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![]() Let's say I take 2 levels in Rogue, and take the Rogue Talent: Ki Pool (Ex): A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja's ki pool, but the rogue's ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn. I later take 4 levels in Monk, gaining a ki pool. For the purposes of this question, I have a 14 Wisdom. What is the total value of my ki pool? From this it sounds like: Wis(+2) + 1/2 Monk level(+2) + Wis(+2) + 1/2 Wis(+1) for a total of 7 ki points. Is this the correct calculation? Two and a half times Wis + 1/2 Monk level? ![]()
![]() Paladins are a touchy subject. Talk with your player beforehand and if you don't have very very similar concepts of what a Paladin "should do", don't do it. Have him play a Cleric or a Fighter/Cleric. Or a Fighter with a Holy Sword. Or check out Multiclass archetypes and make a Fighter/Cleric that way. Either the Paladin or you or both will be miserable if you don't have a good idea of what to expect and what's expected of you going in. ![]()
![]() I am thinking a circle of druids, chemists, and conjurers who provide food for the underground would be cool...a group that earns their keep by traveling the various settlements and helping to feed the people by tending to various farms of mushrooms, lichen, algae, and etc. Some appreciate their help, but others resent the respect they draw, or simply don't like outsiders in their communities. Their primary conflicts would be unappreciative members of the communities, beasts and bandits between settlements, and dealing with the consequences of using magic in the Caverns. My character would be one such druid, probably pulled into a greater conflict amongst the settlements. Maybe a Cave Druid and/or Earth domain, or something similarly themed. I would prefer to do something customized to the campaign if possible, like a Fungal Shaman. Or perhaps an Alchemist? With Transmutation focus. For background...a street urchin thrown underground for stealing food, someone for whom the draw of free food and helping to feed others would be rewarding and redeeming. He helped out at his local settlement with their farm, then gradually made his way into the circle and began to learn one of the aptitudes the circles employs. ![]()
![]() Repost...edit timer ran out! Working on the stats right now, but I would like to throw in my intent to play an Inquisitor of Abadar, a semi-retired hunter of monsters that used to scour the edges of civilization for big nasties in order to tame those lands. He retired a few years ago, when his band was wiped out almost to a man, and now lives in Sandpoint as a trapper and bureaucrat in the Sandpoint Hunter's Guild. He is also a volunteer in the Sandpoint militia. In what way would he be motivated to adventure?
Stats:
Arturus Caeldhon, Human Inquisitor of Abadar 1
Age] 42 Deity] Abadar Alignment] Lawful Good Current HP] 10
Str] 12
HP] 10
Attack, Base] +0
{Traits}
Favored Class, Inquisitor] +1 HP
{Class}
{Feats}
{Skills}
Acrobatics (Dex)
Weapon Proficiencies] Simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, light armor, medium armor, shields Inventory]
Magic Items] Weight] 29.5 lbs.
Stowed]
Weight] 19.5 lbs. Spells Per Day
Spells Known
Appearance, Personality, and Habits: Comeliness = 10 Arturus looks grizzled, but by no means haggard or ill-kempt. Rough and weathered, yet not too worn. Typically wearing a suit of broken-in leathers and hunting drabs, he carries a shortbow and quarterstaff for protection. He wears a bone carving of a key - Abadar's symbol - around his neck. He spends his time in neat halves between ranging the safer parts of the local forestlands for meat and pelts, and helping to run the Sandpoint Hunter's Guild as a mid-level bureaucrat. Issuing permits, tracking and apprehending poachers, and keeping track of the local fauna is almost a full time job in and of itself, but the pay...well the pay sucks. In his free time, he tries to make up the difference by working as a trapper. ![]()
![]() Working on the stats right now, but I would like to throw in my intent to play an Inquisitor of Abadar, a semi-retired hunter of monsters that used to scour the edges of civilization for big nasties in order to tame those lands. He retired a few years ago, when his band was wiped out almost to a man, and now lives in Sandpoint as a trapper and bureaucrat in the Sandpoint Hunter's Guild. He is also a volunteer in the Sandpoint militia. In what way would he be motivated to adventure?
Stats: Arturus Caeldhon, Human Inquisitor of Abadar 1
Age] 42 Deity] Abadar Alignment] Lawful Good Current HP] 10
Str] 12
HP] 10
Attack, Base] +0
{Traits}
Favored Class, Inquisitor] +1 HP
{Class}
{Feats}
{Skills}
Acrobatics (Dex)
Weapon Proficiencies] Simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, light armor, medium armor, shields Inventory]
Magic Items] Weight] 29.5 lbs.
Stowed]
Weight] 19.5 lbs. Spells Per Day
Spells Known
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![]() The entry for Elysian Bronze states: "A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid." So how the heck would this work for Ammunition? Does it only ever give +1 to Damage, and is incapable of activating the +1 to Attack? Seems kind of useless for 21gp, eh? ![]()
![]() Reasons why Ventriloquism is better than Ghost Sound(and thus a 1st level spell rather than a 0 level cantrip): Ventriloquism allows you to cast once, and for 1 min/level speak as though your voice were coming from another place. Ghost Sound is a programmable sound that you can only set the content of once, at the time of casting, and thereafter it makes only that sound. Additional sounds require additional castings, which require additional actions. Ventriloquism allows you to continuously speak through the spell for as long as the duration lasts. As far as I can see, the level issue is the best argument to prohibit Ghost Sound making intelligible speech. However, Ghost Sound clearly states that you can cause it to make ANY sound. Talking is not a special type of sound...it is made up of sound waves just like any other sound. And Ventriloquism is arguably "better". ![]()
![]() There's no limit. Don't even try. The limit is that it costs 15gp every time he does it, and only heals 1d8+1. The other limit is a standard action, which takes 6 seconds. The actual dice rolling should take less than that. If the other players can't wait 30 seconds for the guy to heal himself so he can not die when they need him...I don't even know what to say about your group. CLW wands fine just the way they are. ![]()
![]() nogoodscallywag wrote:
So...up the ante. Throw the book at them. Throw two of whatever bad nasty is coming at them, or three, or four! At level 21 the XP barely matters anymore. ![]()
![]() DigitalMage wrote:
I would still play 2E if I could find a decent group that didn't homebrew the game to hell. As for changing...there's always a cadre of players that have to have the new thing...same personality type that needs the new phone, or the new game, or what have you, right away. Everyone else follows them to keep the community together, more or less. ![]()
![]() #1 4E is a neat board game, but the modules written for it are, quite frankly, terrible. #2 Pursuant to #1, the Pathfinder APs, modules, and overall campaign setting support are superior in every way. #3 Combat in 4E after level 7 or so becomes a brutal slog against increasingly obnoxiously designed monsters using poorly designed powers that don't scale well with level. Combat was taking an average of 2 hours per for a single crap encounter. It was terrible! #4 Character creation was really bland and flavorless. Select a power every level. Also: the whole concept of powers is very game-y and doesn't fluff well at all Overall, Pathfinder is a more 'mature' system which fixed many problems from 3E, and added an enormous slew of awesome campaign support, as well as tons of character options that are both interesting and flavorful. My advice would be to find a Meetup somewhere and try both if you can. Barring that, you can get 4E books for really cheap right now, what with 5E coming out soon and 4E being not so good, so you could actually buy couple 4E books for real cheap and try it that way. Then, all the rules for Pathfinder are online at the PRD and you can try Pathfinder that way. Then you can decide for yourself, if you stand unconvinced. ![]()
![]() Zark wrote:
Correct, Zark. The party configuration follows the conventions of the Ancient Ways, as more parties will follow this - in one way or another - than any other, even if that number does not represent any kind of majority. Essentially the assumption is Tank DPS Healer Control(sorry about the modern gamin terms!) as represented in its original configuration. ![]()
![]() CFet wrote: Sorry to necro this thread, but where is the official source saying that temp hit points don't stack? I've been searching for a while now and am coming up dry. Ya know...I couldn't find anything. Check Combat, Add'l Rules, Magic, and Glossary. Could not find one instance of anything saying Temp HP do not stack. The only thing is the normal bonus stacking language, which I do not think applies to temporary HP as it's not a typed bonus. Only thing I can see is this: "Combining Magic Effects Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place: Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). Different Bonus Types: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies. Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts." ![]()
![]() The classic adventuring party, according to the Ancient Ways! Post your favorite builds for this 4 person party using PF Core(CRB, APG, UM, UC, ARG). Only limitations are: - Four PCs
Archetypes, synergy, and min/maxing strongly encouraged! Low-power builds with strong themes also welcome. ![]()
![]() The Cleric Clouds subdomain reads as follows: Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. It seems that this spell deals 2d6 of automatic area damage and deafens a creature with no save. It does not indicate a duration for the deafness. ![]()
![]() Byrdology wrote: 2hw fighter/ MoMS. Use a nodachi and unarmed strike as your two weapons and get x2 str with you nodachi, and 1.5 str (dragon style and dragon ferocity) with your unarmed strike. When you get enough iterations, pick up boar style and boar rend to do bleed dmg when you hit with 2 UAS' and take two weapon rend to just be silly with it. Use light armor with the brawling property to get an untyped +2 to hit and dmg, and an AoMF to kick it up even higher, and use weapon training to up your nodachi to hit and dmg and enchant that as you see fit. Then enter beast mode and laugh at all other TWFers who try to keep up with you. You want an 18 str and pump your dex after that, make sure you get a good con to stay alive. Your HP, saves, skills, skill selection, and dmg will be better than all other fighter builds, and you will have evasion... Have fun, and make people stare with their jaws dropped. Welp unless anyone has a pretty serious rebuttal, I think Byrd just won this thread. Kudos sir, bloody kudos. ![]()
![]() I vastly prefer any system which grants ability points with higher frequency. We experimented with starting at 10, with 4 ability points to start. After that, 1 ability point was granted each level. It made leveling up way more fun, and it was interesting the way your character's power curve was affected. ![]()
![]() We recently almost TPK'ed in the 3rd book of Skull & Shackles, essentially failing the main questline in the process(or what we assume is the main questline). Our Captain is dead, and our only contact won't deal with anyone else. We have already decided on how we're going to move forward, but I would like to hear what another group might do in this seemingly hopeless situation? ![]()
![]() thejeff wrote:
Adventurers inevitably die. Adventuring is the #1 cause of death for adventurers. ![]()
![]() Humans spend nearly every moment of their lives mastering a skill or set of skills, with relatively very little time for leisure or just sitting, meditating, doing absolutely nothing. Elves, on the other hand, spend days feasting and celebrating, days weeks or months meditating and enjoying simple things, years wandering the world aimlessly, etc...elves take their lives at a much slower pace. They aren't stupid, they just don't spend the kind of time humans do on 'practical' skills. From another perspective...it takes roughly 10,000 hours to achieve mastery of a given skill(aka The 10,000 Hour Rule). Playing guitar, picking locks, mastering swordplay, etc, takes about 10,000 hours to achieve virtuoso level mastery. A human would do this by grinding out many hours a day over a short period of years. An elf would achieve it by spending a few hours a week dabbling, and the rest of his time lounging about, feasting, wandering, etc. ![]()
![]() Please brave builders...I need your assistance! I have a level 8 Oracle that I want to be capable with a Whip. Other than "don't do it", what would the most efficient/most effective way to achieve this be? I am considering just trying to do it with feats, but am open to the possibility of taking levels of Fighter or any class that might help things along. I would not want to sacrifice more levels of Oracle than necessary, to keep my spellcasting reasonably up to par. ![]()
![]() I know I'd heard about the City of Tarrasque somewheres...but I'm sure the idea is as old as the Tarrasque itself. Anyways, I want to play in that campaign. I like the added part about the Allips too...could be another addition to the setting. ![]()
![]() Core Rulebook of course. I would recommend the group invest in one of each of Ultimate Magic, Ultimate Combat, and Advanced Player's Guide to have handy at the table. It is nice to have the book handy if you are playing one of the classes out of it. Our table runs a fairly low-technology table and it is easier to stay engaged if you have the books available, rather than busting out the laptop or smartphone. Advanced Race Guide was fairly excellent, but you may not need it for table reference. I bought it because it was pretty. If you are DM'ing, it's wise to have a Bestiary handy, and the Ultimate Equipment guide is nice for treasure, though the random treasure tables were a bit underwhelming. Ultimate Equipment guide is also pretty. ![]()
![]() One advantage of going Magus/EK is the ability to take Greater Weapon Spec...is the +2 dam worth it? Probly not. Spell critical will give another vector for delivering touch spells, and with a high crit weapon this could be happening every round...ofc the Magus probly has better uses for that swift action. You get an extra feat, and the +2 to BAB(at level 20, at least) isn't too bad. Now...what are you losing? Well...a whole lot :/. ![]()
![]() From PRD: Quote:
Does this mean that the 10 ft speed bonus is contingent on wielding a metal weapon? Or just the attack bonuses? ![]()
![]() I am interested in playing a Kirin shaman with a Kirin animal companion. I think the Dragon Shaman archetype would work well, with perhaps some minor modifications of the Totemic Transformation. As for the animal companion part...how to modify a Kirin to work as an animal companion from L1? Please provide suggestions...and thank you! ![]()
![]() So where is the limit? What if a spontaeneous caster could change their whole loadout every even level? Or every level? How would that affect balance? What if arcane Spont casters memorized spells known like a wizard? They maintain a spellbook, and each day can pick a small number of spells to cast spontaeneously? What if divine Spont casters memorized spells known like a cleric? They have access to all spells and select a few each day at preparation? How much do you think this would affect game balance? ![]()
![]() Is there any possible way to have a spell with a range of "Long" in Words of Power(other than a Boosted Burst at Spell Level +4)? None of the Effect words have ranges, and none of the Target words have a base range longer than Close. Some boosted target words increase the range to Medium...but doesn't the Distant word only effect target words? So the only way to do this would be to use Boost a Target word, then apply Distant to it...but you can't use two Meta Words with any other Word. Am I missing something here? http://paizo.com/pathfinderRPG/prd/ultimateMagic/wordsOfPower/metaWords.htm l Distant Meta Word...
But maybe Distant can apply to Effect Words? ![]()
![]() I love so many things in this thread. I would love to see impractical armor impose Impracticality Penalties. I would also love to see glamers that have actual bonuses in Diplomacy, Bluff, etc vs. the opposite sex. Sex glamers ftw(see: Night Angel Trilogy) - though nothing explicit please. No need to invite the creepy side of the internet to play. While I wouldn't mind seeing some kinda of armor customization, it would get excessive fast...cause dudes be creepy. Aeioun Plainsweed wrote: Here's some pathfinder covers. Hmm...lots of cleavage, impractical armor, and unnecessary ass shots...huh. ![]()
![]() I love Words of Power. I'm totally sold on it, possibly forever(at least for spontaneous casters). However, the Words that exist are, IMO, inadequate. My DM has agreed to let in new Words of Power if they are balanced and interesting, and respect the system as intended. Please suggest new Words! P.S. No arguing over suggested Words, please. This is a constructive thread! Only post your Word suggestions, or improvements to others words in the form of a Word suggestion of your own. Thank you! ![]()
![]() My dear friend Brandt is moving into production with his line of custom, hand made, modular terrain. Please check out his Kickstarter! Kickstarter link: http://www.kickstarter.com/projects/431482863/finished-sectional-war-gaming -and-tabletop-battlef
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