Forty Watt wrote:
To be fair, Life Oracle's entire schtick is being a healbot. Though being a healbot is no excuse to be lazy; I hate players who choose a class that's intended for a certain role, and then do jack all when not acting in that role (the worst offenders tend to be people who choose combat classes and sit with their thumb up their ass when not in combat).
And the "party healer is only there to heal people" mentality is far older than WoW; I've had 1st Ed. veterans question why the party Cleric was doing anything but healing party members. It's a big part of the reason I refuse to play divine casters; I don't want to be lumped in as the guy who's only there to keep the rest of the party alive.
Ugh, GM's who meddle like that "THOU SHALT NOT MAKE DECISIONS FOR MECHANICAL REASONS!" are pretty much the bane of my existence when I'm looking for a group to play in as a Player.
Pretty much. Decisions I make with a character are often done as much for mechanics as for flavor; any DM who tells me I can't do that is a DM I refuse to play with.
I'm okay with this, so long as I continue to receive royalties for our performances of "Sweet Home Augustana" and and a new set of +1 Impact Drumsticks.
My group has been pushing the idea of a Traveling Bards game for some time now, and we're just waiting for the right moment to run it. Basically, everyone would specialize in a different type of Bard - one person would play a skill monkey Bard (probably an Archaeologist), one would play a social Bard, one would play a buff/debuff Bard (my buddy wants to play a Diva for this role), and one would play a combat Bard (I'd be doing this, using my Skald for it).
Charon's Little Helper wrote:
I already said that:
Monks don't get 1.5x Strength on damage rolls with unarmed strikes (doesn't qualify as a natural attack that gets that extra damage, since you get multiple attacks via Flurry), and they only way they get it with Flurry of Blows at all is if they have Dragon Ferocity or are using a two-handed monk weapon.
And we're getting away from what I originally said anyways. If a weapon cannot benefit from 1.5x Strength by being wielded in both hands, it should NOT be able to get Power Attack's two-handed weapon bonus.
Charon's Little Helper wrote:
Monks don't get 1.5x Strength on damage rolls with unarmed strikes (doesn't qualify as a natural attack that gets that extra damage, since you get multiple attacks via Flurry), and they only way they get it with Flurry of Blows at all is if they have Dragon Ferocity or are using a two-handed monk weapon. Since they don't get that bonus, they wouldn't get the extra 50% from Power Attack either.
Even if they did by RAW, I'd never allow it for the exact reason I just said.
I seriously doubt it. If you cannot use it as a two-handed weapon to get 1.5x Strength on the damage roll, you shouldn't be able to get Power Attack's 50% extra damage for two-handing it.
The rules for counterspelling are so specific and stupid that I honestly just house-ruled it out. If you've identified the spell and can cast either that spell, Dispel Magic or Greater Dispel Magic, I let you counterspell as an immediate action with a caster level check. With Improved Counterspell, I let you do it so long as it's a spell of the same level or higher and of the same school of magic.
Still not perfect, but I find it preferable to the actual system in the game.
I think a lot of the issues people have raised regarding firearms kind of miss the point of firearms in Pathfinder. They're SUPPOSED to be powerful (there's a reason firearms replaced every other weapon), they're SUPPOSED to be rare and expensive (only one country on Golarion makes them, and as a result they get to set the prices), and they're SUPPOSED to be tricky to use (early firearms were notoriously unreliable, and it took a lot of skill to get good with them). I think it's ludicrous that DMs ban firearms entirely because they don't want to deal with them; I just enforce the setting rules and limit them to early firearms.
A few ideas for themed games have been brought up in my group, including:
- a party of Goblins (basically running the We Be Goblins! trilogy)
I actually think it's a great ability. I don't think it's a forcing of uniformity, but rather adding some versatility; if you find yourself in a situation where your available Blasts are next to worthless (like a Pyrokineticist going up against fire elementals or a Balor), or a certain Wild Talent would be more helpful than what you've currently got (such as needing Earthglide but not having it), then you can use it for the cost of some Burn (which can limit your ability to use other Talents).
So I've been perusing Occult Adventures (and have already built a Kineticist, with a Spiritualist coming soon), and I've been thinking about two ideas that should be discussed. The first, simply put, is a psychic specialization for Vigilante, similar to the Zealot and Warlock specializations. It could be done; if not as a core part of the class when Ultimate Intrigue comes out, then perhaps as an archetype later on.
The second is the idea of a mythic path specifically for psychic classes. Admittedly, I'm not super familiar with the psychic classes, but while I'm sure some of the current paths might work for them (Archmage, Trickster and Marshal come to mind), a dedicated psychic path (Psyker? Psionic?) seems like a great idea to me.
Humans ARE boring. Their only real mechanical advantage is the bonus feat; every other race has some sort of advantage over them, whether it's better stats, improved senses, or magical prowess. Hell, I prefer Half-Elves to Humans because they can do everything a Human can, PLUS they get all the stuff for being a Half-Elf and a sizable amount of Elf stuff (and with proper planning and building can get Drow stuff as well).
That being said, when I build a character, I choose whatever race and class fits the concept best while being mechanically sound, and in many cases Human fits the bill. Half the characters I've ever built have been Humans, and one of them was the most powerful character I've ever run (granted, he was a Half-Celestial, was 19th level, and was a gestalt - Gunslinger/Ranger specifically - but still).
Depends largely on the build and what you're doing with the character. Unchained Rogue is superior as a skill monkey, and as a dedicated stealthy backstabber it's arguably better as well (though Ninja still trumps it for that), but Slayer is a far superior combatant and doesn't have to rely on Sneak Attack for damage output the way Rogue does.
I really like the Unchained Rogue; it ended my general dislike of Rogues (which was entirely obsolete prior to the Unchained variant), and I'm considering building one with a Gunslinger dip for Skulls & Shackles. But I tend to prefer combat classes over skill monkies (and I now need to make a Vanara Rogue so I have a LITERAL skill monkey), so Slayer is preferable to me.
I can think of one potential combo for it - use Spellstrike to hit a creature with Arcane Mark, then on the following round(s) use Runic Overload. Assuming a creature marked with Arcane Mark counts for the "having magical runes on its body" part of the spell, they'd take the 1d6/lvl damage.
Still not great, but maybe not entirely useless (I'm working on my Magus guide at the moment, and I think it's a pretty nifty spell).
I'd rather they didn't. I love the Mythos, and I love how they integrated it into Pathfinder's lore via the Dark Tapestry (Leng having connections with Thassilon, Desna opposing the Outer Gods, the towns of Ilmarsh and Carrion Hill basically being Innsmouth and Dunwich respectively, the Reanimator archetype for Alchemist, connecting Dagon to it, etc), but I'd rather leave full-blown Lovecraftian campaigns to the guys at Chaosium. To put it bluntly (and no offense to the guys at Paizo), Pathfinder is the wrong type of game to handle the Mythos; cosmic horror loses its meaning when you can just whack whatever you call up until it dies.
Hell, I'm having trouble keeping my group from doing just that in friggin' Call of Cthulhu.....
(Also, I kindly request that whoever decided to give Great Cthulhu a stat block after Wake of the Watcher flat-out said there'd be no point in giving him one be slapped. I'm STILL annoyed about that.)
I've been wanting a proper villain adventure path for a while now. I mean, most of the APs can technically be run with an evil party, and Skulls & Shackles is built to reward villainy, but they were still intended primarily for good or at least neutral parties. It'd give me a reason to use either my Tiefling Slayer, my Hellknight or my Red Mantis (my Knight of the Sepulcher and my Drow Summoner wouldn't work in a game where you serve Cheliax, unfortunately).
Though I REALLY wish Paizo had an equivalent to Blackguard. Maybe a possible archetype for Antipaladin?