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.
I mean as a bonus... to the bonus itself.
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.
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.
The Sorcerer needs to be redone. Like, completely.
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.
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.
@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.
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.
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.
Lumiere Dawnbringer wrote:
You are basically giving a portrait of Majin Etna from the Disgaea videogame series :)
Roberta Yang wrote:
Just to point out, Weapon Finesse doesn't have the 'BaB +1' prerequisite anymore (since the CRB came out, actually). Quote:
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:
Luckily there was an errata regarding this rule, please check it on the Game Resource Page Quote:
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.
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.
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:
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:
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).
Umbral Reaver wrote:
Call it TENGEN TOPPA and I'm fine with that ;)
Herr Malthus wrote:
...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'.
deuxhero wrote:
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:
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).
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:
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:
Actually, Monks use Full BaB (unless they will change it in the future). Quote:
My all-time favorite character was decribed on an old post right here (wall of text follows, so be warned ;) )
Ashiel wrote:
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.
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.
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.
Alzrius wrote:
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).
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.
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
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:
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:
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:
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...
TriOmegaZero wrote:
Best.Anime.Ever. "Ore wo dare da to omotte yagaru !!!"
Ravingdork wrote:
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:
THIS would have been wonderful, too :D
Majuba wrote:
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.
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.
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.
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