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TxSam88's page
Organized Play Member. 1,479 posts. 1 review. No lists. No wishlists. 1 Organized Play character.
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Claxon wrote:
Interesting, I think an aspect I hadn't mentioned before is that despite WBL not explicitly implying level restrictions on access to items, there is a rule hidden someplace about not spending more than 50% of WBL (I think) on a single item (I think it was in the section about building characters at levels higher than 1) which effectively would stop the kind of behavior you're referring to. We simply weren't allowed to "get ahead of the curve".
The only way we saw that we could "limit" this was to say those items were not available to buy, so the players just picked up the crafting feats and started making the items themselves. And to be honest, as play approaches 20th level, it's ok for them to do that at some point.
the issue now is, not only are they getting custom items of their choice easier - but the cost gets cut in half.

Claxon wrote:
Hmmmm.....my only response to that is to say...not in the games I played in.
What we found happened was that with WBL, the players would totally concentrate on one of the big 6 and totally ignore the rest, so they were getting either +5 weapons, or +5 armor far earlier than ABP would give them, and only once they had the main item they wanted mostly maxed out did they then spend cash on the rest of the big 6. this left the character weaker in their other aspects until WBL caught up. Or, they did try to spread their cash around, but quit around +4, because that was usually "good enough" and want to spend it elsewhere
ABP removed this weakness completely, as all the traditional 6 go up together, making for a more balanced, and more powerful/tough/resilient character. Parallel to this, was even though they had cash to spend on magic items not of the big 6 variety -in general they didn't want most of them as they felt they didn't add enough boost to their character. They also complained that they had bonuses to their character that didn't help improve their character at all, usually a mental stat bonus for the martials, or a physical stat bonus for the caster etc. they wanted to be able to move those bonuses someplace more useful
my group found that not only did ABP make the character over the top powerful - it also reduced the fun of getting/searching for/buying magic items.
you could just play a neutral cleric and pick up Versatile Channeler, it won't let you heal and damage at the same time, but you can heal and damage independently - plus, you're not limited to just a single creature type.
Claxon wrote: TxSam88 wrote: Liliyashanina wrote: ABP is indeed fairly martial friendly.
Overly friendly. we tried it for 1 adventure path and discovered that it built far more powerful characters than any of the other Wealth/magic systems we have tried. Really, how so?
For most martial characters I've played it simply worked out to being how I would build/buy my character assuming easily accessible items for the big six anyways. Because before, you maxed out at around +4 for most of your weapon and armor bonuses, and you seldom had the stat bonus items at +4, much less giving bonus to all 3.
with ABP, not only do you get +5 and more to your armor and weapons, you get a full +6 to at least one stat. It then freed up plenty of cash to spend on other magic items that just compounded the power level of the characters.
Liliyashanina wrote: ABP is indeed fairly martial friendly.
Overly friendly. we tried it for 1 adventure path and discovered that it built far more powerful characters than any of the other Wealth/magic systems we have tried.

Claxon wrote: Yeah, starting by simply removing outright offending kinds of metamgaic options is probably a good starting point.
Quicken (along with anything that would let you cast a spell at a reduced action cost), Dazing, Persistent should all be gone. Toppling spell is good, but I might still allow it as it's less problematic than the others.
Getting rid of the overly effective metamagic options would be a start toward in combat parity.
However, you'll never really overcome the out of combat disparity when casters can still create pocket demiplanes and the like.
If you really want to start down that road...it ends up looking something like the spellcasting in PF2.
Metamagic (using feats, not rods), consumes an enormous amount of resources for a caster. A feat slot each, increased casting time, and a higher spell slot. For that level of investment, they deserve to be potent (IMO they aren't worth it, but I digress). If you make it so that the caster cannot rest as often as he chooses, then as he uses these increased costs, he will wind up with lesser returns. Quickened, as one of the mentioned culprits, cannot be used on anything over a 5th level spell, and 5th level and upwards slots tend to be wasted when casting quickened fireballs, etc. especially when compared to the spells that you could be casting instead.
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So we play the AP's, with 4 party members, and we really haven't seen a huge advantage that casters have over martials - if anything it's just the opposite. Archers, gunslingers, and fighters, can quite often have the majority of situations dealt with before it's even the spell casters turn.
the only caveat I will grant, is that it's way to easy to have a huge over abundance of healing available to a party, which makes many encounters way less of a threat.
glass wrote: The spell wall of lava is Conjuration (Creation), so I would say that its effect is an object. It is debatable whether it counts as unattended object, but I think it probably does. However, it is definitely not a construct.
Therefore IMNSHO, you can cast greater object possession on it, but you'll get the standard object-possession version with the CP, not the control construct version.
I think I pretty much agree with this. While doable, barring the debatable unattended issue, you'd basically need to build the wall of lava using your CP (i.e. one CP for stone, once CP for burning, etc...)
glass wrote: Foeclan wrote: Back in AD&D 2e, the Monstrous Compendia were in 3-ring binders, so you could arrange them however you like. ...in theory. In practice, I would often struggled to arrange them as I wanted because they were often quite wide-ly spaced creatures on either side of the same sheet. I'm not sure if the OP's project will have the same issue. this is because they went against their original concept - the original idea was 1 page = 1 monster. so you could do exactly what has been mentioned. arrange as you like, remove to take to a game, publish new monsters in Dragon, adventures etc that could be added etc.
Sadly, with the cheap cardboard and even cheaper paper, the product was garbage.
Another one of TSR's great ideas that had poor execution.

thorin001 wrote: TxSam88 wrote: Mysterious Stranger wrote: The best way to do this is to use the pick only for the first two levels and then switch to a dwarf war axe Once you get slashing grace with the dwarf war axe you not only get DEX to damage it counts as a one-handed piercing weapon, so it works with all the swashbuckler class abilities.
AON lists the Heavy Pick as a one handed piercing weapon. I see no reason why it won't work with the Swashbuckler abilities.
heavy pick It works. The issue is recovery of panache is linked to crits and pick is 20 only crits, 1/3 the number of crits you get from traditional swashbuckler weapons. That is what makes it suboptimal. I found that the recovery of Panache was a non issue, the critical thing was to maintain 1 unspent Panache. After a few levels you should be doing enough damage that you're getting the killing blow often enough to keep the panache filled, gaining more on crits is just gravy.
the heavy pick is a devastating weapon - one we almost banned in our games due to it's damage potential. it's entirely feasible to go for a power attack/STR build and get extra damage that way. Since the swashbuckler gets an auto AC boost with the Nimble class feature, dex is less of a critical stat.
Mysterious Stranger wrote: The best way to do this is to use the pick only for the first two levels and then switch to a dwarf war axe Once you get slashing grace with the dwarf war axe you not only get DEX to damage it counts as a one-handed piercing weapon, so it works with all the swashbuckler class abilities.
AON lists the Heavy Pick as a one handed piercing weapon. I see no reason why it won't work with the Swashbuckler abilities.
heavy pick
is it just me, or is Elvanna not legal as written? I'm building her up in Hero Lab, and it's showing that she has too many hexes, too many feats, too many languages, and too many skill points... among other things
[QUOTE="Bjørn Røyrvik"
Dealing 40d6 points of damage per sphere rather than 8d6, primarily, but also the fact you can only be affected by one sphere per casting, however fun it would be to dump 160d6 damage on someone. While I will admit that 9th level spells should be nasty, and Meteor swarm as written is a bit underwhelming overall, but the potential to deal 40d6 to a single target (much less 160d6) seems a bit over the top.

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These are our base house rules - as we begin each new campaign they get modified to fit it.
1. No third party products
2. Character creation.
a. Ability stat generation style to be determined by Game Master prior to character generation.
i. Typical styles include:
1. Point build (example: 20 point, place as desired, then apply racial bonus).
2. Dice roll (4d6 drop lowest, place as desired then apply racial bonus).
3. Array (17, 15, 13, 13, 11, 11 place as desired then apply racial bonus).
ii. For Normal Games
1. Initial Stats (Before racial traits) must be between 10 and 17.
b. Allowed races.
i. For Normal Game
1. Core races can be freely chosen.
2. Featured races are allowed with discretion, DM’s approval
3. Uncommon Custom races, rarely with DM’s approval
4. Randomizer with DM’s approval.
5. No custom Races
ii. For Short Games
1. Core Races freely chosen
2. Featured Races freely chosen
3. Uncommon races with DM’s approval
4. Freely use randomizer
5. No custom Races.
c. Banned classes.
i. For Normal Games.
1. Summoner
2. Fighter
a. Archer
3. Undead Lord
4. Arcane Trickster
5. Arcane Archer
6. Anything from Occult Game
a. Kineticist is allowed.
ii. For Short Games
1. No banned list.
iii. At GM’s discretion
1. Gestalt may be allowed.
2. Any banned classes may be allowed.
d. Alignment.
i. Any non-evil alignment is allowed.
e. Equipment.
i. All characters can have “mundane” equipment of their choosing.
ii. No special materials or properties.
iii. Characters still get starting gold on top of “mundane” equipment.
iv. Ignore encumbrance. It is assumed you can drop your gear at the beginning of battle.
v. Unlimited “normal” ammunition except in special circumstances.
vi. No guns/technology except in the “appropriate” campaigns
3. Character Advancement.
a. Experience Points
i. Use “Milestone Levelling”
ii. All party members will be at the same level.
b. Hit Points
i. When rolling for Hit points, reroll until you get a number on the upper half of the die.
1. Example, if you roll a d8 for HP, you can re-roll any result of 1-4.
ii. For Gestalt Games use Max Hit-points
4. Spells and Magic.
a. Use Spell memorization per rulebooks.
b. No spell components are required.
c. Spell Concentration is not used.
d. Use the spell templates we have created instead of the “grid” spell areas.
5. Combat.
a. Bleed is not used.
b. Critical hits:
i. A roll of a 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
c. Surprise Round
i. If surprised (unaware) you are considered flat footed until your turn and do not get to act in the surprise round.
ii. If not surprised, you may take a Move or a Standard action.
iii. Even if you have already gone, you are still considered flat footed vs. undetected (Stealth or Invisible) opponents.
d. Precision Damage
i. If any of your attacks qualify for precision damage (backstab) during a round then all of your attacks versus the same opponent qualify for precision damage.
ii. You cannot use precision damage against an opponent who has concealment.
e. Sniping (Attack at range, while stealthy)
i. Can grant precision damage if applicable, typically to a target which has not seen you.
ii. After your attack, if you have not moved, you may make a stealth check. If successful, then you have not been spotted and may attack again from stealth the next round.
6. Movement.
a. Diagonal movement is still 5’ per square, no normal square counts double.
7. Skill and Ability checks:
a. A roll of a 20 is always a success, a roll of a 1 is always a failure.
8. Poison
a. Characters use the Unchained Poison rules. (See Appendix)
b. Encounters use the rules as written.
9. Saving throws
a. A natural 20 is always a success.
b. A natural 1 is always a failure.
i. Items do not need to make a check on a natural roll of a 1.
10. Spell DC’s
a. Spells DC is based on the highest-level spell the caster can cast, not the spells actual level.
11. Magic items and Items carried.
a. Cannot be damaged or broken unless specifically targeted.
i. Unless their description says otherwise.
12. Eidolon
a. Equipment which has been attuned to the Eidolon (worn/wielded for 12 hours) travels with the Eidolon when it is summoned/banished.
13. Feats
a. Use the Elephant in the Room “Weapon groups”
b. “Bladed Brush” does work with Spell Combat and Spell Strike.
c. Banned Feats
i. Leadership
14. Under trial:
a. Automatic Bonus Progression.
15. Fear
a. Modify the different stages of Fear to be as follows:
i. Shaken: -2 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. (This is as normal)
ii. Frightened: -4 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks, Cannot take a full round action.
iii. Panicked: -6 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks, Can only take 1 action per turn.
16. Sickened and Nauseated
a. Modify the different stages of Sickened to be as follows:
i. Sickened: –2 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks.
ii. Nauseated: –4 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks. Can only take one action per turn. Cannot cast spells with a verbal component.
we quit using encumbrance long ago. unless the characters are in a dire situation, after a few levels, magic and magic items make carrying anything you want pretty much a non issue. and it makes sense that character could quick drop their packs when combat starts. The only thing we still use is a simply limit on what they can have "handy", which is generally limited to a couple of weapons and a few magic items.
sounds like you're wanting more HP (as this is probably the biggest place the stats gets used every level), just use max HD and leave it at that.
I think the confusion here is with the Eidolon. Your player wants to summon an eidolon that is an Azata. that's not how it works, he is not summoning an Azata, he is summoning an Eidolon, which he can make LOOK like an Azata. None of the Eidolons stats are based off of the Azata, but on the Summoners caster level, and the shape/evolutions he spends on the Eidolon.
Melkiador wrote: TxSam88 wrote: Melkiador wrote: You’ll want plans for when you get grappled. Dimensional Slide That doesn’t work.
Quote: Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity dimensional slide wrote: This ability is used as part of a move action Cannot move /= cannot take a move action. there are quite a few things in the game that are move actions but are not moves.
Melkiador wrote: You’ll want plans for when you get grappled. Dimensional Slide

Taja the Barbarian wrote: We're going to need a little more context here:- First of all, are you really combining a 25pt buy + Gestalt + Mythic? Honestly, that's a bit of overkill for a 15pt buy + Mythic adventure that is really kinda easy by the end.
- Second, what is your actual intent with this character? Is it just a caster with a martial 'side-hustle' or is it something more ambitious? You kinda need to outline what you plan to do as you level up for us to advise you on your viability.
The GM has asked that all characters be either Paladins or Inquisitors a one half of the gestalt build. My build is trying to be more Wizard/swashbuckler with the virtuous bravo archtype. The paladin class is really little more that a disguise.
I'm hoping to build up mainly as Wizard/Archmage/utility wizard, but be helpful as a flanker and able to do precision damage. Daggers with TWF is the main attack, the Glaive is again more paladin disguise, imagine a Paladin that fights dirty. Eventually I want to pick up True Name Exploit and be able to summon some demons to help us fight the demons. I'll be the Paladin with questionable alignment in the end, but they keep me around because of how helpful his abilities are.
We did a lot of discussion as a group around 25 point/gestalt/mythic, and decided it would be fun to go over the top, and the GM says she can certainly increase the difficulty yo make it a challenge.
Mysterious Stranger wrote: When I first read the paladin wizard it looked like a terrible idea, but for a WoR campaign it looks like it will be surprisingly effective. I am assuming you are raising your INT, DEX, and CHA as you go up in levels. So, far it looks good but what is your plan forward?
I do have to agree that a 25-point gestalt mythic might be overkill. Hopefully your GM is boosting the difficulty a bit.
yeah, INT/DEX/CHA are the main stats to boost.
The biggest pro to the adventure path is that, IMO, you get a far better story in the same amount of DM prep time.
Aside from that Paizo has made supplemental products that go along with each AP, like dice, Pawns, NPC cards, Primers, Miniatures, Etc.

Our group will be starting Wrath of the Righteous soon and this is what I have put together as a potential character. Once the Mythic levels hit, I plan on going Archmage.
I'd like to know if you think it's a viable build, anything in particular I should pick up a long the way, or any general advice
Thanks ahead of time
Caleth Aranor
Male half-elf paladin (oath of the mendevian crusade, virtuous bravo) 1/gestalt 1/wizard (exploiter wizard) 1
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +3; +2 vs. enchantments
Immune sleep; Resist fire 1
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
dagger +3 (1d4/19-20) or
glaive +1 (1d10/×3) or
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks arcane reservoir (1/4), smite evil 1/day (+2 attack, +0 AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
At will—detect evil
Wizard (Exploiter Wizard) Spells Prepared (CL 1st; concentration +6)
1st—mage armor, shocking grasp
0 (at will)—arcane mark, light, message, ray of frost
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Statistics
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Str 10, Dex 15, Con 12, Int 17, Wis 12, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Scribe Scroll, Skill Focus (Linguistics), Spell Focus (evocation)
Traits demon eradicator (mendev), riftwarden orphan
Skills Knowledge (arcana) +7, Knowledge (planes) +7, Perception +4, Spellcraft +7, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Hallit
SQ bravo's finesse, elf blood
Other Gear dagger, dagger, glaive, backpack, bandolier[UE], bedroll, belt pouch, flint and steel (2), hammer, ink, inkpen, iron spike[APG] (5), mess kit[UE], pot, sack, sealing wax, soap (2), spell component pouch, tabard[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 960 gp, 6 sp, 4 cp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +0 deflection bonus to AC when used.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
we're currently playing a campaign with a winter witch/gestalted with a cold based kineticist that's very themed and very potent.
Dragonchess Player wrote: Plus, the "typical" party back then was usually six to eight characters instead of four. Yes, there we even nights when we had upwards of 15-20 players and just 1 GM. I do not miss those days - as very little got done.
Mysterious Stranger wrote: Invisible Blade has a prerequisite of 10th level Ninja, the character only has 4 levels of Ninja so will not qualify.
didn't build it, and he didn't list what class he had taken at what levels, didn't feel like sorting it out.
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At 10th level or higher - I would try to get Invisible Blade. Greater Invisibility allows you to get sneak attack on ALL your attacks.

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Derklord wrote:
While you could argue a tank as a build does exist, when people talk about what they need for a party, the mean tank as a role, and that cannot exist without a reliable way of making sure that character gets attacked. simple - be in front - be a threat, have tons of HP or AC.
it's not hard to do.
Way too many bad guys have just melee weapons, simply being in front is usually enough to "draw aggro".
But in table top RPG's drawing aggro is not the definition of Tank. Tanks can take a ton of damage, thus freeing up the healer to keep the rest of the party alive.
as for wasted resources, I disagree.
Derklord wrote:
Can we please as a collective stop calling this outdated garbage "balanced"? It's not. It never was. It's literally one of the most unbalanced parties you could make
NO - because it was and still is a very balanced party - it covers all of the potential encounter types in a classic style adventure.
Just because YOU don't like it, doesn't mean anything to the rest of us.
you are correct, typical use of it is to spread it on the ground, it creates a hole, 6' in diameter, and 10' deep. you need to be able to spread it out completely. so no putting it on a ceiling or wall.
it does not allow you to pass through floors or anything like portrayed in the Drizzt novels.
aside from it being a very lightweight portable storage system, people can hide in it, as long as the air inside lasts, or if they have a way of not suffocating.
the intent of the item is to store things, but that they are not easily retrieved during combat.
Dragonchess Player wrote: TxSam88 wrote: Derklord wrote: And a tank isn't even a thing in this game.
yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP. He may be using the MMO terminology of tank as "drawing aggro." Not the original RPG terminology of a character with high defenses and causing high damage. welllll - I guess since we are discussing an RPG, then......
Derklord wrote: And a tank isn't even a thing in this game.
yes it is - it can be done typically 2 ways, someone with lots of AC, or someone with lots of HP.
Oli Ironbar wrote: TxSam88 wrote: I'm not sure when this situation would occur. even with homebrew, the encounters presented to the party should be the appropriate CL for the APL. Yeah, our player who has mastered the prepared caster has negated a number of encounters entirely or otherwise just tips the odds so far in our favor that our martials (who already punch above the APL) just have to clean up consistently.
Do your GM's just increase the CR above standard for the APL? Oh, long ago we decided to always max hit points on the bad guys, and then upped the CR of the encounter. at low levels not so much, but as the party gets closer to 20th level, we up the CR more and more (usually about CR+5 at 20th level).
remember the CL vs APL system was meant for 4 inexperienced players at 15 point builds, with non-optimized characters in a non-optimized party.
if you change any one of these, you need to up the CR.
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I'm not sure when this situation would occur. even with homebrew, the encounters presented to the party should be the appropriate CL for the APL.
the closest I have come to this is every once in a while, a party will have EXACTLY the right tool to negate an encounter with a single dice roll or less.
Melkiador wrote: Merellin wrote: I dont know why everyone is bringing up wizards, Wizard was never on the table, I'm pondering Arcanist or Sorcerer, No interest in Wizard... I guess it’s just the nature of the discussion. Hard to discuss the users of this spell list without bringing in all 3 options. Honestly, all three are surprisingly well balanced against each other. For this discussion, I prefer sorcerer for blasting and arcanist for utility.
Also, as Mysterious Stranger pointed out, arcanist archetypes are pretty significant. They can really change the way the class plays. I bring up the Wizard - specifically the Exploiter - because it basically is an Arcanist, but on Steroids.
Melkiador wrote: Merellin wrote: I dont know why everyone is bringing up wizards, Wizard was never on the table, I'm pondering Arcanist or Sorcerer, No interest in Wizard... I guess it’s just the nature of the discussion. Hard to discuss the users of this spell list without bringing in all 3 options. Honestly, all three are surprisingly well balanced against each other. For this discussion, I prefer sorcerer for blasting and arcanist for utility.
Also, as Mysterious Stranger pointed out, arcanist archetypes are pretty significant. They can really change the way the class plays. Agreed, I have found that the Exploiter Wizard, with the Admixture school, is better than an Arcanist, and on par or better than a sorcerer.
it may be my play style - but I find Arcanists to be superior to Sorcerers, the Arcana abilities, combined with a larger number of spells known make it a better class in my opinion. but I've never had an issue with knowing what spells to learn - the list is generally pretty simple.
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Lord Fyre wrote: Taason the Black wrote: While there are many Pathfinder rules that do not make a lot of sense to me, none is worse imho than the rule that all paladins have to be LG. With that said, it is impossible to be a paladin of Cayden Cailean since his alignment chart is CG, NG, CN.
The actually concept of paladin is holy warrior for a deity, not some overzealous policeman upholding the law. For that you have hellknights.
Is there a workaround for this or does PF throw its hands in the air and just say not all good aligned deities have paladins? Given the way that Paizo changed Paladins in 2nd Edition, they agree with this idea. Gray Paladin exists in PF1
Melkiador wrote: In my experience, it is incredibly rare to have a paladin in your party and somewhat rare to have a magus. You’re more likely to have a ranger and a fighter or rogue. My experience is exactly the opposite. We have 2 players that play Paladin and Magus over 50% of the time.

doc chaos wrote: 40 or 50 sounds good. so, I really liked how Skulls & Shackles handled it. As a Pirate Lord, you and your party, along with your crew, fight against another pirate lord, his henchmen, and his crew.
The actual in game part is purely your party and maybe 4-5 crewmen, against the pirate lord and his small entourage. All the other crew are simply fighting in the background. whoever wins the small battle between the parties, wins the overall battle. while your crew takes some losses, enough of the other crew are willing to swear loyalty that the net effect is you still have a full crew (maybe a few extras).
As for other methods, breaking then 40-50 per side up into small 5-10 person encounters on the battle field, while the rest rages on in the background seems workable.
I also like how Reign of Winter handles large armies. Basically they cam up with a new type of Swarm, the "Troop unit". 20-40 men act as a single large swarm. So your party or 4 can go against 4 or 5 "troops" which in reality is 100 men.
what are you talking about when you say mass combat?
Whole armies with 1000's of troops, or small bands of like 40-50 on each side?
Alchemir wrote: I had a discussion with our GM about the general ruling of the lvl4 cleric spell "blessing of fervor". One of the effects, you can choose from while under the effect of the spell is "Make one extra attack as part of a full attack action, using its highest base attack bonus."
Example. I have a cleric with two attacks, +7 and +2. How many attacks do I get and what are the attack boni?
Our ruling so far was that I get two attacks with +7, and that's it. Or should it rather be two times +7 and once +2?
Is there any official ruling for this spell?
No ruling needed - its very clear that you get an extra attack on top of all the attacks you already have. Same as Haste
They did this in the Rolemaster system. when you learned a spell, you actually learned a "list" of a spell, and based upon your level and how much mana you pumped into the spell, you gained higher level effects of the spell.
For instance, if you were 5th level, you would know the whole lightning bolt list, all 1-20, steps of it, but you could only cast the first 5 steps, and you topped out at spending 5 mana, so, if you wanted a small lighting effect, you could spend 2 mana,getting the 2nd level effect, or go for broke and spend 5. (you could only spend as much mana on a spell as your level)

Phoebus Alexandros wrote: Giant Hunter's Handbook said wrote: If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. I think RAI here points to feats that require a character to be wielding a light weapon, rather than feats that merely improve when a light weapon is used. At the same time, "Two-Weapon Fighting can be used in conjunction with light weapons" is an objectively true statement. Authors interested in a more restrictive use of Effortless Lace could simply have written "require the use of light weapons," instead.
Regardless, Effortless Lace strikes me as very cheap even if it's only intended to be a back door to Weapon Finesse, Piranha Strike, Cloak and Dagger Style, etc. Considering that for the most part, effortless lace allows you have all that stuff and swap from a d4/d6 weapon to a d8, it really doesn't "do" all that much.
Anonymous Visitor 912 883 wrote: @schoolboy runaway Yes, you can — but with caveats. Rapiers are classified as one-handed piercing weapons, and they are not light weapons, which affects how Two-Weapon Fighting (TWF) works. Give both Rapiers Effortless lace and suddenly they are light weapons....
"As an immediate action (but no more than once per combat round), the current user of the Sihedron can instantaneously transfer the artifact to another willing creature within 120 feet."
So the GM might have misread this ability of the Sihedron, thus why you were able to apply it to the whole party. As for the +4 to a Stat, that was most likely a house rule to make it somewhat more powerful, since as is, it's a but of a weak artifact.
3 levels of Musket Master Gunslinger - 17 levels of Eldritch Archer Magus.
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"The weapon retains all of its enhancement bonuses and weapon special abilities."
All of the things the Null blade does is either an Enhancement Bonus, or a Special Ability. RAW, those stay if it's turned into another weapon.
GM DarkLightHitomi wrote: Goth Guru wrote: Bell curve option. Replace D20 with 4D6-3.
Less fumbles and crits, if you want that. I’m curious, why this? What’s your thinking that leads to this option over those in the opening post? my guess is that it gives a bell curve option, but keeps the roll numbers of 1-21, which is essentially 1-20, so nothing else needs to be changed.
my pawns arrived today and in great shape - thanks again to Ben for his contribution to my PF1 addiction.
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Sysryke wrote:
1. Where does your screen name come from?
2. If it is a character, have you ever played the character in any games (single, multiple, different systems)?
3. If it's something else, what?
4. (Only if it's not against the rules) Country of origin (just country), to help give a SMIDGE of cultural context to any ideas or references.
1. I'm from Texas, my name is Sam, my lucky number is 88.
2. it is not a character name.
3. it's my location, my name, and my lucky number
4. I'm from Texas - greatest country on the planet.
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