to them, advicing on nerfing the pc for table enjoyment. If they took suboptimal builds and managed to nail it I don't see much wrong with it, as long as they involve the other pc's in the game.
Melee necromancers are better of cleric than sorcerer. Turn undead, higher bab, bigger hit die an no arcane spell failure are all things you want. Battle cleric with undead domain and the channel smite feat lets you change the leftover channels you haven't used on command undead to either smite for damage or channel negative for party healing. In my xp channeling for damage is a waste of your action. Then use the second domain for damage: war, ferocity, demon, strength or destruction come to mind.
I can't find any rule that would stop a prone human from bull rushing an Ogre by pushing against his knee.
Byakko wrote:
I was implying it can be carried by a large person so I think you could get in in the 400 ft tower mentioned above, then holding it while jumping /being pushed and screaming heroic stuff. The -4 to hit seems like the least of your worries. Of course being fired by a catapult is a far better idea. Just curious: how are you going to get the catapult on a 400ft tower?
Just ask the players not to break the game by power gaming? If players try they can be OP or you'd have to ban an awful lot. Combining blood money with fabricate, building a elemental dazing fireball slumber witch and Maxing dominate person to claim every npc and destroying the storyline on purpose are (in a normal setting) not fun friendly for your game nights. Just ask your players to have an adventure all players and the gm can enjoy seems more do-able than banning everything that could be OP. I do like roleplaying correct restrictions; no leadership except for the actual leader etc,
Note; if al players are power gamers there is no problem to begin with, but a roleplaying heavy kobold rogue can be fun and a maxed out caster can be fun. As long as your players are on the same page.
Torchlyte wrote: While I do think Slumber Hex is too powerful, I have to question why people think it's boring. Using a hex over and over is just like using a weapon over and over, except that you get to feel like a spellcaster instead of being the Wizard with a crossbow. Yes,running around with a greatsword gets boring after a few sessions. One of the houserules we play with is combat expertice doesn't excist. Still players tend to make 2 handed tanks for more damage, instead of a martial master mutagion warrior.Maybe it's the optimised setting a lot of people seem to play in that doesn't leave space for taking a hit to power and gaining flexability. Back to witches, it seems a lot of pro-witches seem to think it is ok to have the gm custumize every encounter to make it witch proof. If I would run like a easthern themed game, I would personaly be kind of annoyed to have to put mindless monsters in every encounter instead of something more theamatic like a hashashin, samurai or monk. Edit ; yup, noticed way to late I hit the reply button on the last post of page 1 of 4 ;)
After casting enlarge person on yourself (something you should do anyway in this situation) you'll be able to carry a seige bomb with you. Bomb: A bomb is a metal canister filled with metal balls and black powder that can be used as ammunition in catapults and trebuchets or carried by two Medium creatures or one Large creature to its destination. A bomb either explodes on impact (if fired from a catapult or trebuchet, or within 3 rounds of a fuse being lit if carried). When it explodes, it deals 6d6 points of piercing and bludgeoning damage to all creatures and objects within 30 feet of the target square. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader's choice) were the target square. It ignores the hardness of wood and stone. Edit; True strike will lower the penalty to only -18 and lets you aim through clowdy weather.
Definitely have an issue with this class. Other classes have to really build to being an abomination, like the mentioned dominate person enchanter, the dazing fireball specialist or the clustered zen archer. You can be a wizard and choose not to be the (usually one trick pony) min-maxer. The witch however can slumber all day long from level 1. The 30ft range will eventually get you killed but until then you really have to try hard not to be OP one trick pony.
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