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![]() these are the kinds of stories that i really like. undead are my favorite bad guys, the atmosphere in the gravelands is great, and ive always been a sucker for that determination in the face of absolute desperation feeling that the knights have. id read a whole series about these two running missions in the gravelands. ![]()
![]() In the game Im currently playing weve created healing arrows, basically arrows with syringes of clw potions. Its a ranged attack to hit, does 1 damage, then heals like a potion.
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![]() I reckon there are lots of reasons. Probably the most obvious one is trading suffering in the next world for power in this one. Theres probably a spectrum of "it cant get worse" to "ill be i can weasle out of this" on the list of reasons why for this. Then theres probably a bunch of people who think devils are superior to everyone else for one reason or another and opt in accepting that the torture is part of the entry fee for being an awesome devil. (everyone in this group probably assume they'll end up as a devil instead of being used as the mortar in the wall of some infernal city cause they "get it") Theres probably some group of people that figures Hell will win in the end anyway so might as well get the torture out of the way now to maybe get a shot at something not terrible at the end of eternity There's also supporting the absolute law and order side of things which probably appeals to a lot of people for security and safety and they accept that part of that stability is a little torture Also, none of those options are mutually exclusive so theres probably as many blends of those ideas and more as there are folks who worship Asmodeus. Also, I guess technically its the soul that was put in me getting tortured, not me specifically since my me-ness gets tossed when Pharasma sends me down the garbage chute so why do I care if some lump of soul stuff gets tortured for eternity? I wont be there to feel it. ![]()
![]() Dasrak wrote: It's still a superb feat for making a glaive finessable, but it doesn't make it one-handed. But what does make it one handed is Spear Dancing Spiral and Quarterstaff Mastery. So for the low low price of (checks notes) 7 feats you can one handed finesse a glaive and take the 8th feat to slash some grace. Now, for the fun part. If you also get Amateur Gunslinger (or maybe just take a level of gunslinger, whichevers easier), weapon focus with a gun, Dazzling Display, Quickdraw, and Gun Twirling you can "dual wield" a glaive and a gun without getting bogged down in the TWF rules or the swashbucklers aversion to off handed shenanigans since you can draw and holster the gun as free actions.Granted thats another... 5 feats which means a human fighter could have all of this online at level 10 I think ![]()
![]() Another thing to consider is that you don't need all those knowledges at level 1. Yes, a big part of being an inquisitor is identifying monsters so you can bane them but you dont get bane til level 5 so you have some room to build the base of your character before they "grow" into their role as a monster hunter. ![]()
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![]() As someone currently playing a telekineticist and also eager to get to the point where I can throw buildings, I looked into how much buildings weigh (ok, I googled "how much does a house weigh" and looked at the first result).
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![]() I'll preface this by saying that I am by no means a kineticist expert. I'm running a telekineticist now and I focused more on utility than I did damage because it seemed to me when looking into it that was the trade off for some of the awesome things they can do. That being said, I think the way you boost damage for telekineticists is to take telekinetic haul at level 4 and use it to drop houses on people. ![]()
![]() quibblemuch wrote: -Keep a vial of dirt from your homeworld with you at all times; it will draw you back there. Malefactor wrote: Screw it, space offerings to all the gods, just to be sure. Whelp, my pilot is going to have holy symbols for a bunch of gods that he cut out of some bulkhead in the bowels of absalom station as close to the starstone as he could get. ![]()
![]() Drali wrote:
in the grimdark future of starfinder, the invisible hand has become the shadowy fist ![]()
![]() Umbral Reaver wrote: A starship's density should be about 0.25 metric tons per cubic metre. A jet airliner has an average density of 0.27, but 0.25 is a nicer number to work with for approximations. Knowing nothing about... well anything even tangentially related to starship engineering why is that the density it should be? Is it a "humans and their stuff and their air take up so much space and have so much mass" sort of thing? ![]()
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![]() To the everything is relative, ect point, according to the srd a scribe is worth 15gp a day. I'd say that a proper "professional assassin type" is probably as skilled in their field as a scribe is at scribing so I figure thats as good a place as any to start. Theres also a section on modifying the price based on how dangerous the job is. The higher levels are hazardous, deadly, and suicidal and I think it's fair to say that assassining would fall into the deadly category so we can tack on another 3gp per day giving us a total of 18gp for one day of an assassins service. Maybe round that up considering the illegal nature of the work to give us a nice even 20gp per day which I'd say is a fair price compared to the sorts of rewards PCs would get for a day of goblin killin for the mayor of Sandpoint. Then you can increase that 20gp based on the level and/or reputation of the assassin, the cr/level of the target, and maybe whatever other expenses involved.
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![]() Id stick with the vanilla brawler. You'll be able to spec into grappling using martial flexibility when you want to and grappling becomes less effective when things start being bigger, stronger, and/or having more than 2 legs. With the vanilla brawler you can choose to do nonlethal with your normal punches to knock people out and you get a lot more flexibility than just the strangler. As to feat selection, someone smarter than me once said
Unspaceman wrote:
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![]() Drahliana Moonrunner wrote: Again... there is no rule that they CAN. I poked around a little more and the way I understand it now is that using a spellbook is a class feature and all the stuff around it is part of that class feature. So only classes that have the spellbook class feature or a class feature that says it acts like a spellbook can do anything with spellbooks beyond selling them. That being said, if its a homebrew game theres nothing to stop you from houseruling that other people can do stuff with spellbooks.![]()
![]() Drahliana Moonrunner wrote: Because in order to write the spell into your book, you have to learn it. And you don't have that ability as a non-caster. In order to write a spell in a book you just need to make spellcraft checks and any class can put points in spellcraft. Plus bookish rogue lets you learn a different spell by studying it in a book. As far as I can tell, as long as the rogue makes the spellcraft checks theres nothing stopping them from copying spells. ![]()
![]() ChaosTicket wrote: Personally I like weapons with versatility like the Monk's Spade, Nodachi, and Lucerne hammer. Any Gods grant that? as far as i know, there are no gods that have those as favored weapons. however, there is a feat called weapon versatility which will let you change the damage type of your weapon as a swift action. it has weapon focus as a prereq but if youre going with a melee inquisitor you dont need a lot of feats anyway and that +1 bonus will help offset the penalty from power attack. a couple other points too. yeah, the weapon proficiency is a drag on the inquisitor but you mentioned that you were leaning toward half-orc for your race which is a great idea cause a) they get have a bunch of racial bonuses that are almost tailor made for inquisitors and b) they get free proficiency with falchions. also, say you dont go with weapon versatility. dont discredit the simple weapons just because theyre not the best. sure a morning star isnt going to win a dps race, but that one backup weapon will cover the other 2 types of damage that a falchion wont and when you stack judgement and bane on it youre still swinging for the bleachers by any standard that isnt "optimized two handed fighter." also, look at the inquisition list as well as the domains. conversion and heresy replace cha with wis if thats a problem and the persistence inquisition stacks fantastically with a melee half orc inquisitor. at the end of the day, the point of an inquisitor isnt to be the best at anything under ideal circumstances. thats supermans job and inquisitors arent superman. the point of an inquisitor is to be better than everyone else when s**t goes mega sideways. thats batmans job. inquisitors are batman. ![]()
![]() Orodhen wrote:
optimal shmoptimal. now that i see what youre doing (i crack me up sometimes) this seems like itll be a good time. ![]()
![]() Hey everyone, I came up with what I think is a pretty good build for a brawler that I'm rolling up and I was hoping you could make sure I didn't make any mistakes. If I take these feats
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![]() Could there maybe be a way to do it using the reach spell metamagic feat? ![]()
![]() Bruunwald wrote: Playing goblins is fun, but in the games I've played, having the GM control him is a good way to get him attacked by the rest of the party and killed. To most players' minds typically "evil" creature + controlled by GM = enemy. That's what was giving me pause. I was workin on a couple of plans for it going that way but it may just be better to not bait the other guys into attack me. Bruunwald wrote: I think it would be very funny if you actually PLAYED a cleric and came in and revived your previous character. Even funnier would be to play a GOBLIN CLERIC and come in and revive your previous character. I like where your head's at Bruunwald. I shall return to the drawing board to plan for that if my GM permits. ![]()
![]() Ravingdork wrote: Why is the Pathfinder's pouch Market Price AND Crafting Cost 1,000gp? Shouldn't it have a 2,000gp Market Price OR a 500gp Crafting Cost? ... A wizard did it? midichlorians?spiral energy? typo? Judging by the spells that go into it, I would guess it's supposed to have a 500gp crafting cost. Aelryinth wrote: Feather fall, for instance, is situationally useful, but only active in very specific instances. I find ways to make feather fall useful (though I prefer boots of the cat). I have a somewhat unnatural love for having characters whose preferred method of egress is jumping out windows or down pits, or what have you, without really looking. In 3.5 I took care of it with the Rod of Ropes, which I'll add to my favorites list if we can at 3.5 stuff. ![]()
Male Human Gunslinger (Musket Master) 1
![]() Couple questions before we get where we're going:
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![]() I believe the argument is "It may or may not be thematically appropriate, but that is irrelevant because the designers left it off the spell list, presumably for balance issues." If you gm a game and want to add gravity bow to the inquisitor list, that's fine. If you can convince your gm to let your inquisitor have gravity bow, no one will mind. But you asked why inquisitors don't get gravity bow, and the answer is, probably balance.
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