*insert-name-here* wrote:
What you're looking for is something along the lines self-forged PrC from Eberron.
So this same question just came up less than 2 weeks ago not to mention the many other times it's come up in relation to spellstrike. Here's the thread. I'm pretty much simply going to link my post on the matter and copy paste relevant info. I recommend visiting that thread and simply bumping the FAQ there if you haven't already and if you want clarification sinking FAQ flags into the highest might be work nicely. CRB 'Shocking Grasp' wrote: When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal) --- Sean K reynolds (PF Official FAQ) - 'The only official source of clarification that touches on the manner that I'm aware of' PF Official FAQ -Sean K. Reynolds 2/07/12 wrote: Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185).............Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells. --- Touch spells in combat 'CRB'Touch Spells in Combat - 'Holding the Charge' wrote: Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. --- The two basic rules of thumb being: 1.) The spell confers a +3 bonus to an attack roll to deliver the spell. Since it's doesn't say 'melee touch attack to deliver the spell' it applies to unarmed strikes, natural attacks, and spellstrike all of which hold the capacity to do damage on their own and hold the possibility of being a miss in their own right without the bonus.
StreamOfTheSky wrote: I would say no. The +3 is to touch the creature, but armor, natural armor, and shield AC, the stuff that makes touch AC and full AC different numbers in the first place doesn't care if you touch them. Actually you could always deliver the spell via a natural weapon or unarmed strike. The spell specifies attack role to deliver it never discusses touch attacks. Jiggy wrote: Didn't you know? "RAW is debatable" is code for "there's a view I like that doesn't have anything to support it". ;) RAW is generally debatable based upon language, RAI is usually only debatable upon the language of a devs comment. Everything else related to RAI is usually just an expression of personal opinions on how one believes things are intended.
That's actually subject to debate I believe there was a recent thread on it Here. There's also a few other threads as well I believe. They're worth a look. I'm pretty sure there's no clear answer so my best advice is ask your GM if playing a PC BB-Magus or simply invoke rule 0 if you're the GM. For PFS I wouldn't know, but I'd wager it's not allowed as per airing on the side of caution. Still my personal opinion is similar to this post In the same thread. TL;DR being that yeah, but it counts against it's upgrades down the road meaning you can never use your arcane pool to make your agile black blade Vorpal at level 20 as it would boost it's enchantment total +11 so the effect simply fails to manifest. I wouldn't be comfortable saying that is in cold hard fact the rules or anything, but simply my own take and personal houseruling on something that's at least a bit unclear. If you're a sport you might feel inclined to bump the FAQ on the thread I linked.
That's good I hear the first is usually the hardest. On a RP note: Silyph's whole bowing routine is something ingrained in her behavior the deeper the bow the more respect she's trying to convey. Typically she bows deeply towards humans, slightly less for elves and half-elves, less for half-X, and almost a small nod towards halflings and gnomes. Habits die hard. Suleiyel wrote: Throughout the week, Suleiyel can be seen chatting animatedly (or occasionally whispering) with the tanned, tattooed elf girl She's less tattooed than branded, but she has a few. Most of her tattooing/branding are 'work' tattoos/brands in that their in areas that are hard immediately see (Arm, wrist, hand, shoulder, lower neck, back... ect.) Each is marked over with a scared 'X' brand that indicates she's been sold from such an owner. The practice being that the brands/tattoos make it easier to know who owns a slave upon escape and the X indicates previous ownership so one can track ownership history. The Tattoos are usually reserved for the richer owners due to their finesse and preferred because of the detail and the ability to add colour to the markings. Thought, I'd clarify since it's a little specific. Knowledge of such things would probably fall under the purview of Knowledge Local or depend on knowledge of slave markets.
@Damian Coldshadows: Could you elaborate even further on the context and the specifics of the event. Context does matter so as much that you can provide is helpful. For example:
I would appreciate it.
To me this is less of a matter of bringing up the 'always evil trope' or the semantics of is the simple act in of itself evil. There's a strong context implied by the OP and morality is not measured in a vacuum. Context matters a lot. The fact is that given the context the character did something that would take a full round action to perform that provokes AoOs on a helpless opponent who wasn't presenting a threat. Keep in mind that the character is choosing to do this instead of dealing with the likely formidable threat around him/her. If someone was concerned with stopping this danger the goblins might pose to innocents than going out of your way to slit the throat of your goblin captive in front of his father when negotiations break down doesn't seem to be the most logical use of your resources. The only way I see this as a logically executed use of resources if your intent was something along the lines of: "Inflicting the traumatic suffering upon your foe as he watches the light leave his own child's eyes as punishment for not cowing to your wishes in negotiations." if that was the intent the actions seems pretty clear cut and sensible to me. That seems the most reasonable excuse for why such a character would take such an action given the context we know. We can't necessarily make assumptions with true certainty about the situation, but we can infer the most reasonable iteration of events. I'm willing to make that bet and make the call that this was probably evil.
For reference my own preference for house rules is almost word for word of the same as Obirandiaths. I would like to make it clear that the matter of fact manner that those that support the idea that it doesn't work is based upon the bias of how those particular individuals think it should function rather than a misinterpretation of the English language. To be perfectly up front and to not obfuscate the clear answer as though it was a disagreement among opposing opinions here's the language:
CRB 'Shocking Grasp' wrote: When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal) --- Sean K reynolds (PF Official FAQ) - 'The only official source of clarification that touches on the manner that I'm aware of' PF Official FAQ -Sean K. Reynolds 2/07/12 wrote: Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185).............Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells. --- If you need another reference;Touch spells in combat 'CRB' Touch Spells in Combat - 'Holding the Charge' (CRB) wrote: Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. --- Nowhere is there any evidence that I'm aware of that changes how the rules are expressly written or anything concrete that supports the personal opinion that it doesn't function in such a way per RAW. It seems pretty clear in my opinion unless I'm fundamentally misunderstanding the language. 1.) The spell confers a +3 bonus to an attack roll to deliver the spell. Since it's doesn't say 'melee touch attack to deliver the spell' it applies to unarmed strikes, natural attacks, and spellstrike all of which hold the capacity to do damage on their own and hold the possibility of being a miss in their own right without the bonus.
While the way people think the rules should work has discussion value it is erroneous to support that they do function in that manner. This is a question posted in the rules question section not the house-rules section. So if you're looking for a clear cut answer and I assume you are then the answer is, Yes. AFAIK. If you want peoples opinions on how it should work that's a different matter entirely. I will add my vote to bumping the FAQ on this question, though. As any rules clarification is always nice.
3.5 Loyalist wrote: Killing evil a bit dishonourable or caddishly, does not make one an evil agent, as long as you stick to knocking off evil and don't go slaughtering good or neutral kiddies. Rogues kill evil by stealth and when they are helpless all the time. As do high initiative rangers, barbs, fighters, wizards, etc etc etc. I would agree in so much that it doesn't make one an agent of evil, but I still believe it to be an evil act in of itself without the benefit of further any further perspective. Taking into account a few questions:
To me the implications set forth by the OP seem to paint a picture of one along these lines: The character specifically slit the helpless prisoners throat in front of his father to meet out punishment for not meeting the party's demands in negotiations. In a coldhearted callous and unnecessary manner meant to inflict emotional harm upon his foe. IMHO; Further context or a more elaborate view of circumstances could effect the situation at hand, but I believe the above has been at least implied and as such would definitely qualify as an evil act in my book. It only holds more weight if the character in question shows little remorse for such behavior or takes it a step further and indicates that the character derived any measure of joy or pleasure inflicting such a trama upon his foe.
Paladin of Baha-who? wrote: I don't think a hag counts as an outsider, at least not the ones with the coven ability. A Night Hag is an outsider and has access to the coven ability. It can be summoned via Planar Ally spell for a Divine caster or summoned with Planar Binding spell for a Arcane caster. Or through a Gate spell if you want to reach for 9th level spells. A Cleric Picks up Planar Ally at 11th level which coincidentally is also when he/she picks up Create Undead. I also concur with shadowcat a Juju oracle makes for a very powerful Necromancer. It has some distinctly sweet advantages over the cleric if you don't mind the obvious specific shortcomings of playing an oracle over a cleric.
Another piece of advice to keep in mind is that animate dead works off of Caster Lvl and there are a few ways to boost it either permanently or temporarily. If you combine them with the spell Desecrate and the Undead Master feat for maximum efficiency things get even better. These are the ones I know of:
Total possible: +10 CL I'm probably missing a few other methods and it's not normally feasible to pick up all of them, but every little bit helps to expand your undead horde. If you want to gain access to Create Undead to start making more horrible creations a Candle of Invocation can allow you to prepare spells as if two levels higher opening up access earlier. Combine it with various methods of raising CL and you can feasibly start producing evil abominations as low as level 9. (I'd recommend the Wright or anything that has the ability to create and control spawn to add to your horde without the need for adding to your HD limit). There is a sort of fun thematic of a tattooed necromancer sacrificing a bound foe on a desecrated alter to his/her fiendish god during the full moon and performing an blasphemous ritual at play if you take advantage of such things. You can always keep uncontrolled undead in either a bag of holding, portable hole, or other such storage devices. They don't usually need to breath or anything. So as far as feats I'd recommend (in no particular order):
If allowed a Dhampir as a race synergies very well with a class that channels negative energy due to it's negative energy affinity. Hope this was helpful.
If you're using Ultimate Magic I'd recommend taking a quick look at Variant Channeling (Undeath) It sort of shoehorns you into playing a cleric of Urgathoa, but chances are that might be where you fall anyways as a cleric Necromancer. The Undeath Variant Channeling is basically the same as regular channel negative energy, but better. It should stack with Undead Lord and it's 8th level power if I'm not mistaken, which is quite nice.
Red Ramage wrote: question: Does a Hexcrafter magus qualify for the extra hex feat? It would at my table, but if you're looking for RAW... Relevant:
Hexcrafter
A Hexcrafter Magi does not get the hex class feature, but instead gets the 'Hex Magus' class feature. If you're looking for a strict RAW reason to not allow it than the fact that it isn't exactly the hex class feature and in both function and name is valid.
Not sure if this is accurate, but would Non-Detection work? Relevant quote:
True seeing is a divination spell so unless I'm completely off mark it should require a CL check against 11+ CL of the non-detection spell. So magically disguising an object or creature warded with non-detection might do the trick, but illusions or spells that don't specifically target an object or creature would yield no benefit from the ward. So if you're invisible, polymorphed, or something similar a non-detection ward would be useful. Otherwise blindness/dispell magic seem to be the way to go.
Sorry for lagging behind on posting a little bit since the breath of life has been kicked back into this game. Midterms/Spring Break/Mass Effect 3/ Personal things have distracted me the last few weeks. Anyways I can post with more frequency now if needed. I'd like to ask a few questions if I may:
I'm not terribly in need of pulling a 1 hour work day and replenishing my characters spells or anything, but I don't want to suggest we barrel on if we risk fatigue or something. On a side note my classes build is pretty hefty in the power department at level 4/5 when the dervish dancing magi comes into it's own, but pretty much flattens out till 11th where it gets it's last gem which is improved spell recall then stagnates till 20th. If you need any suggestions on how to balance encounters to make things harder for her specifically shoot me a PM since I've got a strong handle on Nera's specific weaknesses and know a few tricks that would ruin a Magi's day effectively. Not that you might not know them yourself or even need to, but if you'd like I'm always willing to offer up the info on how to effectively put the screws to her.
Some call me Tim wrote: I think I'm going to have to have some goblins set up such a trap. The party opens the door and sees a couple of scrolls tacked to the wall. If the party reads them, BOOM! If not have a goblin with a spyglass read them aloud. BOOM! Hilarity ensues. That would be really weird if the game is set in Golarion as standard PF Goblins universally hold a strong hatred of written language believing them to steal words from your head and are typically functionally illiterate. Granted they probably do like explosions, though.
Malignor wrote:
I wouldn't recommend using fireball on a web. It destroys the functional purpose of a web since fire removes the web. If you're looking to pick up extra damage the spark cantrip works nicely. It's effectively a 2d4 fire damage with no save for the price of a cantrip which makes it nearly as good as magic missile at early levels. Web + Spark to create a source of fire followed up by pyrotechnics is pretty brutal. Both choices on Pyrotechnics are functionally sublime. Smoke Cloud negates ranged attack against you while they're in your web and imparts a -4 penalty to STR/DEX making it harder for them to avoid being grappled each round and thus stuck. Fireworks can effectively blind those that aren't even stuck in your web due to the 120ft area effect; just be sure to tell your comrades to break line of sight to the fire in a language they'll understand that the enemy likely wont before hand. The DC 10 acrobatics check to move faster than half speed or fall prone plus the -4 penalty to STR/DEX and the 50% concealment given to everyone from attacks is nice when combined with web. While, I love black tentacles I find myself using web more often if I have spark and pyrotechnics memorized.
Play a Synthesist summoner and pray for a high Charisma roll. They have slow progression on spells anyways so it'll give you time to pick up a STAT boosting item along the way. You're physical ability scores get set at a static number when you're fused with you're Eidolon so that's nice. You'll still want high charisma so you should probably pray to the dice gods, but an 11 or 12 can manage well enough. If you get unlucky enough to roll lower than 12 on CHA simply ignore casting and be a tank/brute type character. Alternatively, tell you're DM he's being impractical and find a better game.
MendedWall12 wrote: What does bother me is when somebody uses their Bluff skill to try and get me to believe that what's happening is really emotionally relevant. False drama can take a flying leap off a precipice as far as I'm concerned. Man, you you must really hate all the various forms of fiction from literature, to television, to films. A ton of forms of entertainment are false drama meant to suck you in and temporarily trick you into believing it's emotionally relevant. False drama is one of the core foundations of art across every medium. Hell, pathfinder is a game that revolves much around creating a make believe world filled false drama.
TriOmegaZero wrote:
Either an Oracle (Lore) with Side-step secret, or an Oracle (Nature) with Natures Wispers. CHA to AC instead of DEX + to Reflex/CMD depending on which one you go with. I've played a Nature Oracle with a considerably good acrobatics score with a DEX of 6.
DreamAtelier wrote: Someday I'll get picked for this AP... I feel you. Maybe 5th time around will be my lucky number. :( Hope everyone has fun! [shameless]<_< Looking over the list it seems team 1 has an extra player. You wouldn't need a 6th for team 2 would you? A Charisma based class might round things out; perhaps an arrogant Teifling Sorcerer? ;)[/shameless]
Jiggy wrote: The issue is that the terms get used soooo much (usually incorrectly) that they no longer mean anything. Any legitimate use of the terms will get lost in the noise. Hmm? Well then the best we can hope for is a saying "I'm sorry, but I disagree with your use of that term and believe you're using it improperly. Here's a link to wikipedia on 'fallacies' and 'strawman'." Though, I suppose that doesn't quite have a proper 'umphf' behind it. Isn't the whole bit technically a veiled dig at a specific group of posters and calling them obnoxious by misusing/overusing the term? Or am I building a strawman? Or is this just idle trolling? I thought your theatrical response to shallowsoul was quite funny and spot on. Coffee nearly came out my nose. Good job, sir.
I've never used accusations of building & burning a "Strawman" or pointing out that someone is committing a "Fallacy" on these boards. Anyone care to inform me how or why this is bad form? I've never used them as codes for "stupid" or anything myself. I use the word stupid for stupid as it honestly seems easier. I mean if someone is clearly burning a strawman or committing an easily identifiable fallacy is it not kosher to politely point it out? It's not really that difficult of a concept nor should it be considered a pointed insult in of itself.
King Markadian V wrote: Because a couple people have asked (via PM), RP or not in the recruitment thread will not hurt or support your chances of getting in. It is fun to read them though. The plans for a reality show go through my head though... I feel like if I roleplay with Vladi any more in these recruitment threads it'll break my little heart if he doesn't get accepted.....
DeathQuaker wrote:
I second this post as the most sound advice in this thread. I'll also add to the call of those suggesting you ask your DM to allow the Evangelist archetype. Often core only is set up because of people wanting the game to be simple or a fear of some of the newer classes having some powerscale issue. If it's the latter Evangelist is a vary timid archetype that isn't much better or worse than a standard cleric and fits the bill of a bard/cleric. I'd go the route of asking politely showing him the links to the SRD/PRD if he needs a reference and you don't have a copy and simply explaining that thematically the class suites what you might be going for and is much easier than trying to make a bard/cleric multiclass. Explain that you'd really like to play that type of character without gimping yourself too much and being considerably less helpful to the party. Cross your fingers and hope for the best.
Adamantine Dragon wrote: For example, if someone posts "which is a better animal companion, the tiger or the wolf?" Someone will invariably pop in with "both of those are crap, good players always pick dinosaurs!" Tiger, the answer is clearly Tiger. The best additional advice is that you can release your animal companion and get say....A dinosaur. Or simply try out both and see which one you like better. :) Jiggy wrote: First, that whenever I see a "roleplay versus rollplay" argument come up, the majority of the attacks and finger-pointing is from the roleplayers toward the rollplayers, while the rollplayers (mostly) just try to defend themselves and point out that they can roleplay too. It's like 70/30-ish. I pretty much agree with this sentiment. The roleplayer/rollplayer dichotomy usually revolves around the presumption that an optimizer is incapable or bad at role-playing on the very basis that they are partial to optimization. Granted, I can give way to the possibility that a rollplayer might be more likely to have a predisposition to treating the RPG like it's a video game. The assumption that both aspects are mutually exclusive is a little much for me to swallow. In a group I frequently play with the best optimizer is consistently the best role-player. One of the worst optimizers is often the worst at role-playing. Then there are those that are in-between. It's a Pen and Paper roleplaying game. If there's no interest in roleplaying and developing a character and delving into his/her shoes. I beg the question why is anyone playing? There are much better less time consuming hobbies if someone isn't interested in the core function of the game. OT: I think this thread makes a good point though, ideological debates on certain subjects should be relegated to discussion or other areas not rules questions. Rules questions should be clarification on how rules work either via RAW or RAI and any extension of said topic when things are unclear or there are dissenting opinions. I'm personally perfectly having those discussions in a rules thread, but I'm keenly aware that the discussion has clearly veered off-topic.
Wraithstrike Minion #1 wrote: I nominate lord WraithStrike. I second this nomination! In all seriousness yeah that probably needs to stop. I'll argue the merits of claiming something is cheese/broke/overpowered/should be barred from play/cheating in a rules thread because at the time that's brought up the topics gone off-topic at that point and that's only because someone might be wrong on the internet.
Necromancers are classy BBEGs because their lair can be huge and they don't necessarily need to control all of the undead in their lair. Just the ones that are in the immediate vicinity. A lot of higher powered undead are the bane of players do to the possibility of doing ability damage or stacking on negative levels which can wear the party down. The low level types usually have DR/[weapon damage-type] making them troublesome at early levels. Along with immunity from con/fort save effects with mindless undead ignoring mind-effects makes them a little more troublesome. Some undead are able to create spawn which can make things even more nasty. Toss in the fact that a Necromancer usually to has his horde already out on hand without the need to summon creatures to control the battle field. Makes for pretty difficult fights. Necromancy is filled with SoD and SoS spells so when those connect they can kill a PC quickly. Cleric Necromancers do it better while Wizard Necromancers have the Arcane spell list as a good back-up to their arsenal.
rat_ bastard wrote:
Of course not, that's why you always use a layer of protection. A scarf/handkerchief works well. :)
#77: Using mage hand to inappropriately fondle a Hobgoblins junk does not give him a negative to hit. If anything he gets a moral bonus. #78: A diplomacy roll of over 46 never convinces the BBEG to kill himself or give up his life of wickedness. #79: The Bear Trap Hammer does not exist. #80: For all intensive purposes bear traps are entirely unavailable for purchase with any character I play. Anyone else may purchase bear traps at their discretion.
Roshan wrote:
Whoa? Did Legiald untie her? I thought he merely removed the armor? Did she slip her bonds? Roshan wrote:
Nera is mostly doodling and might be inclined to quip a few questions, but I was going to leave that to Legiald/Charon to play bad cop and Dolelan to play good cop. IC she's a little uncomfortable interrogating a tied up person and kind of scared the others might kill her. I was expecting them to do the good/bad cop thing while Nera looked on in horror. On the subject of activity: I've got no problems if Nightskies, Loimprevisto, or JMG need a slow down on activity for whatever reason. I'm pretty much fine if things do as long as it doesn't drag on for 3 months or something. If there is less activity I'm cool posting less say 1-3 times a week, but if there's more activity I can still post my usual once every 24/48hrs. Let me know if you guys need to slow down the game or something so I don't get scared thinking the game's about to die or something.
Ughhh totally missed that entirely. Glanced over "I really don't want her to wear much armor if any." and focuesed on "The problem is, I'm having trouble coming up with a build that isn't simply worse off for the lack of armor." Level dip to Monk would be decent combined with the Changling race for the whispy flavor to get +2 to WIS & CHA and a +1 Natural Armor bonus. The WIS boost would work well for a monk multiclass. If you pick up the Eldritch Heritage feats you can pick one of the ones that give a Natural Armor Bonus as well. Toss in a dodge bonus a high DEX a ring of deflection and an Silken Ceremonial Armor or Haramaki at low levels before you take monk then simply switch over to bracers of armor// conjured alternatives and you'll be doing alright. Edit: To add to the above a Ki Mystic or Qinggong Monk dipping Duel Cursed Haunted/Tongues oracle might be thematic.
An Oracle of Battle gets Martial Weapon Proficiency + Heavy Armor Proficiency for the cost of a revelation. Spend a feat for extra revelation and you get both for the cost of a feat. If you go Duel Cursed the Misfortune Revelation is quite powerful as well. A Duel Cursed (Tounges, Lame) Battle Oracle with levels of Barbarian and multiclassing to Rage Prophet would be quite fun. The lame makes you immune to fatigue which is fantastic for when raging. The only downside is the reduced movement....which is offset by medium armor + fast movement from barbarian and makes the armor proficiency revelation kind of moot if you plan on wearing medium armor instead of heavy. If you'd prefer Heavy Armor an Oracle of Metal has the same revelation to pick up martial weapons and heavy armor, but it also has Dance of the Blades which increases your base speed by 10ft which immediately negates the lame curse and does a bunch of other very spiffy things. Armor Mastery revelation also reduces any penalty for wearing metal medium armor if you want to go that route and multiclass to barbarian for lots of movement. With that there's no ASF for a divine caster so simply dipping Barbarian/Fighter/Paladin or spending a feat on Armor proficiency is possible. Ignoring Dex and picking one of the mysteries that gives CHA instead in place of DEX bonus to AC is viable with a dip in a class that picks up armor proficiencies or simply spending a feat to pick them up instead.
I'd recommend the Falchion as probably the best weapon for a THW fighter without exotic weapon proficiency. Most of your damage at higher levels is coming power attack + strength bonus + weapon specialization + enhancement bonuses. When you crit all of that gets multiplied increasing damage output by large amounts a wider crit range means you're doing more damage more often. For example a 13th level fighter might look something like this: Match Crunch:
Falchion: 2d4+ 12[STR] + 12[Power-Attack] + 3[Weapon-Training] + 2[Enhancment] + 2[Weapon Specialization]. That totals to: 2d4+31 (Average: 36) w/ a 15% chance to double. With improved crit it's a 30% chance to double. Earthbreaker: (Same as before) totals to 2d6+31 (Average: 38) w/ a 5% chance to triple or a 10% chance with improved crit. The math for Damage Per Round usually favors the Falchion because while it's multiplier is lower it crits 3 times as often pushing it leaps ahead of an earthbreaker or greatsword. The base damage dice is slightly lower, but you make up for it and then some with the wider crit range. The elven curve blade is slightly better, but costs Exotic Weapon Proficiency as a feat. The next best weapon is a Falcata, but that also requires EWP feat. It really depends on what kind of fighter you want to be:
-A THW bruiser (Damage Dealer):
*Falchion
-A tripper (Pretty good idea):
*Guisarme
-A Sword and board (TWF w/ spiked shield and one handed weapon):
*Longsword
A quick online reference to use would be: Pathfinder SRD (Weapons) Rogue Eidolon's guide to Fighters won't steer you wrong. Additionally I'd recommend picking up a net. It's a touch attack so not being proficient penalties usually cancel each other out. Entangling a foe is nice sometimes. A composite longbow is also a good idea to keep as a staple for ranged attacks. If you're playing with Archetypes I'd recommend THF achetype: It trades away Armor Training, but you rarely get DEX high enough to make that much use of it.
Real-Life > Online things. If it becomes a chore rather than a pleasant hobby things are muddled. No need for apologies. :) I for one don't mind moving at whatever speed the game naturally develops, so for reference I don't care how often any of you post. I'm just as happy to play at all with whatever pacing the game flows at. You'll get no complaints from me.
Yeah, I believe Rich Burlew said it well with... "Separate your character's thoughts from your own thoughts, but don't forget who is in control of both personalities. The division between your personality and that of your character only goes so far as it helps the game; once it begins becoming a disruption, a player has a responsibility to alter his or her character's decisions in the interest of the group. In the end, your relationships with the people you are sitting in someone's living room with are more important than your character's internal consistency." To that end doing anything IC that might not be where the group I'm playing with wants to necessarily go I prefer to temper it with manageable workarounds. To keep up consistency while not disrupting anyone's fun. "My character would..." to me is a poor excuse for ruining or screwing with another persons fun. Within reasonable limits, of course. :) I've been waiting to use CLW to harm undead and use that sucker punch line for 99% of this game. Glad I finally found an appropriate moment to use it. :p
Hasmir Talari wrote:
Hah! Kay wasn't really worried, but I figured the shaonti thing to do when confronted with frustration or pain to to vent it through displays of physical exertion. Much more of a here's my beatstick vent your frustration and pain by hitting the blasted things really hard, than a significant worry or deep concern over his appropriate reaction. ------- On a side note I've been trying to come up with how my character would react to the sudden appearance of a ghost. Even if it seems to not want to do us harm; I can't see her being in any way friendly to what amounts to an undead abomination. Given her established prejudices and her position as a bit of a loose cannon the most strict IC path would be for her to attempt to initiate combat and destroy the ghost/haunt. OOC I wouldn't want to put a damper on the fun of things by adhering to IC constraints. So if anyone wishes to intervene I'm perfectly fine with anyone attempting to stop her rash reaction before she follows through with her actions. I would however say that the stress of the situation kicks in her tongues curse so talking her down with a simple diplomacy check would work for anyone who can speak celestial a grapple check for anyone else is fine as well. Otherwise I imagine her actions will initiate combat if left unchecked, so I'm comfortable letting anyone interrupt her at any point if they so wish. That way I can remain faithful to being IC without strong arming and driving the party into something they don't wish to occur.
I'm sort of in the middle on this as I understand why it's rather powerful, but I'm not on board calling it overpowered or thinking it's a sufficiently deserving thing to bar from play. Hands down it's very good at low levels and the action economy with no save keeps the ability useful and still effective for all 20 levels. That said I still think the witch does it better at higher levels despite the action economy hit and lack of a save favoring the oracle. In my opinion the oracle is still a poor class compared to other full-casters and there are a lot more potent abilities other classes get at level 1 (I'm looking at you Summoner + Archetypes). It's very good yes, but arguably the witch is comparable if not better and the DC-Oracle has to pay a hefty cost of admission to simply get the ability. In comparison to an Oracle's Awesome Display or Side-Step secret there are stronger options for an oracle to examine aside from misfortune that don't carry a terrible cost to gain access. Buri wrote: .....eat glass.... May I direct you to This Thread. ciretose wrote: Calm down, no one said you are dishonest... Sorry, but I must call you on this one. One post above the post you quoted... Sylvanite wrote:
Now that's being a little dishonest, isn't it? ;) I suppose we could play the semantics game, but that's hardly the point.
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