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![]() Captain Morgan wrote:
Didn't know about the doubling rings yet. Thanks for the tip. And then I was wrong again about the hag, one time the GM said "Annis Hag" and one time "Rust Hag" and I got confused. And yes it was her who took me down, not the night hag. It begins to make sense...We will improve our tactics the next time. ![]()
![]() keftiu wrote: Was there any debuffing of the enemy - Trips and Shoves, Demoralize, spells and the like? In PF2, using all three actions to attack on your turn is generally considered sub-optimal, and the game expects that negating your opponent's advantages is just as important as hitting them. I am not sure, there was more buffing going on than debuffing, but I thought I already wrote that. The wizard's opening was a lot of damage, which took the rust hag to "badly hurt" and the night hag to "hurt". Maybe that's not optimal but it felt okay at that moment. Debuffs are not a catch-all-solution, at least in my play experience. You wrote: "It is generally considered". I hope I was able to describe the scene somewhat, so this is a very concrete case. I think 2e edition is not about general but about individual solutions at least that's the way I always read it. Hope this does not come off as rude, if it does, I apologize (As you will have noticed, I am not a native speaker/thinker). ![]()
![]() Thanks everyone for your insight. I learned a lot, but don't get me wrong, I also already knew a lot at that point. I tend to inform myself and play Pathfinder since its inception and I also read a lot in the messageboards. Then again my 2e play experience is rather limited so I really appreciate the insight, especially in this case, where it also comes from experience and not that much from theory-crafting, which I feel was more prevalent in the 1e boards. I appreciate your help. ![]()
![]() Lycar wrote:
All good points. I guess this our weakness, we don't have an efficient martial debuffer. ![]()
![]() SOLDIER-1st wrote:
Okay now I think something is off there and I have to ask my GM. We played on Foundry, and he rolled openly one time and we saw her stats. Her to hit was +23, her damage 2d10+12. I guess he had his reasons, but another thing I did not mention is that he played the monk, because the player was not there, and he did it well, but maybe in this regard not completely to his abilities (the player did not fill out the Foundry character sheet, the GM knew most of his numbers but not all). Still you are probably right about the fourth action; instead of striking it makes more sense to get a good position. At least this is what I seemed to have learnt from this thread. To my defence: In Foundry/Forge you can see the state of health your opponent is in (at least when you allow that feature). The night hag was "Near death" after my Twin Takedown and the second attack. So I assumed it was super risky to go on hitting, but I thought if I can take her out, it is worth the risk (of course: wrong). But then I hit with the third attack, did average damage but did not bring her down. As I still had a fourth action in the second round (remember: already having scored three crits), I tried again. We had her flanked so her AC was at -2, and I had a to hit of +15 (my main weapon already has a +2 potency rune).And I hit her again (rolling a 17 if I remember correctly) again with average damage. Your calculation about the ranger is almost accurate: It's +19/17/15 with first weapon and +18/16/14 with the other one, 125 Hit Points, AC 27, +29 with Dodge (rogue dedication feat). Damage in this case was 3d6+6 (flanked/rogue dedication with sneak attack). I don't know if there is a one handed weapon that can be thrown, which is agile (very important for a flurry ranger I believe) that has a d8 damage die. Another thing: Our wizard even gave me Stone Skin after the night hag's first round which ultimately saved me from dying for real. ![]()
![]() SuperBidi wrote:
I thought about this and you are right to some extent. I'd say, until now I hit more often than the other martials. But I think I don't overvalue spike damage. I accept that my damage is lower. Problem: My damage against the night hag with three crits and all other attacks hitting (super lucky) was still underwhelming when totalled. Compare it to a Barbarian - some of his attacks would not have hit, because his third attack is at minus 10, mine at -4. The overall damage would have been about the same. Maybe well that I am wrong in this calculation because his crits are so much better on average, I lack experience, we never had a barbarian in our group. But you gave me something to think about. ![]()
![]() HumbleGamer wrote:
A) We recalled knowledge, as described above B) Yes, he does that.![]()
![]() My ranger recalled knowledge about the hag even beforehand, because we were able to spy on them. Some difficulty arose because of the positioning of our team and the small entrance to the room. We did not fight the stone tree (started and soon felt it was pointless), the wizard was able to turn it off somehow (with Thievery and the use of a hero point). The GM probably changed the encounter, it was a night hag and a rust hag and we had information about their weaknesses and their strengths. The wizard player and my ranger both successfully recalled knowledge about them (Monster Hunter did not help, but it will really come online by the next level (10). But that is not really my point. My point is: even when I hit with three crits (I don't roll that good usually) and all my other attacks, the night hag wasn't going down. My problem isn't that I feel bad because my character went down (that happened often enough before), my problem is my damage output feels pitiful (especially compared to the hag). The fight started with some good damage by the wizard, as far as I remember the rust hag crit-failed her save and was already badly injured, the night hag was only injured I think. As I could flank the night hag with the monk and was hasted and able to give my hunt prey to them via Warden's Boon I'd say it was not that bad staying in position, because she already was badly injured. Of course, it was risk, but then it should have paid off, because all attacks hit, damage rolls were a little bit above average. About the GM: I think he is a good GM; he is neither fudging rolls nor is he someone who has fun punishing his players. In the second book my experiences were not that bad. SuperBidi is of course right, I should talk to him. After the session I already told him that I was not too happy about how it played out. ![]()
![]() Okay, I am sure you heard it all before and I apologize in advance.
Allright, this is probably the way it works in Pf 2e, but when you ambush a NPC party (I think around Cl+1) of two opponents with a PC party of five and set it up at least okay, probably not a 100 percent perfect, go down after two rounds (usually the very efficient cleric keeps me alive and working, but this time, there was (only) one round, where he wasn't able to heal me) it feels odd. To be honest, it feels rather frustrating. My AC does not matter (it is the highest possible for a strength focused ranger at this level). So yes, this was frustrating. I guess it is just not for me then. But hear me out: I want to like it and I want to make it work for me. It just makes me sad, because there's a lot of very nice things in this system and I don't mind failing (well, I probably do). But this time it was not a BBEG encounter, I rolled perfectly, was buffed, had perfect position, used my class feats (e.g. third action to give monk or the gunslinger buddy my Flurry (= Warden's Boon). Yes we could have improved the setup to a small extent, if we were system masters de luxe, I guess. But we also could have done a lot worse. In the end we survived, but my character never feels like a hero, even if he crits three times. Makes not much sense to me. ![]()
![]() I will not say anything about statistics, because enough has been said about that. I don't think it makes a lot of sense to compare the extremes of PF 1 and 2, because that is not what the OP is about. He never said he wants the PF1-thing, where NPCs only hit with a 20, and PCs only not hit rolling a 1 (besides this is more of a "problem" with optimizers in the 10+ level range. In our Pf1 campaign Iron Gods we don't have these extremes). I think and may be wrong of course, he'd like to experience a slightly higher to-hit-chance for the PCs in general. I play both games and I can relate to the feeling of the OP. I want to like Pf2, because when I read (and still learn) it, it makes much more sense, seems more solid than Pf2. On the other hand, actual play (AoA campaign) felt ok, when with four players and like a death spiral when with three players. Rolls feel so much more important than in Pf1. I think this is basically a good thing, but I also don't like it when I have average dice rolls and don't hit with my good attack(s) when we're fighting against some stupid birds that have higher ACs and to hit than we do. I think it makes sense that if you fight the real baddies, everything can go wrong and it is really hard to succeed. But lying in the dirt with the dying condition in the first round of combat against some mooks is not what I find terribly entertaining, because I want to contribute. I am still undecided on the system (loved it when I read it) in actual play, because I need more experience in the system to judge it. I really hope we will improve (as players but also as our player characters). ![]()
![]() Dale McCoy Jr wrote:
There is no black box for me. Using Firefox 62.0.3, Add-Ons: UBlock Origin, HTTPS Everywhere. I can see your page, the text ends with: "(...) show your support to those that support the game." Then Social Media Icons (Share this/Like this), then comments. That's it.![]()
![]() More than three years later, but if someone still starts the adventure:
I think that "humanoid (android)" is not a solid choice, because an android already counts as a construct "for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons)". With the favoured enemy "construct" you would cover robots, androids and all other possible constructs which is clearly a better choice than "humanoid (android)". ![]()
![]() @James:
PDT:
(part bolded by me) ![]()
![]() You're going to play Rise if the Runelords with that character, no? You did not ask, but actually I would not keen my weapon but always go for the enhancement bonus first. Boring, but effective.
At least take a cloak of resistance +2. Saves are important in all games, maybe not that much at your current Level in RotRL. But you get a lot for your money. That is 3.000 GP spent, 7.000 left. Next boring advice: belt of physical might (dex/con) +2 for Fort saves and hit points. (10k instead of 4.) This leaves you with 1k + the rest of the weapon money for potions and other stuff. Hm, that seems a little bit low... Buy some weapon cords (it seems they work with two-handed weapons. Now you are quite save from sunder/disarm). Ok, those were obvious and boring choices. ![]()
![]() I'd say the Dragon Style line gives enough benefits without the PA ratio going to +3 for each -1. That would create a new precedent: one-handed attacks with the same benefits as two-handed attacks for a little investment almost every real unarmed melee martial could easily fulfill (and that have very nice "side" effects) And suddenly the unarmed combat style becomes the best melee style in the game. For me, Ascaphalus has shown why that was not intended by the designers. ![]()
![]() I tend to see the Warpriest more as a fighter than a cleric. With the human FCB he almost has the same amount of feats and can take fighter feats. He is down one attack in the Long run and his iteratives come online later, that's true - but he can cast spells and buff with Blessings and has better saves and can get a similar AC. So he gives up some offensive potential for group buffing, healing and some versatility I'd say a THF build is totally viable, esp. with the Quickdraw Shield and the Quick Draw Feat. In my experience there are a lot of battles in tight spaces (typical APs), so when you specialize in a reach weapon you will have a hard time more often than not. I like Undone's guide, but I would guess he and his players are better at optimizing or just value optimal choices higher than we do. A THF warpriest is a solid choice and will hold his own in most groups. YMMV. Back to what I wanted to say: The warpriest is an alternative for the (melee) fighter slot in a group. It is by no means a replacement for the divine full caster slot in a group. ![]()
![]() +1 to master marshmallow.
Ideas: + Eldritch Heritage Orc or Abyssal (+ mythic Eldritch Heritage and a Robe of Arcane Heritage and you are golden) Most people would tell you to take Fey Foundling - but I find it... Why are all Paladins suddenly Fey Foundlings? A good and fitting trait: Fate's Favoured, even if it comes online rather late for paladins. Keep a bow handy. Might be worth a feat or two (PBS, Precise Shot), but then maybe not, if there are dedicated archers. Nice feat: Unsanctioned Knowledge, esp. with Int 18. Just don't be a one-trick pony. There was sth. else I wanted to say, but it just flew away. ![]()
![]() To the OP: Don't mind the theorycrafters. I am playing PF for some years and until now I have to find a group who lacks a cleric or an oracle. Healing is not only curing hitpoint damage. Often, even more important is the removal of status effects and there are an awful lot of them in the game. You can cast remove fear, remove blindness, break enchantment,... You know your enemy before the fight because of good investigation? Cast Communal Resist Energy (Fire) if you are going to face a red dragon. In another case, delay poison might be a good pre-combat buff. Your top-buff spell comes online somewhat late but it is a no-brainer then: Blessing of Fervour. With good armor, a shield and the Combat Casting feat you can even stand in the midst of combat (e.g. provide flanking) and cast spells. After the battle everyone loves you because of Lesser Restoration (prepare more than one per day). ![]()
![]() You could add a Muleback Cords effect to an existing cloak of resistance +2 for 1.500 gp (for example). Of course, this is subject to GM discretion, but there are rules in the CRB for exactly this kind of item creation. Does not seem unreasonable to me. Neither is a 10 in strength unreasonable for a character who has no use for strength besides carrying gear. ![]()
![]() Noone questioned his observations. May we comment on Tryn's observations, dear Vulcans, to perhaps broaden his perspective? To clarify: I don't think monks are a bad class. I just don't see them outshining other classes all the time - in this case the party is even helping him, and I think that is a good thing. Maybe "outshine" just isn't the right word here. ![]()
![]() He's more or less the only real martial in your group and the others buff him to do it even better. Where's the problem? Especially if his to hit is rather weak for level 8. It seems you lack comparison; I currently GM RotRl; in my group they are all level 8 too and last session the gunslinger obliterated the main enemy of the chapter by dealing ca. 130 points of damage - in one round. (I admit it: one hit was a crit). Group Evil did not even have a chance to act. ![]()
![]() I too love the idea and would buy such a box. I am always more a fan of encyclopaedic material than mere crunch. Golarion has so many opportunities. I liked the background information in the original RotRl series a lot but was underwhelmed with "Varisia, Birthplace of Legends". Compared to the Forgotenn Realms or the German Aventurien, Golarion is still a world hard to imagine; it does not invoke pictures with real depth in my brain. ![]()
![]() Skills would come with a ranger or inquisitor and a bard(arcane duellist). Jeremias: To ease your decision: If M plays a cleric, I prefer to be the arcane duellist in the game. I have a nice build worked out already - a very strong half orc version of Mungo Jerry's Ray Dorset (sideburns and all) or Billy Preston, travelling the lands with a small coach, two female background singers and a harpsichord. Ya know, it's not easy bein' green, but dem poor folks in Kenabres definitely be needin' some entertainment. ![]()
![]() First: I read your post; you stated you don't want to take Power Attack and you know you are not going to be a Powerhouse. Indeed, I fear with this build you're going to be more of a depleted shack. I don't think what you have in mind is going to work: no power attack, no THF or even TWF - in the higher levels combat maneuvers become less viable and you just don't do enough damage to be a threat. let's take a look at your damage at level 5: d6+4dex+2wsp+1magic weapon (assumed) +1 weapon training. 1d6+8.
At level 12(last level in PFS?), the height of you power, your damage will increase by about 10 points (d6 +7dex +4 greater wsp +3magic weapon +2 weapon training +2gloves of duelling = d6+18) doing 21.5 damage on regular hit. Maybe I am wrong, but I think that's not enough for a fighter of that level, especially when DR comes into play. What I like: you at least are going to have two good saves (Ref and Fort) So my suggestion is to take strength 13 and Power Attack Edit: Sorry, I forgot to take into account "Know thy enemy" another +2 to damage. ![]()
![]() Custom items are at a gm's discretion and that is a good thing. Our GM allows customized items as long as they follow the rules in the book. And if he does not allow one specific item, he will have his reasons. He usually does not allow us to change slots for specific items @Gauss: Is your quote from Ultimate Combat or Ultimate Campaign? ![]()
![]() If you're going on to play the cleric in higher levels you need the high wisdom to be a good caster, because not all situations can be solved by melee. With guided hand you make your top stat your to hit stat. High Wisdom not only gives high DCs, but bonus spells and a really good will save. So you have a flexible battle cleric, that will only deal a little bit less damage but be a great caster alongside. Think about Frightful Aspect and a quickened Divine Power at level 16; will it really matter if you do 3d6+35 or 3d6+32 with one hit? Because of the maxed out wisdom, you can do such a thing more often. ![]()
![]() There are more solutions. Some do it like Erikkerik, but this I see almost never being used (I know only one player who does it this way).
You just add the numbers like Erikkerik with one exception 00 + 0 = 100 not 0
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![]() blackbloodtroll wrote:
I bet James Jacobs will be happy to read such a nice commentary. Developer or not, he is doing the FAQ and everything. Don't wait for another answer; this thing is settled. If you want to play it the other way, do it. I think you are misinformed if you think his answers have no real bearing on RAW. ![]()
![]() I'd say it is clearly weapon training, the only question I had, when I read the archetype, was how do gloves of dueling interact with it? Is it +2 to attack, +4 to damage then? Gloves of dueling: "If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2." I'd say, yes, it sounds like it would. At level 9 you'd have a nice +4 to hit, +8 to damage. ![]()
![]() I'd like to create a character who is similar to Elric, probably living in the Forgotten Realms or Golarion. To which race/culture could he belong? Problem in a typical d&d Setting: there is noone comparable to Melniboneans (I don't think drow are a good fit). He could be human/elf whatever, just his attitude should be one of superiority. What class/es should he take? Stats? Level: Every level would be interesting. Elric as a greenhorn, advanced, as a hero. I think he should be able to brew potions/ fabricate drugs, summon (elemental lords?) and wielding a big sword (but the sword does not have to be like stormbringer although that's part of the original deal). I am even interested in skills. ![]()
![]() "But still Fighters are better Tanks than Paladins." (Alienfreak) No, just no. A paladin lays on hands on himself every round with only a swift action. He has he best saves in the game. I don't know anything about Kingmaker, but saves were and are, in all the PF/3.0/3.5 games I've played, very important. A fighter may be the better damage dealer overall (though I doubt it, if there are enough evil enemies), but the paladin will stay in the fight longer, because of lay on hands and his over-the-top saves. That's the job of the tank, don't you agree? ![]()
![]() Strangely enough all the monk hate only seems to come from people who never saw a monk during play, sometimes I think they don't even play at all only excel at mathematical calculations and ranting. Who tells me that SR is irrelevant with the argument "but the casters all all have spell penetration" that's just, I don't know, weird. No, they don't have. Maybe in your games every caster, every monster has spell penetration, that's nice for you, for your arguments. Just take an AP and look which casters/monsters have this oh so prevalent feat. I play this game every week, with different GMs/DMs who really know the rules (all levels) and I just can't follow your argumentation. But whatever, hate on. Just never play a monk. They are so terrible, and can do nothing, just like commoners. Exactly like commoners who make all their saves all the time. |