Xanesha

The Wraith's page

1,334 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 1,334 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

Maybe Battle Medicine is basically the Hokuto Shin Ken.
You press the tsubo of your companion - gently with a finger (one hand free), or in vigorous way with a kick (no hands free) - and stop his bleeding.


PossibleCabbage wrote:
One thing I'm trying to understand is "what on earth are falling rock strikes"?

Bud Spencer's hammer fists to the enemy's shoulders and head.


Bestiary p.293 - the Shoggoth's Constrict entry is lacking the DC for reducing the damage.


1 person marked this as a favorite.

I mean as a bonus... to the bonus itself.
We know that a Ranger with high Survival can help his fellow companions to their Survival checks. The same with the Rogue with high Stealth who can help with their Stealt checks.
We still don't know HOW they help them effectively in the final version. Maybe they give them a flat bonus ? Maybe they give them their Proficiency Bonus ? Their Ability bonus ? A minimum value based on 'something' ? A maximum value not higher than their one ?
Charisma could give an additional boost to this bonus - maybe not giving a final roll higher than the roll the inspiring character could have made himself, which effectively would help more the less proficient members of the group (like Untrained people) but would be less effective to the more adept ones.
Of course, the official rules are already set by now, so this is a simple 'what if', so to speak.


3 people marked this as a favorite.

Maybe Charisma could help a character when he uses tactics to help the rest of the party during Exploration Mode. What I mean is, if the Ranger is giving a boost to Survival checks or the Rogue is helping in Stealth checks, they could add their CHA Bonus to 'whatever kind of boost' they usually give. Nothing mandatory but a good 'Leadership' bonus if present, so to speak.


3 people marked this as a favorite.
Ediwir wrote:


Pls tell me Ki Blast's damage depends on how many actions you spend on it.

Kaiseer....

...
...
...Wave !!!


...And then Fumbus crossed roads with a strange, taciturn Human Fighter with a modest armor and a full helm which called himself 'Goblin Slayer'.

Things didn't end well for poor Fumbus.

PS: I'm joking, ok ? I love Paizo's Goblins :D


1 person marked this as a favorite.

I still think that the fact they got rid of all those 'xxx I-IX', 'Greater xxx' and 'Minor xxx' only for having the poor Sorcerer and the poor Bard stuck to the old version of 'learn the same spell over and over if you want to do something different with it' is... baffling at best.
I mean, Clerics and Druids learn all common spells FOR FREE. All of them.
And Wizards have only to buy (or find) Summon Monster (I) once to have all versions available to them.
Sorcerers and Bards, with their 'huge' selection of 3 (+ 1 forced by Bloodline) spells known per level have to burn their resources if they want to have some variety WITH THE SAME SPELL - either selecting the same spell over and over or using a 'spontaneous' ability which they have to PREPARE in the morning. They are already shafted with the Beta Core spells only, with more rulebooks (and so, more spells available) in the future their possibilities will be a joke.
Meanwhile, decision paralysis outside of combat is good, fine and balanced it seems, since the Wizard can swap in 10 minutes one of their prepared spells, again and again and again.
And just to solve a doubt of mine, you cannot use a lower-level spell in a higher-level slot without metamagic (like, casting an unscaled 1st level Magic Missile in a 3rd level slot), am I right ? If this is the case, the supposed versatility of a Spontaneous caster is even lower than in the previous editions...


28 people marked this as a favorite.

The Sorcerer needs to be redone. Like, completely.
At the moment is a sub-par caster which uses one of the 4 magical traditions but is not comparable to the other classes which share their same spell list. Arcane Sorcerer has to compete with the Wizard, their spellbook and their free Quick Preparation, Primal Sorcerer has no Wild Shape and no Animal Companions, Divine Sorcerer has an abysmal portion of the spells known by a Cleric, worse Saves, no Armors and no Channel Energy (they have to spend 1 feat to gain ONE Channel per day) and even the other Spontaneous caster, the Bard, is a better Occult magic user than the Occult Sorcerer (more skills, better HD, better proficiencies with Weapons and Armor, Bardic Compositions).
If Paizo doesn't want to rewrite the 'Spontaneous' Heightening (which is not spontaneous at all - they have to choose which spells can be powered up every morning and the choice is fixed for the entire day...) they have to at least power up the whole Bloodlines.
If they don't change anything, well, at least this edition will have just one Core class totally surclassed by every one else, instead of three in the whole 3.x/PF1 era (Fighter, Rogue, Monk). Let's call it a progress.


Thank you :)


I have the same problem with the GameMastery Guide... it keeps saying 'Personalizing file' and then when I click on it again it starts over. I tried the 'Single File' and the 'One file per chapter' and both of them have the same issue.

I tried to re-download the Ultimate Combat (since it was recently updated) and that gave me no issues.


The Wraith wrote:
Just to point out, the monsters at the bottom of the Labyrinth of Chaos (Floor 99-1) are about 3 times the power of the monsters at Floor 1 of the ToM, or 75% the power of the 'standard' monsters of the Ultimate Dungeon !

The values I mentioned are wrong (I mixed them !), and now I cannot edit my message :( ...

What I meant was 'the monsters at Floor 1 of the ToM are 75% the power of those at the bottom of the LoC (99-1); the power of the 'standard' monsters of the Ultimate Dungeon are 3 times those of the LoC 99-1'

@Gandal: sorry to hear that, it's strange since even if you have the US version you should have received the prompt to install the patch nonetheless (it should NOT be related to your PSN account).


Great game, my GOTY for 2013 without any doubt (yes, even better than The last of Us for me) !

Having a blast with my characters, Fighter 156, Wizard 105, a Dwarf in the mid-sixties and then the gals around 40-something (yes, I played them only to reach the Hard level and finishing their quests). The Ultimate Difficulty seems a modded (crazy modded) version of the 'vanilla' game !

For the non-JP versions (EU and US): the translating team made some errors with the prefixes description of some magic items in the Tower of Mirages dungeon; you can rely on the 'green' bonuses of the weapons, but some accessories with the same bonus show a wrong description.
For example, the 'Gambler Heaven' line of items; if found in a weapon it shows (correctly) 'Extra Damage Dealt and Received by xx%' (the value usually is between the 30s-top 40s range), however if found in a belt, earring or similar it shows 'Power Smash cause Gravity', which IS NOT true. The 'Dark Knight's Heaven' weapons has the real Gravity effect when using Power Smash (you can see the black hole similar to the Sorceress spell when Power Smashing with those weapons). You can check the extra damage with a Gambler accessory if whacking on the poor Rannie in town... sadly you cannot be sure of the exact % :(
Other people found a similar error in some objects which 'supposedly' raise the casting time and damage, but in reality the prefix is the same of weapons which LOWER the casting time... a couple of these, and the Wizard's Meteor Swarm can be cast in 2-3 seconds !

Only thing is, the new 'Pan camera' is really distracting... I loved the old version :(

@Dragon78: despite being very similar to the Labyrinth of Chaos (and its 'let's pick rooms of the game and put them together'), the Tower of Mirage SEEMS not to be random. I played some levels twice or three times and I found out that the 'layer' was exactly the same every time. Some people made a list of all the Bosses for the first 99 floors, and as far as I'm concerned (up to floor 95) those were uncannily correct.
And yes, when I speak of 'the first 99 floors' I mean that... there are people on the Internet which are already at floor 600+ ,and it seems there is no end... which basically there must be if they are NOT random (Vanillaware said something about '10,000 floors' !!!)
Please note that the monsters, despite being described as 'Level 255' on all the Dungeons of the Ultimate Level and the Tower of Mirage, have a GREAT difference of power - with the monsters of the 'basic' dungeon about 4 times the power of those on Floor 1 of the ToM (yes, some people made a LOT of tests ! basically they killed those monsters which can be 1-slide-shotted, like the Red Vipers, and took note of their HP). Just to point out, the monsters at the bottom of the Labyrinth of Chaos (Floor 99-1) are about 3 times the power of the monsters at Floor 1 of the ToM, or 75% the power of the 'standard' monsters of the Ultimate Dungeon !
Of course, the more you climb the ToM, the more the monsters become crazy AND powerful (their power is equal to those in 99-1 LoC around the mid-30s floors of the ToM, according to those tests)...

@John Benbo: if you are speaking of some bones which cost 10 million GP to resurrect, yeah, those are from hacked characters - all skills maximized, undestructable items and so on. TESSA the Sorceress pops up very often, same with Chairi the Elf and some others. Before the 1.01 US patch those bones caused a freeze in the console if you received one of their items when burying the bones, with the later patches they removed the issue, now you can bury them without any fear (their items become 'normal').

@Gandal: I am italian too, and my version (EU) got the patch the very same day it went online (the 20th of December) ... the patch version has a different numeration since the 1.00 EU is the same as the 1.01 US/JP, the 1.01 EU is the 1.04 US/JP and the current 1.02 EU is the 1.05 US/JP . Are you sure your version (I presume the US one, since you got it in August) is not already patched without you noticing it? The patch was very small, only 20 MB, and you simply have to be connected to the Internet to receive the notification to download it when starting the game (it doesn't require to be connected to the PSN at all) ... you can try it with the Power Smash of a martial character, if you have the latest version you will find that the Power Smash can be 'launched' holding a direction while pressing the Circle button.
Or, as Azure_Zero suggested you, you can check the version from the XMB in 'Game > Game Data Utility > Dragon's Crown', press Triangle, 'Information' . If you have installed the game you should also find a 'Dragon's Crown Install Data' but that is not the file you are looking for, the file you should check is very small (20 MB).


1 person marked this as a favorite.

Freedom of Movement, in my personal opinion, is just one of those 'sacred cows' which should simply be butchered and eaten once and for all.
It causes too much trouble, it reduceds to nothingness at least one Combat Maneuver (immunity to Grapple, hello there) and creates a lot of comical situations when the result is not completely cut-clear (like the aforementioned 'snared but not really snared' , or 'tripped but you can still move normally').
All of these for a LOT of time (we are speaking of more than 1 hour at the minimum level).

If it simply gave a large bonus to checks/saving throws/CMB to escape 'situations which impede movement' (and situational bonuses, like 'stand up as swift action which does not provoke Attacks of Opportunity' and so on) it would have been a lot less messy and a lot more balanced...

Just my 2c.


1 person marked this as a favorite.
Lumiere Dawnbringer wrote:

the most abnormal i played a tiefling, was a small framed red haired girl with human features with miniature bat-wings protruding from her back that she bound beneath her shirt with a bandeau and a long and slender yet sharp tipped and prehensile tail that she concealed beneath a long skirt. unless her skirt was intentionally lifted or she were stripped nude, she could pass herself off as human. she had no horns nor hooves. having a human head/cranial structure and human feet.

You are basically giving a portrait of Majin Etna from the Disgaea videogame series :)


Roberta Yang wrote:

Rogues have the same problem: muddle through first level without Weapon Finesse, or lose out on one of the only decent Rogue Talents.

Just to point out, Weapon Finesse doesn't have the 'BaB +1' prerequisite anymore (since the CRB came out, actually).

You can check it here

Quote:

Weapon Finesse (Combat)

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Other than that, I concur. Gaining bonus Feats and/or bonus Spells later than 'generic' martials or 'generic' casters is definitely one of the faults of the system. Which can (and should) be definitely house-ruled, but for PFS you crippled yourself for nothing.


ibayboy wrote:

I couldn't find it in the PFSRD, but on pg468 of the CRB, between Light Generation and Activation it says...

Damaging Magic Weapons: An attacker cannot damage
a magic weapon that has an enhancement bonus unless his
weapon has at least as high an enhancement bonus as the
weapon struck.

Luckily there was an errata regarding this rule, please check it on the Game Resource Page

Quote:

Page 468—In the Weapons Section, delete the Damaging Magic Weapons paragraph. Add the following paragraph in its place:

Hardness and Hit Points: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table 7–12 on page 175.


This is another case of the disparity reserved between Prepared Casters and Spontaneous Casters, where the latter always draw the short straw.

A Spontaneous Caster does not have to increase the level of a spell when using a Metamagic Rod, but the casting time is always increased.
One benefit.

A Prepared Caster does not have to increase the level of a spell when using a Metamagic Rod, AND can do it 'on the fly' like a Spontaneous Caster... but WITHOUT increasing the casting time.
Two (or even three) benefits.

If it were for me, I would ban the Metamagic Rods altogether (they boost too much classes which are already considered 'top tier' - casters - and among them, more so for the 'top of the top tier' - Clerics, Druids, Wizards). People wonder why so few characters invest into Metamagic Feats... why doing this when you can always store these items into your pockets ??

But, if I were to keep them, I would 'equalize' the benefits, giving even the Spontaneous Casters the ability to cast the spell without increased casting time.


TarkXT wrote:


Keep in mind that the items in question are aalready included in the statblock. The discussion comes from whether or not you should add more stuff to said creature in order to deal with silly questions of where and why this thing is apparently keeping that much stuff.

This is true, but they are not only included in the stat list, they are mentioned among the treasures of the creature itself:

"Treasure: Double (+5 Full Plate, +5 Dancing Greatsword, +5 Composite Longbow [+9 Str bonus])"

If they can (and indeed, they do) use part of their Treasure for fighting, what should prevent them to use other portions of their wealth as well ?


Ashiel wrote:

Okay, now I get it. NO I do not think a naked dragon is worth its CR. A CR 19 Ancient Red Dragon isn't squat compared to a shoggoth in terms of party killing potential. At best it's a brute with 15 level sorcerer casting. Strait out of the book minus their triple treasure value, I don't see a them being more than CR 18. It's a dragon. It has that going for it. I imagine it would use its best tricks to the best of its abilities, but frankly the sucker would be dismantled without much effort by a 19th level party. His breath weapon is not very fearsome, his dispels are weaksauce, his attack routine is good but requires him to be ground-zero and not moving and that makes him a target (and your garden variety 19th level martial could tank him quite a few rounds anyway), and the save DCs for his spells are rather low (even a with a +5 base, +5 resistance, and +0 ability, you'll have about a 55% chance of saving against them).

A friend of mine would object that a simple Antimagic Field would allow the Dragon to dominate any kind of party (well, probably excluding Gating a Solar anyway, which would still have a hard time hitting the beast with more than 1-2 attacks without magic anyway, all despite still having +4 CR on the creature).

And I strongly disagree with him (or rather, I agree IF we allow the spell to work in that way)

Back OT (and related to the infos above): a Solar has a +5 to hit and a +5 to AC due to the magic items listed in his Teasure entry; remove them and he suddenly would have a hard time hitting and damaging a CR 19 Dragon even when not Power Attacking (+30/+25/+20/+15 for 3d6+13 against AC 38) and be easily hit (AC 39 against 6 attacks at +35 or +33 for a similar damage output - but only due to Epic DR in use).
So yes, I believe that the treasure of a creature is part of its CR, and should be used/equipped accordigly.


Umbral Reaver wrote:

At the moment, e20 is probably your best bet. Open up a selection of epic level feats such as 10th level spells, epic maneuvers and stuff, but don't ramp up the hit dice.

Stuff like this:

Punch a Hole in Space [Combat, Epic]
Prerequisite: Epic, Stunning Fist
By expending a use of stunning fist, you may use plane shift on a single creature as a spell-like ability (DC = 20 + your wisdom modifier).

Call it TENGEN TOPPA and I'm fine with that ;)


Herr Malthus wrote:

As DM, applying what I consider common sense, I'd rule for 10ft outward.

It was clearly thought for medium characters...
What would be the purpose of the spell for a huge/gargantuan/colossal dragon otherwise?
Why all huge+ dragons would have the spell in the default list. To duck and cover? Squeeze in it to protect themselves?
Of course my players are thriving to apply things RAW.
FAQ requesting!

...and as I said to you yesterday, even the Globe of Invulnerability and Lesser Globe of Invulnerability have the very same entry 'Area: 10-ft. radius emanation centered on you'.

The only difference between the (L)GoI and the AMF is that while the first spell, once cast, continues to stay in the very same spot where it appeared, the AMF follows the caster.

So following your reasoning, nothing would prevent me to Shapechange into a Huge Dragon, cast GoI to create a huge dome 20+ ft. radius diameter, then revert back to Medium size and fill it with the equivalent of 3-4 FULL PARTIES (hey, the spell has already been manifested after all... my size doesn't matter anymore, right ?)

We all have to remember that all spells are not only seen with Medium (and Small)-sized creatures in mind, they are actually BALANCED around them. The entire CR system would be crushed, burnt and its ashes scattered to the winds if we suppose to balance a fight against a creature with an AC in the 40s and a to-hit around the 35s with characters whose scores, normally balanced on these very same values thanks to magic items, suddenly drop to an AC in the 20s (if very very lucky) and a to-hit in the 25s (if very very optimized).

The problem is not the creature named Dragon, this isn't 3.x anymore where their CR was purposely lower than their effective power (a CR 12 Dragon was effectively a CR 14-15 creature), now they are balanced around other creatures with the same CR.

The problem is trying to squeeze something out of a spell which was not supposed to work in that way on a creature with a Natural Armor of 30, a natural Strength Score of 35 and a BaB of +20 and more.

And let's not forget, a Huge Dragon can still get benefits from the frakkin' spell, only thing is, this is not an 'autopilot route to victory' where he ignores all the benefits the characters are expected to have in order to fight him AND contemporary keeps his status of flying meat-mincer the size of a whale. The magic word here is 'squeezing'.

The Dragon can 'curl to a ball' squeezing his whole size into the AMF (like a Large Giant CAN squeeze into a corridor made for Medium-sized creatures - remember the old 'Eye of the Beholder 2' videogame with the Frost Giants wiggling in the dungeons and using only their fists ?) to be immune to any spells and supernatural attacks; clearly this would prevent them to use most (if any) of their natural attacks, and flying would be impossible (a huge 'pokeball' weighing thousands of pounds which has to flap its wings would be a very, very strange thing to allow - not counting that the wings, in order to sustain the mass, would have to spread and thus lie outside of the Field as well). Then, the next round he can extend to his normal space and fight without penalties, and since some parts of its body would lie outside of the AMF, 'any part of it that lies outside the barrier is unaffected by the field'.


2 people marked this as a favorite.
deuxhero wrote:

Law doesn't mean following the laws. It means internal consistency and personal codes that one follows. This is why some incarnations (see up) of Batman are lawful good, he's very firm in his rules like "no killing". It's also why Paladins must be Lawful Good because of their code.

Blue Star wrote:
Sherlock holds himself to an internal code, he still tries to obey the law, the letter and it's intent, but many of his cases require him to commit minor crimes in order to serve a higher good.

Just to point out:

Spoiler:

PRD wrote:


Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good combines honor with compassion.

Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit.

Nowhere is written that a Chaotic character has no personal code. Quite the contrary, it is precisely him which has a self-made personal code (not 'imposed by above', be it a religious order, a sovereign, or any other authority like a Lawful person should have).
A character without any personal code at all is not Chaotic - it's a crazy lunatic which one day could eat dirt 'because it tastes good' and the following day could cross-dress 'because it's funny'.

Judging from the above definitions, RDJ Sherlock Holmes could be NG or even CG, not LG (after all, he doen't work WITH Scotland Yard - the official authority - , he solves cases 'on a whim' by himself, although he does so for a just cause).

Just my 2c.


ReconstructorFleet wrote:

Master Arminas... I think you've done it. I think that literally covers all my complaints. Okay, MAD is still there, but the two feats (Weapon Intuition and Weapon Finesse) could counteract a LOT of that.

That is a fantastic monk. Probably should be put in Advice/Homebrew instead of here. Still! That is by far the best version of monk I've seen to date! NICE! :D

Although I don't think they need "Fighter Training." That might be overdoing it a little. :( Think about it, that DEFINITELY cuts in on a Fighter's turf.

I completely agree with this, including the 'Fighter Training' part, which coupled with the Monastic Training would give basically the same 'special abilites' of a Fighter - Fighter bonus feats and Weapon Training - to a revamped class with other special abilities (now finally functional, like Catfall and Wholeness of Body).

I should add that giving the Monk Full BaB makes redundant the Maneuver Training ability (since Monk level would really be equal to Base Attack Bonus).

Other than that, THIS is a Monk I would play without any question !!!


Dabbler wrote:
ReconstructorFleet wrote:
Errr, keep in mind that whatever flurry we end up with, Monk has Full BAB while flurrying, so he DOES get the -6/+12 if he flurries. And maybe another attack? Not sure. That's my only complaint.

No, it's been answered in the FAQs somewhere. Monk has BAB15 for the purposes of the feat.

Actually, Monks use Full BaB (unless they will change it in the future).

Quote:

Monk: How does a monk's improved BAB when flurrying interact with feats like Power Attack and Combat Expertise, which have different effects depending on your BAB?

The monk uses his improved flurrying BAB to determine the effect of those feats.

—Sean K Reynolds, 07/08/11


My all-time favorite character was decribed on an old post right here (wall of text follows, so be warned ;) )


Ashiel wrote:

There is no facing in D&D. They might have been walking behind them, but for all intents and purposes you are just making stuff up to screw with your players.

Just to point out a thing, there are no facing rules in combat in D&D/Pathfinder. This is quite different from saying that a character sitting on bench in a park and reading his spellbook is completely aware of all his surrounding, including people passing behind him, and could easily recognize a former enemy walking by on the park directly behind him.

As for the OP, I would have handled the situation exactly in the same way; this is the exact situation of a 'surprise round' for me (others obviously would disagree), like when speaking to a trusted ally and the he suddenly pops out a knife and stabs you between the ribs.

Just my 2c.


Thank you for working on a fix on the Stealth rules (and asking for our feedback, too ) !

Let the poor Jack B.Nimble finally steal that chicken :D !!!


Since a Ninja can take any Rogue Talent through the Rogue Talent Ninja Trick (page 15) AND any Advanced Rogue Talent through the Advanced Talents Master Trick (page 16), but a Rogue can take ONLY Ninja Tricks through the Ninja Trick Rogue Talent (page 70) but not Master Tricks - since there are no Advanced Talents which grant Master Tricks - I would strongly suggest to 'homebrew' a Master Trick Advanced Talent for Rogues, in order to balance the scales a little more.
Either that, or remove the Advanced Talent Master Trick from the Ninja list.

Regarding your answers, I feel that Ki gives Ninjas a great advantage over Rogues - one of the reasons of the creation of the Ki Pool Rogue Talent (which gives very few Ki Points, compared to a true Ninja).

And a Ninja would greatly benefit from Wakizashi (with which they are proficient) over Short Swords without any doubts - Light Weapon, P or S (instead of P only), Deadly (+4 to the DC of Fort Saves when used to make a Coupe de Grace) AND 18-20 x2 (instead of 19-20 x2).

Just my 2c.


leo1925 wrote:


What poem is everyone talking about? Can i have a link to it?

Jabberwocky

EDIT: I see that this forum is still full of ninjas :D ...


Alzrius wrote:

On planet Falx, the Tarrasque is indeed one among many. ;-) (bonus points if you know the reference!)

Does it count Google-searching :P ?


For me the problem is not the base dice damage, but rather the critical multiplier (19-20 x3 is, as far as I know, the highest base critical range + multiplier combination).
Add the increased bonuses for handling the weapon with two hands (increased STR bonus and increased Power Attack ratio) and the damage goes sky high.

After all, in D&D 3.x/ Pathfinder, it's not the base dice which really matters (one of the reasons why the Vital Strike chain is not really popular, among other things... but I'm digressing), but rather the static bonuses; this is one of the reasons why Monk's unarmed damage is usually sub-par to that of a Fighter... 2d10+10 (Str+5 and Amulet+5) is not even remotely comparable to 1d8+21 (Str+8, Weapon Training+4, Weapon Spec+Greater Weapon Spec +4, Weapon +5), ESPECIALLY when there is a higher chance to make a crit OR a higher crit damage. And the Falcata has both.

I would personally take a d4 weapon with such a huge ratio multiplier without a second thought (this is one of the reasons dual-wielding kukris are so popular, and they are 'only' 18-20 x2 weapons...)

Just my 2c.


I totally agree with this initiative.

The Falcata, as it stands up now, is comparable to a (20, x5) weapon... simply a step above to all other weapons (I don't know if UC has other weapons which are in the same league).

Allowing for THF with it is simply too much IMHO (and various DPR calculations have proven that the THF Falcata blows out all other weapons).

Just my 2c.


1 person marked this as a favorite.

Just to point out a little misconception about Max Dex with Armors (in this specific case, Heavy Armors), which was already mentioned by TriOmegaZero:

PRD > Equipment > Armor
"Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities."

Of course, the Armor Check Penalty of the armor would give penalties to Dex-based abilities, but a character would still keep his original Dex bonus for Reflex Saving Throws, Weapon Finesse, Ranged Weapons, Skills, and so on.

Just my 2c.


BPorter wrote:


Ok, while I shouldn't have said ALL (point to you), I have to say that the last pick definitely meets the emo-pout (or highly constipated) criteria. As for the others -- still not a look or style that I want in my PF products.

And every cover to a FF game that I can think of has a character depicted that matches my original assessment.

I believe that the real 'problem' with most FF titles is that the protagonists usually are teenagers or at most young adults; this is made to catch the appeal of most players, which usually are about the same age of the protagonists.

(Cloud Strife, which is one of the oldest for example, is only 21)

Meanwhile, all the characters I depicted above are usually older than that (around 30-35, if not more)

Another 'problem' is the fact that most FF characters of the modern era are designed by Tetsuya Nomura, which has a... strange affinity for androgynous characters and flamboyant costumes, to say the least.

So yes, I can agree with your point to an extent; however, I have to say that not all those 'emo characters' are so bad for example (again, Cloud Strife was a really interesting and deep character, despite his slender look and his cross-dressing - for those who didn't play the game, he had to transvest to save some friends, and he definitely appeared as a 'cute girl').

Just my 2c (as a FF and Anime fan)


BPorter wrote:


That's cool. Whether it dates me or not, however, when I look at most of the Final Fantasy dudes, I can't help but wonder why they all look like feminized (or at best, androgynous) emo wusses that lack the muscle tone to lift a regular weapon, let alone the giant-sized ones they often carry.

Barret Wallace (FFVII) politely disagrees with you.

Also Cid Highwind (FFVII)
Or Amarant Coral (FFIX)
Auron (FFX)
Kimahri Ronso (FFX)
And Basch von Rosemburg (FFXII)

;)

Razz wrote:
Ya know, some folks here make it real easy for me to know how agonizingly old you are (no offense). The ones that critique the half-elf image are definitely not of my generation. I grew up on heroes being dudes like Cloud Strife from Final Fantasy 7 and many anime out there, so to me, that looks like a normal pic of a warrior as opposed to the ZOMG reactions I see from others

I believe I'm not of your generation (36 y), but I appreciate the half-elf image, characters from FFVII, and I'm definitely an anime fan :)


Kaiyanwang wrote:


There is a middle ground. This is why in my opinion the weapon should be errata'ed as 1H only. It would be the best weapon for 1-2 styles, and worthy of the feat FOR THOSE STYLES, not for EVERY STYLE.

I can only agree with this. Consider it a house-rule I will definitely apply in my games, even if it would never become an official rule.


I only have to say, in this way Maximize Spell will definitely go the way of the dodo (same as Enlarge Spell vs. Reach Spell... which makes Enlarge useful ONLY for Long range spells).

Spoiler:

Empowered CSW (CL 15°): (3d8+15)x1,5 -> min. 27 hp, max. 58 hp, avg. 42 hp; 5th-level spell slot
Maximized CSW (CL 15°): 39 hp ; 6th-level spell slot

Oh, well, not that Maximize was a good feat anyway. But still...


Since I was raised with the BECMI rules, I would love to see a return to the 36th-level cap :D , count me in.


These are really great news !


TriOmegaZero wrote:
Dorje Sylas wrote:
I was rewatching Gurren Lagann again and was struck by the parallel between Pathfinder (D&D) and how the show continues to up the stakes at absurd rates with even bigger and more giant robots.
*FISTBUMP*

Best.Anime.Ever.

"Ore wo dare da to omotte yagaru !!!"
(Who the h*ll do you think I am ?!?)


Ravingdork wrote:
cfalcon wrote:

Big fan of calling this taunt "realistic".

It's stolen from MMOs. Which used it to poorly ape tabletop. It's not a bad mechanic in a game such as WoW, which has "tanks". Of course, it still doesn't specify melee even there.

Here's how this works in reality: a bank robber taunts the cop, who runs forward to pistol whip him (from 50 feet away, leaving his cover), and gets gunned down. Repeat on each cop.

It's the opposite of realistic. It doesn't even have the saving grace of magic to explain it, either.

It gets less and less realistic with every cop/spellcaster after the first that is forced to fall for it.

"Don't do it Bob! You saw what happened to Pete!"

"Can't help it, Bill! He insulted me Mah!"

*Bob runs out and dies*

"Hey Bill! Is that really your name? Man, the kids at school must have had a heyday with that one! Let me guess, you had a nick name back then? Was it Billy the Goat?"

"I'll kill you Bad Guy!"

*Bill runs out and dies*

So. Stupid.

I laughed really hard reading this... and sadly this is true, the feat clearly doesn't work as intended (the situation above is too much absurd).

I personally agree with the people who say that the DC should be 10 + modifiers (instead of 5 + modifiers) AND allow for ANY kind of attack against the 'taunter', not merely melee ones; otherwise it would only lead to madness...

Just my 2c.


Krimson wrote:

Too bad you're not into a humoristic campaign, this one would have been awesome :

http://www.youtube.com/watch?v=U0mekbHxKds

THIS would have been wonderful, too :D


Happy Birthday :D !!!


Majuba wrote:


It's not your question, but this is ridiculously overpowered. +1 enhancement for a cleric or Druid (Amulet of Mighty Fists: Guided) to gain easily as much as 6 attack and damage before hitting 10th level?

This. I can only say that I strongly agree with Majuba here - the bonus is clearly a boon for the Monk (maybe initially it was intended to give him a helping hand, in order to create - finally - the 'mystic wizened guy barely able to stand but unstoppable in battle', and the whole 'not adjusted on tw and Off-hand' leads to that direction) , but it simply gives Clerics and Druids too much power IMHO.


The Greater Penetrating Strike feat (Fighter 16th+ level only) allows to ignore up to 5 points of DR/--


You are indeed correct on the DC formula, and since a Potion is neither a spell-completion (like a Scroll) nor a spell-trigger (like a Wand or a Staff) magic item, a Witch could theoretically craft even potions for which (s)he doesn't know the spell.
However, please remember that for a 1st level character, crafting a Potion of a 3rd-level spell is no easy feat due to the high cost; at half price, a 3rd-level spell potion (like a Cure Seriorus Wounds potion) would still cost 375 gp, which is way beyond the gp possession of such a character. An NPC caster working for the local lord could theorethically have the money at disposal, but a typical PC would still have to wait until 3rd-4th level in order to easily afford to spend such amount of money on a single temporary magic item.
Just my 2c.

EDIT:

Symar wrote:
You have to be at least the minimum caster level to cast the spell you're making a potion of. So no making 3rd level spell potions until you can cast 3rd level spells.

Hmm, I haven't thought of the caster level, which is not usually a prerequisite for most magic items (it only sets the DC) but for items like scrolls, wands or potions it COULD be. I am a bit at a loss here...


Full BaB would mean an HD increase, from d8 to d10 (due to the BaB-HD equivalence introduced in Pathfinder)... and I would not see anything wrong with it.
I mean, in most (if not any) 'not-D&D-based' CRPGs (especially JRPGs) the Monk is a 'bruiser class', self-sufficient, strong and tough. D&D (and by consequence Pathfinder) Monk is... lacking in this area, IMHO.


Kaiyanwang wrote:
FULL ROUND for 1 attack, IF the attacks hit, fortitude save?

Don't forget, it must be a crit AND against a (dazed / flat-footed / paralyzed / staggered / stunned / unconscious) foe ;)


No problem, thank you again !