Tarantula wrote:
Epic. Thank-you for your help. It's nice to know that it's been addressed.
I was just having a discussion with my group about this, so I came to the website to find an answer. I don't want to be too pushy here, I know the designers have their hands full, but can we at least get a comment from them as to why the question hasn't been addressed? This seems fairly important, especially with the addition of all the monk weapons in the Ultimate Equipment. Is there some more direct way we/I can pose this question to the designers? I hate having to dig this discussion up every time we start with a new DM.
So, no info on versions of these maps that are appropriate for PC consumption? I hate having these beautiful maps that I can't use in the actual campaign, I'm trying to find copies that don't have all the gm notes on them. I even picked-up the Map Folio thinking that they might be usable as pc maps, but alas, they're all marked-up too. Anyone have any ideas? My only other option seems to be to try and 'shop the digital images to remove the parts the PCs don't need.
So, the group I GM for generally hates the Sorcerer. I have a new player who has shown an interest in playing one, though, and it's brought up some questions. First and foremost, why is the Sorc's spell progression still stunted? Is it just because it wasn't changed, or is there a build reason behind it? Second, and much less relevantly, has anyone found the bloodline claws at all useful? It just seems like a class with 1/2 bab can't really make very good use of a melee ability like this.
Drejk wrote: Paizo Stealth Blog, part II clarifing some ideas and RAI about Stealth. I hadn't seen that yet, thanks. That pretty well clears it up.
Ok, I've been digging through the stealth and combat threads for roughly three hours and I only have a couple questions. First, is there a difference between a target you don't see and an invisible target? Mechanically speaking, I mean.
There's third-party splat called "Faires and Taverns" (I think) that has really well-written rules for drinking, not to mention some really cool games. I still use a variant of them in my 3.Paizo campaign. Correction, it's called "Tournaments, Fairs & Taverns." Could have sworn "Fairs" was spelled weird...
StabbittyDoom wrote:
This was always my view on using shrink object for ranged combat. However, you can do pretty significant damage making stuff to drop on the enemy. The only issue is how to rule dropping attacks. A three-foot cube of mortared brick only requires a few feet to reach the 20d6 damage ceiling.
wraithstrike wrote:
I know this, but the summoned creatures text doesn't include the above text, that is only in the summon monster I text. The Eidolon is treated as a summoned monster, but is not summoned via summon monster.
Karui Kage wrote: Aid seems like it would work as well, but I never liked that much to be honest. Working on a piece of armor seems like a one person job at one time, MAYBE a single apprentice but too many would just get in the way. Actually, I've always liked the multiple assistant idea for making expensive items. Get a large forge with 15 or so apprentices assisting a master smith. Two or three over there making the clips and buckles, a few there tanning and stitching leather for the straps, a group rough-hammering the mithral into sheets for the master to get to tomorrow, and a couple assisting the master directly. Hell, if you're making regular masterwork armor, it distinctly says that the masterwork component is crafted separately. So you could have apprentices working on the regular portion of the armor while you use your improved skill on the masterwork component. I would say it really depends on space more than the item being made. Hell, why couldn't you just describe it as a room full of apprentices working with the master overseeing. Theoretically, he would never need to pick up a hammer.
On page 352, the Pathfinder Core Rulebook wrote:
It's in the summon monster I description.
Well, to try and be a little helpful, as a GM I would waive this part of the spell for the purpose of Abundant Step. It seems to run counter to the spirit of the ability. On the other hand, though, the monk can still use it as a fleeing ability. "I punch him in the nose and disappear!" Sorry I can't help more.
Ok, I think I've got this down, but what about the dose rules? One dose of a poison coats one weapon of any size, but only effects one target before it wears off. Unless it's an inhaled poison, in which case it effects everything in a ten-foot square. So, if I want to use poisoned weapons, I have to carry multiple, pre-poisoned weapons or spend every-other round poisoning my weapon? Can I apply multiple doses of an injury poison to my sword?
Talek & Luna wrote: The monk is a fine character for low level play. I have to disagree. The monk's weak AC and low HP really cause it some problems at low level. Not to mention the fact that it suffers the most at low level from a weak attack progression. It doesn't receive boosts to bring it's attacks into line with the other classes until later in it's progression.
paul halcott wrote: Wow. I remember a time when a game was played for fun and a clas was played for flavor. WHile I like the d20 system for the most part, posts and discussions like this drive me insane. Everything now is a quantified power equation. I agree some level of balance should be maintained to keep things fair and fun, but when power rankings become the rule of the day, it does make a sad statement. Sorry to bring your world to a screeching halt, dude. Fact is, playing the weakest character in a game is never fun, regardless of the flavor. Yeah, playing a monk is cool. Except when every pc and npc you come in contact with laughs at your combat prowess. Jackie Chan movies wouldn't be nearly so awesome if he was an incompetent fighter that everyone had to protect in every scene.
I really dislike getting into the monk argument, because on the one side monks look really good on paper. They get tons of bonuses and special abilities and have at their disposal options that another class really can't emulate at all. The problem is, I have never seen them played successfully. In every situation I've seen, and I have seen a few played as well as playing a couple of my own, they come out as sub-par. They are never up-to-snuff in combat, which is really where they should excel, and out of combat they really don't pull their weight either. I hope the 3.Paizo monk modifications will help this, but I'm not getting my hopes up.
If you go with the single-weapon concept, Improved Feint would work excellently with Vital Strike. You'd only be getting one attack per round, but 2d12+1d6 is not bad. With a decent strength, you could really dish it out pretty fast. Hell, even 4d4+1d6 is pretty sweet. (I am talking about the greataxe and falchion, btw) The increase as sneak attack goes up will be nice, too. Of course, given the size and composition of your party, you may have enough flankers to skip the Improved Feint and save the feats.
Luminiere Solas wrote: an 18 strength can let you carry a 12 year old girl on your shoulder. if she is of Tian decent, then the age range expands to accommodate low 20's. (as women from Tian Xia don't go much farther than 5 feet and rarely exceed 100 pounds) I don't know what you're talking about, but it made me feel dirty...
Speaking of this, I had a party get really angry at me for dropping a hydra into an adventure I wrote. Their first encounter with it went against them horribly, but after they regrouped and planned a proper strategy, they killed it almost too easily. I am really not sad to see the rules on it change.
Pathfinder Core Rulebook wrote: Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. This only gives the orc one extra round of combat. I think this is a change from the beta, though.
Ok, found my copy of the Complete Adventurer. They offer two optional rules that you might want to use. First, Complete Adventurer wrote: When a character with 5 or more ranks in a skill uses the aid another action to assist another character's skill check, he can grant a higher bonus... For every 10 points of the helper's check result above 10, the circumstance bonus increases by one. Second, Complete Adventurer wrote: A character with 5 or more ranks in a skill who is engaged in a task using that skill can voluntarily accept a -4 penalty on the check in order to grant a +2 circumstance bonus on the same skill checks made by nearby allies engaged in the same task. Hope these help.
Ryan Lock wrote:
Just one thing to add that I missed when I was first getting started. Natural weapons NEVER get extra attacks for a high base attack bonus. On the other hand, you can always add a natural attack onto the end of a full attack action as a secondary attack (-5).
The main point I'm trying to make is that each of the non-human races have a certain style of build that they excel at as well or better than other races, but I've always felt that the half-orc came out behind and the dwarf/elf did the best. The power difference isn't nearly as bad as it used to be, though. I just think the half-orc could still stand some love.
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