Umbriere Moonwhisper wrote:
This is sort of the way I feel about Small warriors, All warriors are always Dwarves or Humans or Orcs. I want to see some Halfings and Gnomes as Warriors
I really want to see a small race used for one of the Combat classes, There are combat oriented Halflings and Gnomes. Just because their abilities are not the best for the classes does not mean they do not exist. A slayer or Brawler Gnome or Halfling would be really cool. Chang it up a little bit and dont make their iconics the best race for the class.
I love these classes as well and truly am happy that they decided to make them. I think the playtest will allow for some tweaking that needs to be done to some of the classes but I must say something. I really really hate the argument "You can already do that with archetypes and multiclassing" Actually I couldnt because if I multiclassed I would have to jump back and forth and try and balance it out myself Possibly having to deal with different saves, hit dice, base attack bonus and also deal with lower DC's as well as no chance at getting a capstone ability. I must also say I dislike that a common argument has been "I can do more DPR with what already exists" honestly it is not all about DPR. I will end with saying again. I love these classes, I love that they made a book that shows how this can be done and that they understand that multi-classing is not for everyone.
thenobledrake wrote:
You are correct, I apologize for my confusing comment. They do gain proficiency with those weapons. But I still dislike the "eastern" weapons, they just don't sit well for the class at least for me.
I find Dual Shielding to be really cool. I love the idea of Dual Shielding. I can just see this really well trained Dwarf warrior wielding 2 heavy spiked steal shields guarding deep tunnels inside a dwarven city. Dual Shielding just feels like it would be the Elite fighting style of the best trained Dwarves.
I have said this before in other threads. This game is designed for ordinary people from as young as 13 or even younger to pick up and play, you don't need a law degree to play this game. If it takes this much discussion to figure out a rule you are probably over looking the basic concept of the rule. just ask someone who has never played the game or any game before to look at it and ask what they think the rule is saying. More than likely they are right. Rules Lawyers tend to over analyze a rule to death, to the point that they have completely missed the point of the rule. Go with your gut, that is my advise to the OP everything else is other players interpretation.
So I thought I would ask what are some of the fun or funny magic items people have come up with for their games. One I came up with were the Gloves of Invisibility, They render the wearer invisible when the wearer places his hands over his eyes, one drawback, the wearer can not see while they are invisible. What items have you came up with?
Malachi Silverclaw wrote:
Just because we disagree does not mean you need to imply I did not read the rules. if it was as clear as you believe it is then it would never have been brought up in the first place. you interpret the rules one way and I interpret them another way. We disagree on the interpretation of what the RAW means. Until one of the designers comes on and clarifies the rules it will be up to interpretation. If it truly was so clear cut as you put it it would not be on the forums. Try not to insult people because you disagree with them. It's Rude.
I was curious, how the community deals with rolling your confirmed critical hit. Do you roll your base damage as normal then multiply the damage or do you multiply the base number of dice. (ex) if you are using a lonsword and confirm a crit, do you roll 2d8 then add your static bonus to it or do you roll 1d8 then multiply what you roll then add your static bonus to it.
some characters can gain XP individually which can put them ahead of other characters. Not everything done in game will be done as a group plus in games i run i give extra XP based on participation, if you barely participate then you get the bear minimum XP but if your character is very active both in action and in RP you can gain more XP.
booger=boy wrote:
Why would you want a max on HP or AC out of curiosity, i personally would hate having a max on HP.
Im sorry but from my perspective this seems like a nonsense argument. to me it just seems like people not wanting this to be used because of how powerful it is so they are reading way too much into the wording just to keep it from happening. this game was not written for lawyars it was written for everyday people. the rules are simple and clear. everything that doesnt stack says it doesnt stack and everything else stacks. they go out of their way to point out what cant be used together in the game. as long as pounce does not say it cant be used while mounted or cant be used with a weapon (like a lance) then it can be used in combonation. if you dont want it to work than house rule it.
I think the disparity begins with this one thought "I use magic so i can do this VS you dont use magic so you cant do that" it is the idea that you need magic to do anything big, any cool awesome BIG earth changing things that causes the disparity. Any time some non-caster tries to do something awesom, extream, superhuman, all the caster lovers start yelling "BROKEN, OVERPOWERED" but of course if you achieve the same thing with the backing of magic no one cries foul.
Can I get a simple explanation of what a Titan Mauler can do from the Developers? I have seen different inturpretations of how the Titan Maulers Jotungrip works, does the Titan Mauler gain the ability to use weapons bigger than anyone else can? I just would like a explanation rather than an inturpretation of the archetype.
i have always enjoyed playing DnD and i love pathfinder but i have to admit one thing i cant stand is when anyone refers to something in the game as "broken". Sure many DM's chose to remove something from their game if they feel it doesn't work right but in my honest opinion how can you truly enjoy a game if you don't trust the game to work? My group follows one major rule, If it is in one of the core books (meaning any book released by Paizo) then it is always allowed without question. How can you comfortably play in a group if you cant assume what you look at in the books is an option for you to use? How can you truly enjoy a character if it wasn't your first choice but that option isn't allowed in some ones games? i just feel that the term "Broken" just ruins any real fun i might have in a group, something might seem powerful or wonky to you but others might feel it works just fine.
Brawler BAB: full
Skills: 4+int) Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge (local), Perception, Perfusion, Sense motive, Slight of hand, Stealth, Survival Alignment: Any Proficiency: All Simple Weapons and Brass Knuckles, Light Armor, Medium Armor, no shields
Hit Dice 1d10 Level Special
Knockout Punch: this ability functions as stunning fist but takes a full round action to perform, at 6th level the Brawler can perform a free bull rush attempt without needing to move as part of there Knockout Punch, At 12th level on a successful Knockout Punch the target is knocked unconscious for 1d4 rounds, At 18th level on a successful Knockout Punch the Brawler deals double damage. Catch of Guard: the Brawler gains this as a free feat Mob Defense: the brawler gains a moral bonus to ac when ever he is adjacent to more than one foe. Blood Drunk: the Brawler gains a bonus to attack and damage based on the amount of damage he has taken, this bonus increases as they level. Blood Drunk (1) 25% loss of HP +1, 50% loss of HP +2, 75% loss of HP +3 100% loss of HP +4, Blood Drunk (2) 25% loss Of HP +2, 50% loss of HP +4, 75% loss of HP +6, 100% loss of HP +8, Blood Drunk (3) 25% loss of HP +4, 50% loss of HP +8, 75% loss of Hp +12, 100% loss of HP +16 Damage Reduction: same as Barbarian
Brute Strength: (Bonus Feats) Agile Maneuvers, Deflect Arrows, Diehard, Endurance, Fleet, Improved Disarm, Improved Grapple, Improvised Weapon Mastery, Snatch Arrows, Throw Anything, Toughness, (Improved Disarm- the Brawler does not need to meet the prerequisites to take this) Heavy Throw:
Hammer Fist:
Iron Stomach:
Powerful Build:
Reckless Attack:
Street Wise:
Superior Unarmed Attack:
Tenacity:
Feign Proficiency:
Improved Damage Reduction:
Ferocity:
Greater Ferocity:
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