Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Basically my world works thusly:
5th takes ending a major event (the end of the siege may elevate the commander to 5th) 6th takes either a few major personal trials, or being pushed beyond human capacity (the commander may become 6th if the town continues to be pushed by a neighboring country and he has to take command, while a smith may be pushed to 6th if, in order to keep the town protected he is forced to make equipment, magical and mundane, 24/7 for a long time) 7-10th come around if the person pursues power (the commander takes the fight to the other countries, the smith starts making bigger and better magic stuff, like golems) 11th is another brickwall that requires a major event to pass in order to advance (the commander takes over another nation and in doing so provokes something really powerfull, like a lich or dragon, and manages to overcome it. The smith would have something similar happen, provoking something supernaturally powerful, either to get something neccesary to use, or by just provoking an outsider with something like a devil-armour) 12-15th are much like 7-10th in that they happen naturally. (commander unites multiple nations, removes most threats to the kingdom. The Smith makes weapons and armor for war or on a custom basis for adventurers.) 16th is the final hurdle and reqiures something truely epic to occur (Commander gains major territory in the world-wound. Smith makes a minor artifact) on percentage:
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Flip a coin (total endings) : 2 = F
Flip 2 coins and get 1 heads (01|10)&(00|01|10|11): 2 out of 4
if 1 head equates to a threat, and 2 heads equate to a confirm then given that the first 2 are flipped together, threats happen 2/4 (50%), and confirmations happen 1/4 (25%)
then given that the first 2 are flipped together and 1 tail may be ignored and re-flipped (turning it to 3 flips), threats happen 7/8 (87.5%), and confirmations happen 4/8 (50%)
however the actual course (for three flips is) is:
of .5*.5 = .25 notice that all of the good outcomes for 3 (011|101|110|111) include the good outcomes for 2 (01|10) which alludes to the fact that in order to flip 3 and get 2 heads you must first flip 2 and get at least 1 head now as .25 > .125 I believe I have proven that (through binary math) 2 flips for threat and another flip for confirm is statistically better than 2 flips and statistically worse than 2 and a re-roll (ie 3 for all cases) and as a outro
and all of my cases are tautologically correct
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ahem.. to add to the spells from random shows "Thou who art darker than even darkness,
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Addendum to the above: the most fun I have had in a DnD session in a long time, it was about as much fun as the two F.A.T.E. games I am in. Of course in one of those I am playing a space marine librarian running around with a party that can only be described as "The colors Duke, THE COLORS" in a post-earth space game with turn based ship to ship combat, as well as ground combat.
I dare anyone to try to minmax in fate. and if you want to try http://www.faterpg.com/dl/FATE2fe.pdf
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Caineach wrote:
What Caineach said. Also CR -0 actually should only take 30% of resources for a non-conservative party. And 15 for a conservative party.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Time for wall-o-text to make an appearance
The castle was large, sprawling and very well defended. We managed to get into the deeper parts of the castle (3 encounters) before we had realized our error when we entered a secret basement connected to the castle throne room. We thought that we only had an encounter or two left so we entered the room. All of the info that we had gathered about the vampire we thought lived there was placed by the lich to make us believe that he was arrogant enough to want to fight us alone, and we found a few things in the castle that led us to believe that he was waiting in the basement alone (a note that had a tale about a king how sat under the throne all alone after an earthquake that left the throne room completely separated from the castle) so we believed that he would be waiting in the basement alone. Now, our party is pretty conservative of our resources, we had only lost around 20% of the parties total HP, I had only raged for 3 rounds, and the cleric and sorcerer had 80% of their spells and abilities left, the monk had only used 2 ki-points and the rogue used a few potions. So we downed a few healing potions, and went in the basement. We found a portal/teleportation circle, one that could ony warp groups and only be used twice (yay spellcraft and taking a 20), with a note saying something on the lines of "I will see you beyond the circle". We had a small discussion, and determined that a boss at 85% power shouldn't be too bad and that even if he had 2-4 more encounters it would not be too fatal to do. So we went in. On having the party arrive, we were given the description of a grand throne room with a cackling old man sitting upon the throne. We immediately did our statement of intent (technically we weren't here to kill the vampire, just make him give us something, most of us get along with evil NPC's as all of us are either neutral or neutral with an evil bent, like me) which just made him laugh even harder. Confused, we got ready for combat, when he held up his hand and explained that we had fallen for his trap and that he really was just going to make us feel the "same annoyances he had" and that in order to get out we had to destroy him and break an artifact he was carrying in order to leave. So we quickly launched into combat, not giving him a beat of time to react. 5 rounds later, he laughed gleefully, stating "you have four hours before you have to move," and teleported out of the room, taking an AoO to the face by me. Taking a quick glance around the room we first noticed that the room had an entrance on each side (4 doors) that were blocked by Walls of force, and that it looked like it was specifically designed as a resting place, but that there were large vents in the ceiling, that were also blocked by force. Of other note was our resident spellcaster making a perception/spellcraft check that made him realize that this room had been dimension-anchored (or GM equivalent, as it allowed short range teleportation, just not anything that would get you out) and that there was no obvious way out. To make the rest of this short, every 4 hours, the main room would fill up with lava and force us out of a particular door, where we were forced to fight through 4-5 encounters and the Lich. This happened 4 times (12 hours + lich and encounters comes to about 13.5 hours) about 2/3 of the way through, we realized that the sorcerer had gotten up bright and early at 6 am to prepare spells and that it was 7 am the next day, we had gotten to the throne room at around 8 pm. We immediately got extremely conservative about every thing. About half way through the spell casters told me to "tough it up" and "take it like a man" because I would not get any healing between encounters, only when absolutely necessary and when we got to the main room. At about this time, we took to handing the sorcerer every non-usable weapon and told her to just chuck them at enemies, we also gave her a suit of plate-mail we found from an encounter, me too. When we finally got to the lich the final time, he gave us 10 minutes to get ready after laughing at our sorcerer and me for looking ridiculous. At this point the sorcerer and cleric were down to only the highest level spell slots and some very specific spell slots for specific spells, I had gotten my rage back 2/3 the way through, and was still down to only 10 rounds left (had to rage to go above 0 sometimes, as I was not going to get healed during combat), the monk had been on his last ki-point for 3 hours and the rogue ran out of arrows and throwing daggers a while back. We did kill that lich though, it took 8 rounds of just beat-down, half the party (rogue, monk, me when I stopped raging ) were unconscious, but we won, and we left the dungeon. Later we realized that the lich is still alive, and it is probably going to become our party's next quest -kill the dammed lich. Edit: forgot to point out that the lich had used the hex Nightmares successfully against both the monk and the rogue, meaning that I was the only one getting any real sleep. tl;dr
~Dusty~
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ikarinokami wrote:
I believe the reason is his comment of "So the only practical way to fix it is to focus on what does work in D&D. Two handed weapons, save or lose spells. Less direct damage, more buffing action." Which states boldly that that is the only way to play the game, and this is not so, as I have seen many other builds, played many other builds, and have helped with many successful games that have not had any of those builds in them, and have, personally, taught DM's how to counter those builds with very weak (compared to the party's level) encounters (CR -2 to -4), and forced the players to think differently and actually play.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I will give that glitter dust will probably blind it, and yes as a mindless construct it would then only attack in self-defense and on being ordered as it would not be able to perceive surroundings well enough to know where it was.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
and in all of the spells (web, entangle, grease) the golem just wails on the druids companion till it dies, because it will be doing more damage and it will take less due to DR. So now your out a spell, have a dead companion, and still haven't really hurt it. what next go prone standing next to it? seems like something your group would do.Edit-> This was callous and mean on my part, I let the troll get to me. I apologize (unless requested for it to be removed I will leave it however) Note to self-> Never argue pathfinder while trying to make a 3d graphics render from scratch.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
And of course giving your core book a once over reveals dozens of save or loses.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
Yay higher Bab, better weapon, and other things Golems are specifically designed to take to the face.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Those two work. So does Web, I think Entangle, and quite a few others. It has really bad saves, despite being 3 levels higher you can expect 75% success rates. Then just have the Druid and his friend auto attack it. flesh golem
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
In the vein of the original topic
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I am sorry, I would like a total clarification of what spells you are talking about, Mistah Green, when you say "Save or Lose".
Could you please make a post (or contact me in some other way) that is in this format: [Book name] [page number]
EXAMPLE (simple) Core Rulebook pg. 362
EXAMPLE (advanced)
~Dusty
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kaiyanwang wrote:
also as pointed out his way of playing gets him killed by golems very easily.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Caineach wrote:
actually He specifically said "For this case I will assume scorching ray, so that is ranged touch and we will give the opponent a touch AC of 12. So at a +5 ranged touch you miss on a 6 or lower." when the +9 to hit, and without actual stats i have to assume for both touch and weapon... though that may be too much but with w-focus touch and other things it could work out..* does some quick crude math* i think.... probably only +7 on both, but even then the chance increases by 10% for the touch.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
archmagi1 wrote:
Any particular reason why you had him use that spell vs shocking grasp. It seems that he wasn't built to use the touch attack as a TWF instead of as part of a cast, which has none of the minus's.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Heaven's Agent wrote:
Thank you for that, I hand been wondering that for a build that I was going to do. Though it does seem like most people disagree with/didn't expect that ruling, is that an official ruling?
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
but, for example, a light shield says specifically that it can hold an item, just not use a weapon.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The books never actually define exactly what a "free hand" is, and I would like it if someone could make a list of things that makes a hand not free.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
One of the things to note, and I am not sure if you did this, is that the touch attack (if you make one) during spell combat still gets it's free touch attack for casting the spell. Additionally, the touch attack does not get the -4 as the wording says that only weapon melee attacks made get -4. Finally, any touch spells that do not connect on the touch can still connect (assuming you hold charge) on attack with spellstrike.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
People that are unable to comprehend anything deeper than saves and initiative are the primary reason I have had the fun of helping 9 DMs TPK using CR-2 encounters.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Justin Franklin wrote:
sorry, a little late but I would like to point something out.. Ahem..."he can make all of his attacks with his melee weapon at a –4 penalty" does not say anything about the touch attack made, presumably with your off hand, getting a -4. also "A magus can choose to cast the spell first or make the weapon attacks first" umm... does that mean that a magus could do this ->cast touch spell with 1-round duration ->make touch attack with spell ->darn i failed to hit ->attack -> i hit with my attack -> use spellstrike to use the spell that is still charged for the round edit->
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
You know whats fun:
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
it also says that you can make a stealth check whislt not observed, and the book has this to say about stealth vs perception, if the stealth has been made first: Notice a creature using Stealth | Opposed by StealthIE IF you are NOT OBSERVED (they haven't seen you) you CAN make a STEALTH check, which they must OPPOSE with a PERCEPTION check to notice you (IE BECOME OBSERVED). finally note that there is a dc for observing the visible (ie not stealthed already, and not invisible) it is 0 but is modified by many things and as soon as the character is not observed (IE guards walking into a room you're in have to make PERCEPTION CHECKS even if you have no cover, they will get bonus's though) you can make the stealth check (which is opposed by the guards perception in this case, no the guards don't get to make a DC 0 check, it would be against stealth)
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
tell me of these "autolose" conditions and I shall tell you of the skills perception and stealth Your Stealth check is opposed by the Perception
so stealth vs perception...
Perception Modifiers
ahem...
stealth
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
why do you think I keep asking "which spells are we talking about?" Also I can't find a 5th level or lower spell that has any major effect on a clay golem at all.also :http://lmgtfy.com/?q=save+or+lose
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
so umm immunity to magic says that if SR applies he is immune, and construct says:Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).• Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. so what kills him instantly?
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:
bebelith: not killed by phantasmal killer, held at will by hold monster (your highest level spell), sorta stoped by charm monster giant flytrap: immune to phantasmal killer, hold monster, charm monster, sleep, stun. -> tell me the spells you are using so I can tell you what the problem is...clay golem: Immunity to Magic.... Rakshasa: a spell caster....
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
blink:
ummm 10ft walls aren't hard to come by anywhere save towns. Force effects and abjurations affect you normally. Their effects
I see some stuff to do to blinkers An ethereal creature is invisible, incorporeal,
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
On the topic of things auto dying to spells:
Also; which spells are you using?
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kirth Gersen wrote:
And 4 people vs 4+ people ends in 6 seconds... When? (Aside from the mexican standoff, that is not a "challenging" encounter, but a roleplay)
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zenyu wrote:
I hate to ask this but do you like how the game plays? Or would you rather have a more roleplaying centered game?If you really don't like how the game is going (hack-n-slash) bring it up with the DM... If that doesn't work... Well you need to decide if the game is right for you, if not then you may need to find a new game. Or perhaps DM your own?
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I would just tell him the next time you see him that you believe that you are way too powerful, if he does not believe you, get one (or two) of the other players together and discuss whether they believe that you are very powerful. If they agree then have them help you convince the DM. If, in the end, he decides that you are not too powerful, then find a roleplaying reason to not use all of your resources all the time. Who knows, the DM may be making you super-powerful so that the party CAN trudge through 10-20 encounters a day by making you the bastion of the party.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Quote: And by round 2 the fight is either over or half over. At this point it no longer matters, and you've cut your already barely relevant DPS by at least half trying. More, if you got full attacked and died. As a DM: If my party can finish any encounter that was designed specifically to challenge them in 1-3 rounds, I have not done my job. As as player: If my DM has made an encounter that was designed to challenge us but we killed it in 1-2 rounds, either we are way overpowered or he totally misjudged our power. all of this is moot when talking about non-challenging encounters, and when nat-20s show up. thus far as a DM; 2 different parties, levels 1-15 on first and 1-5 thus far on the second, I have not had a battle that was meant to challenge them last less than 5 rounds, and that was at level 4 against a goblin king (4 rounds).
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kaiyanwang wrote:
"As a fullround action, he can make all of his attacks with his melee weapon at a –4 penalty. He can also cast any spell with a casting time of 1 standard action from the magus spell list."playtest book
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Velderan wrote:
"...and there are those who spend their time perfecting the use of one weapon, becoming a master without equal..." "...They might spend months learning a new sword fighting style from one master,..."from the playtest book "...learning the fighting techniques of exotic masters, and studying the art of combat..."
I think you misunderstood the flavor of the classes, as both the fighter and magus are of the same in the weapon regard as it seems to me that the only difference on the "use of weapon" is that the Magus chooses a weapon, and the fighter chooses a type of weapon, how one of them learns how to fight is very much the same - either through battle, or through study - It makes no difference to either how they learned.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
In my playtests we came up with a few Arcanas: Necromantic proficiency:
Necromantic Mastery:
Abjurant proficiency:
Abjurant Champion:
Combat Medic:
Master Medic:
Illusionary Apprentice:
Grand Illusionist:
One with his Weapon:
All of the +1 DCs stack with spell focus; we also toyed with making some that require level 18 and the one below it... but we were only doing a play test of levels 4(good enough), 6(better), 8 (yay), 11 (really good), and 14(hells yes)
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
i got bored and made a damage comparison between 1 hand 2 handed, two weapon (2 attacks) and 1 handed and spell
dmg compares
for convinence on my part i will be using caps lock from here on.
1 HANDED:
2 WEAPON FIGHTING:
SPELLS:
Spoiler:
SO THE DIFFERENCE BETWEEN 2 HANDED AND 1 HANDED :
((1d20 + STR - P + WF + M + BAB) / AC) * (.5 * P + .5 * STR)
2 WEAPON FIGHTING DMG =
SO THE DIFFERENCE BETWEEN 2 WEAPON FIGHTING AND 2 HANDED =
OR
OR
SPELL + 1 HANDED HAS A 20% LESS CHANCE TO HIT MELEE AND 10% LESS CHANCE TO MAKE DC
SO 1HANDED + SPELL =
THE DIFF BETWEEN THIS AND 1 HANDED =
DIFF BETWEEN 1 HAND + SPELL AND 2 HAND
DIFFERENCES IN DMG H = 1 HANDED WEAPON DMG PER HIT (WD + P + M + WS + STR) CS = (100% - ((15 - 1D20 - INT - CC - AB) * 5%) + 10% X = (1d20 - P + WF + M + BAB) / AC) 1 HANDED VS 2 HANDED
2 WEAPON VS 2 HANDED
1 HANDED AND SPELL VS 1 HANDED
1 HANDED AND SPELL VS 2 HANDED
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Yes i agree that it is a gamble to use at low levels, I belive that the ability to use magic and attack should be a gamble that should be only 50->70% doable at any level due to the fact that it does give you an extra standard action
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
james maissen wrote:
max lvl 1 dex 20 (18 +2 halfling) max lvl 4 dex 21 (18 +2 half +1 lvl 4)where is the 22 coming from also BULL's STRENGTH magus has it guys his STR or DEX or CON should be 4 higher. also damage from str rounded down from 1 to zero due to light weapons (sabre not in PHB so assuming light if not penaltys are -4, -4).
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
F. Castor wrote:
Do i need to point back to my first post yesterday which points out that a conservative magus IS able to cast all of his spells WHILE in combat at level 4 and up with combat casting? and that before that, he does not have the spells to need to cast more than 1 per encounter and thus only needs to cast in the first round then go to melee?70%+ encounters at levels 1-4 don't allow all charaters to full attack first round anyways. so all he can do is either cast a spell or standard attack, so he won't be able to use it anyways.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Cartigan wrote: The assertion that Combat Casting for the Magus to use Spell Combat effectively is not a feat tax because TWF is a not feat tax because everyone needs it to perform a specific type of combat effectively is the epitome of absurd. It's like saying "I need Power Attack to Power Attack! It's a feat tax!" I disagree, as one does not need to take power attack to do what it does which is "hit harder" one only needs to increase their STR. but as it should be pointed out, at early levels it is easier to "hit harder" by taking power attack, rather than increasing one's STR. And power attack has a penalty with it, it is harder to hit with, whilst combat casting has no penalties and you can still do the same thing as combat casting by increasing your caster level, the feat itself is unnecessary to cast in combat it only makes you better. So why shouldn't spell combat have penalties?It allows someone to do something extra powerful (like power attack) by sacrificing something in return. (like power attack again) Only unlike power attack it removes those penalties as the magus levels, rather than increasing them. Any barbarian will tell you that to make every hit hurt alot with a two handed weapon, you should take power attack. Any magus will tell you that if you want to cast your highest level spells every round of combat, get more spells and get combat casting. Alot of barbarians will however say that they can do other things aside from swing every round (any combat manuver, intimidating glare, etc) and thus don't require power attack. Alot of magus will however say that that they can do other things aside from cast every round (magus arcana, combat manuver, etc) and thus don't require combat casting.
|
