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![]() sanwah68 wrote:
Hey I know this is almost a 20-year-old comment I'm applying to so I 1000% I get why you might ignore it or otherwise not have the file available, but if you still have that Pathfinder prestige class list I would absolutely love to see it. ![]()
![]() thejeff wrote:
I never said they couldn't I said they aren't. People who play orcs as the bad guys want to escape a complicated world for a few hours.What you're suggesting is what exactly? That neo Nazi DMs using orcs as stand in for black people is common? That this is important? That there aren't literally thousands of better ways to fight racism? That anything that could in theory be racist MUST be eliminated? ![]()
![]() Rysky wrote: Thinking that something being fictional therefore it can't be racist is the issue. No, it is that people can't address what I say so they make up random stuff they can argue with. Yes, fictional things can be racist. Because duh. No, orcs aren't that. If anything they are lately a parody of soccer hooligans from the 40k influence.![]()
![]() Sysryke wrote:
It isn't so much that my hackles are up as the evidence shows that the things people have been doing for a very long time are NOT working and there is a insane urge to do them more. There have been protests for what 60 years? Diminishing results at best. People complaining online/attacking things that people like aren't new and aren't working. And people keep acting like I'm pro Hitler for saying, "Maybe a few decades of this failing means it doesn't work." ![]()
![]() The thing is it doesn't matter if the rest of the party buys in. It doesn't matter if the DM buys in. It doesn't matter if you are going for game type. If you are paying ANYTHING close to attention to the rules about dying from HP lose this PC dies early and harsh. Even a DM cheating is going to forget for a second and say, "Yeah that is 17 HP." "Oh wow, I'm flat out dead." ![]()
![]() Unless the DM goes easy this PC is not playable. Assuming max HP on die and toughness and FCB and the race upping it to 5 and you raise your con at 4th you're one critical with average damage on a long bow from dead away from dead. You have to put all of your resources in to have enough hit points 2 not be instantly good and you'll still end up dead from lack of hit points or so. ![]()
![]() MrCharisma wrote: Wasn't there a whole WHOLE SERIES OF BOOKS written about a CHARACTER WITH 3 CON? Most write ups have him as a Con of 10. ![]()
![]() ErichAD wrote:
If you look at an inhuman monster and know that in context it is an inhuman monster and you start thinking how that means somebody is a racist you're the one with the problem. ![]()
![]() STR Ranger wrote:
Depends on the build. ![]()
![]() DungeonmasterCal wrote: I truly miss the days of Save or Die spells. So many of the spells in Pathfinder have been neutered to the point they're hardly worth using. I personally loved the goosebump-raising feeling of danger when the bad guy was getting ready to cast a spell. A lot of my players do, too. Thus, I have no problem throwing death at them. I was there for those days. They were incredibly boring. You got to a certain point and it just didn't matter what you did it was just rocket tag. ![]()
![]() Sysryke wrote:
Wanting to try is not a great reason to let people try. ![]()
![]() I think a better question might be how often should a spell come up in a way that has no counter? It seems like a abolth lung is usually only going to be cast near water. Having to spend the rest of the combat in nearby water and being almost useless it's pretty bad but it's not the same as you're just dead. ![]()
![]() Kurald Galain wrote:
Shrug. Yeah, but at low levels you don't have the spell slots or the duration to keep Mage armor up all day. It's a lot better to have something dependable and maybe not get the most possible optimization out of your Swift actions and not die. That's the problem with most Theory crafting. You'll be crazy powerful at level eight or 13 or whatever but most of the time you won't make it there. ![]()
![]() Meirril wrote:
I don't necessarily think you're wrong, but that's not what I was talking about. A fourth level expert who is supposed to represent a non-magical but highly competent naturalist might have skill focus knowledge nature, skill focus survival, and endurance. And it totally makes sense for the Crunch and the flavor the mash-up like that, it was the guy overcome the problems they have in game. That can even be relevant to the game, because an urban party might need to hire this guy. It's not a good situation for that combination of feats to almost ever be taken by a player character. ![]()
![]() I have played/ran a few Kensei, several other magi. Mechanically a kensei is going to get a huge bonus from a one level dip in a class with armor proficiency. More so if it's a D12 and you take it at first level. Brawling Blademaster Samurai can be neat, so can barbarian. For first level Feats you might want to be looking real hard at the stuff out of the core book. Lightning reflexes, toughness, and traits/fcb that up your hp or reflex save. The theoretical ability to pull something flashy off a few levels early is not worth dying. Go with the strength or the DEX Build, wear armor with low Arcane Spell failure, take the 5% chance to not get off spells until you can have the feat to get around it. The armor will stack with intell to AC. If you have time to buff you'll be crazy tough to hit. To be prepared you can take Extend Spell. Maybe get some rods too. Buff yourself with all the hour per level spells. At higher level you can get a few 10 minute per level in there too. Maybe pearls of power. Dwarf, or to beat ultra technical any race with a bonus to con and wisdom, is going to help out (assuming you're on a point buy) because it will be relatively safe to make wisdom a dump stat when you have a good will save. It will also give you more hit points so you'll be less fragile. It gives a lot of circumstantial bonuses which may or may not be helpful depending on the style of gameplay. Plus darkvision. ![]()
![]() Patol wrote: You're right, i'm not sure about what i want, the only thing i know is the flavor of the PC: I want other PCs to think my PC is mad/dumb because he obeys voices only he can hear (the sword). You might be out of luck on that one, in character every PC in the party is going to know that's a thing that happens. Maybe not exactly what a Black Blade is pretty much everybody is going to know that you might be legit. ![]()
![]() VoodistMonk wrote:
Because some material does not work well for player characters. ![]()
![]() VoodistMonk wrote:
Shrug. Takes all kinds. ![]()
![]() VoodistMonk wrote:
I know they are drawn that way, but most of the changes besides wings are either not list in crunch or fluff/much harder to notice. ![]()
![]() I AM NOT DISCUSSING THINGS YOU THINK ARE OVERPOWERED. What are some things that generally don't seem like they make a good addition to the party? Either for mechanical or waiver reasons. The example that comes to mind to me the most is the Cleaner archetype for Slayer. It just seems like the kind of thing that should be for NPCs or require DM permission since it has a lot of abilities that probably won't come up in most games. https://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo-sla yer-archetypes/cleaner/ ![]()
![]() VoodistMonk wrote:
And I'm very strongly of the mindset that even if they do it's not going to be oh I took the item that's 40% of your wealth, it's going to be I could have swore that I had 83 platinum and now I have 79. ![]()
![]() Kimera757 wrote:
I don't know if a bonus to intimidate is the right term. Maybe a bonus to anything that's going to get you to go away. ![]()
![]() Mark Hoover 330 wrote:
It's a staple of bad running. It's what I call the you have to and then it's ridiculously hard Style. You have to take off your armor and weapons to talk to the king and then you get robbed. You have to go talk to this one random NPC and they happen to be the one and only person your PC ever got into an argument with. The basic game philosophy is if it can go wrong it already did and if it can't go wrong we're working on it. Nothing makes sense, nothing's ever easy. You often find it with the same people who fudge rules rules so every single fight is really difficult and slow and no fun and almost but not quite fatal. ![]()
![]() Zepheri wrote:
Since every time a PC takes off their War gear they get robbed or jumped why would they ever do that? ![]()
![]() avr wrote: A literal reading of disguise self (& so hat of disguise) limits you to the same creature type; this might be a problem for half-dragons. I suggest asking the GM to not read that literally because it's silly, but be aware it's a potential issue. I wouldn't call limiting a half dragon silly. ![]()
![]() Andostre wrote: Dropping a link and inviting people to read an entire AP with nothing more than a title is a big ask. Can you say a bit more about the AP to entice people to read it? Themes? Setting? Length? Any non-standard rules in use? He did write thepost likeit was aimed at people who knew the project. ![]()
![]() I have seen people have a lot more luck with in what I call invitations than I have with trying to make things comfortable for the players. Say something like I'm inviting you to please a game that's going to be about X doing Y. Pirates becoming werewolves, Kings building up their Kingdom, murder hobos finally getting a permanent address. Three or four of those and most of the time people know what they're getting into and if it's not a great fit for them they can bow out of the game or tell you privately. Throw in a few basic rules - you can't just decide someone's your rival you have to have the players permission, don't bring up sex crimes cuz you think it's funny, basically the stuff that you think should not have to be said because horror stories always come from assuming it doesn't. ![]()
![]() Senko wrote: Dumbledore makes a lot more sense now. I mean it at least explains his deterioration in fashionable clothing. Senko wrote: So it seems like high level characters will scare of thieves in general because of the same theory in Kenichi where the visibly dangerous guy gets in fewer fights than the more powerful weak looking fellow. However if they do get into a fight then its more likely to be a group/organization either (a) powerful enough or desperate enough to take the risk or (b) a plot hook for their next adventure. Actually in the setting I think the thing that would make the most sense is to remember the scale. If you're going to rob Warren Buffett you don't want to try to take ownership of Berkshire Hathaway. He's going to notice and he's going to do something about it. It might take him a minute to figure out that one of his personal accounts that was 8.9 million is now 7.9 million, and he's probably not going to dedicate all of his time to getting it back. Same way I didn't swear Vengeance when someone stole a comic that was worth $2. So if I was going to rob an adventure I would go for like their Backup Plus one weapon, hopefully put in a similar Masterwork weapons so it takes him a couple days to notice. ![]()
![]() Mudfoot wrote: The thieves will presumably know which classes are Wisdom-based and/or have Perception and Sense Motive as class skills. Avoid anyone who looks like that. Fighters, sorcerers, summoners, witches and wizards are fair game. Paladins probably wouldn't have the skill points to spare so should be OK (and they'll be nice even if they do catch you. Which they won't, because heavy armour). I don't buy pretty much any part of that. You might know that certain people are going to be harder to sneak up on than others okay. But anyone with a detect at-will spell you might not know why sometimes they know instantly something is up they do. Clerics are going to be such a grab bag of domain powers that it's probably just not worth it. Plus the hundreds of archtypes. ![]()
![]() I'm playing through a somewhat redone Reign of Winter. My PC is Half Orc Ankou’s Shadow Slayer 2/Excited Spiritualist 1. The game is pretty deadly. We had one near TPK that we lived through dumb luck and the NPCs being cowards. We had another avoided by me getting very lucky. Several near PC deaths (outside of the near TPK), a few on each party member. One PC death. Doing a LITTLE better. The other PCs are a heal focused aasimar oracle, a Sor focused on fire/electric damage, and a full blood orc fighter with a bad will save. I'm not sure in or out of character of their details. I don't THINK I'm supposed to know for plot reasons or something. Not sure. I need a build that is tough at all levels with no glaring weak spots. It isn't going to work to take off at 5th level because I'll be dead by then. I was told not to worry about it making sense, just live. My plan is to force the NPCs to make as many saves/add as many conditions as possible while at the same time using my shadow to get several sneak attacks per round. My build play looks like this, but I'm not married to it. I'm looking to find anything to make it a little better. Around 9th level I am planning/hoping to take get the swords modified for Tactically Adapted, one trip and one disarm. If that doesn't look pragmatic for plot reasons I'll take Opportunist Fighter at 9th and the Jaguar tree at 11th. (point buy is a bit odd)
DEX 14 CON 13 WIS 12 INT 12 CHA 7 Half Orc with the Traits Fate's Favored, Tusked, Trustworthy, and Northern Ancestry and the Umbral Unmasking Drawback. Gear - Cloak of the Yeti and generic stuff. Level 01 Ankou's Shadow Slayer 1 Track, Shadow Double, Feat (Power Attack), Level 02 Spiritualist Exciter 1 (with dedication phantom) Rapture, a few spells, +4 VS mind effecting, +10 speed, Bonus feats (Iron Will, Skill Focus Intimidate, Skill Focus Diplomacy) Level 03 Slayer AS02 Talent (RCS 2WF), Weapon Focus Orc Double Ax
Level 04 Slayer AS03 Sneak A. 1d6, up STR Level 05 Slayer AS04 Talent (Slowing Strike), Feat (Dazzling Display) Level 06 Slayer AS05 Shadow Double Level 07 Slayer AS06 Talent (RCS I2WF), Sneak A. 2d6, Talent from FCB (Combat Trick Shatter Defence), Feat (Cornugon Smash) Level 08 Slayer AS07 Ankou’s Vision (see Invis min per level per day), up CHA Level 09 Slayer Talent Jaguar’s Grace, AS08 Feat Extra Talent Jaguar Pounce Level 10 Slayer AS09 Sneak A. 3d6 Level 11 Opportunist Fighter 1 - Duplicitous (Improved Dirty Fighting Ignore prerequisites), Feat (Quick Dirty Fighting) Level 12 Slayer AS10 Advanced Talent, Talent (Feat Signature Skill Intimidate), Shadow Double x 2, up CON Level 13 Slayer AS11 Swift tracker, Feat (Intimidating Prowess) Level 14 Slayer AS12 Talent (RCS I2WF), Sneak A. 4d6, Talent from FCB (Safe Poison Use) Level 15 Slayer AS13 Slayer’s advance 1/day, Feat (Quick Draw) Level 16 Slayer AS14 Talent (Hunter’s Surprise), Shadow Prey, Shadow Double x 3, up ? Level 17 Slayer AS15 Sneak A. 5d6 Level 18 Slayer AS16 Talent (Slow Reactions), Feat (Lasting Poison) Level 19 Slayer AS17 Slayer’s advance 2/day, Talent from FCB () Level 20 Slayer AS18 Feat (), Talent(), Sneak A. 6d6, up ? ![]()
![]() Neriathale wrote: Without Detect Magic I suspect it may be difficult to spot quite how tooled-up a character rerally is. That actually is going to be a bit more straightforward. People mostly wear clothing that matches at least a bit. Whatever the fantasy setting version of suit with tie or jeans with t-shirt is. And that goes out the window with magic items. You'll wear the purple with green polka dot cloak of resistance +4 because dying sucks, and not hesitate to put on the neon green ring of protection, etc. So if someone is wearing very expensive but garishly mismatched gear odds are they are powerful. ![]()
![]() Senko wrote: Interesting thoughts and it puts me in mind of Slayers friendly but dopey acomponied by Lina who even dragons avoid because of her tendency to blow up cities. At that level of wealth it might be easier to just ask for some gold. The risk is low, the reward is likely to be a normal week's work. ![]()
![]() I'm playing through a somewhat redone Reign of Winter. My PC is Half Orc Ankou’s Shadow Slayer 2/Excited Spiritualist 1. The game is pretty deadly. We had one near TPK that we lived through dumb luck and the NPCs being cowards. We had another avoided by me getting very lucky. Several near PC deaths (outside of the near TPK), a few on each party member. One PC death. Doing a LITTLE better. The other PCs are a heal focused aasimar oracle, a Sor focused on fire/electric damage, and a full blood orc fighter with a bad will save. I'm not sure in or out of character of their details. I don't THINK I'm supposed to know for plot reasons or something. Not sure. I need a build that is tough at all levels with no glaring weak spots. It isn't going to work to take off at 5th level because I'll be dead by then. I was told not to worry about it making sense, just live. My plan is to force the NPCs to make as many saves/add as many conditions as possible while at the same time using my shadow to get several sneak attacks per round. My build play looks like this, but I'm not married to it. I'm looking to find anything to make it a little better. Around 9th level I am planning/hoping to take get the swords modified for Tactically Adapted, one trip and one disarm. (point buy is a bit odd)
DEX 14 CON 13 WIS 12 INT 12 CHA 7 Half Orc with Fey Thoughts and Sacred Tattoo and Northern Ancestry. Gear - Cloak of the Yeti and generic stuff. https://www.d20pfsrd.com/races/core-races/half-orc/ Ankou's Shadow https://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo-sla yer-archetypes/ankous-shadow-slayer-archetype/ Level 01 Slayer AS01 Feat (Power Attack), Track, Shadow Double, Traits (Fates Favored, Tusked, Trustworthy, and Northern Ancestry with the Umbral Unmasking Drawback) Level 02 Spiritualist Exciter (with dedication phantom) 1 Iron Will, Skill Focus Intimidate, Skill Focus Diplomacy, Rapture, a few spells, +4 VS mind effecting, +10 speed https://www.d20pfsrd.com/traits/drawbacks/shadow-scarred/ Level 03 Slayer AS02 Talent (RCS 2WF), Weapon Focus Orc Double Ax
Level 04 Slayer AS03 Sneak A. 1d6, up STR Level 05 Slayer AS04 Talent (Slowing Strike), Feat (Dazzling Display) Level 06 Slayer AS05 Shadow Double Level 07 Slayer AS06 Talent (RCS I2WF), Sneak A. 2d6, Talent from FCB (Combat Trick Shatter Defence), Feat (Cornugon Smash) Level 08 Slayer AS07 Ankou’s Vision (see Invis min per level per day), up CHA Level 09 Slayer Talent Jaguar’s Grace, AS08 Feat Extra Talent Jaguar Pounce Level 10 Slayer AS09 Sneak A. 3d6 Level 11 Opportunist Fighter 1 - Duplicitous (Improved Dirty Fighting Ignore prerequisites), Feat (Quick Dirty Fighting) Level 12 Slayer AS10 Advanced Talent, Talent (Feat Signature Skill Intimidate), Shadow Double x 2, up CON Level 13 Slayer AS11 Swift tracker, Feat (Intimidating Prowess) Level 14 Slayer AS12 Talent (RCS I2WF), Sneak A. 4d6, Talent from FCB (Safe Poison Use) Level 15 Slayer AS13 Slayer’s advance 1/day, Feat (Quick Draw) Level 16 Slayer AS14 Talent (Hunter’s Surprise), Shadow Prey, Shadow Double x 3, up ? Level 17 Slayer AS15 Sneak A. 5d6 Level 18 Slayer AS16 Talent (Slow Reactions), Feat (Lasting Poison) Level 19 Slayer AS17 Slayer’s advance 2/day, Talent from FCB () Level 20 Slayer AS18 Feat (), Talent(), Sneak A. 6d6, up ? ![]()
![]() Name Violation wrote:
Is that an actual rule someplace or is it left vague? Because negative energy doesn't always heal Undead creatures, i.e. Channel energy.
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