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![]() Making a ranged touch attack as part of casting a quickened spell does provoke, however, so at least there are swift actions that provoke. But they are rare. And I agree Gauss, it doesn't seem like it should count as retrieving an item thematically. EDIT:
James Jacobs may not be the rules guy, but it can still give a hint on intent. ![]()
![]() d20pfsrd wrote:
d20pfsrd wrote:
Couldn't find adventurers armory on the official PRD so something might be wrong in the quotes. Has it been clarified if the spring-loaded wrist sheath provokes? On one hand by RAW it seems to do - on the other hand I know no other swift actions that provoke, and thematically it doesn't really make sense. It would mean it doesn't replace quick draw as easily I guess, which is good. EDIT: Also, drawing weapons does not provoke normally, so the "provoking as normal" line doesn't really make sense either. ![]()
![]() Aubrey the Malformed wrote: Calling people murderers on the basis of reading a couple of articles online does not, in my view, represent a better paradigm for dispensing justice. Why is it this seems to be true everytime a state official has done something horrible, but never in other cases? Plenty of people called those who flew boeings into WTC terrorists, murderers and a lot of other things - but they where never convicted of such crimes. A lot of news media had labeled Breivik a mass murderer far before he got his sentence. This happens ALL THE TIME yet noone seems to care until the murderer is a cop or similar, then it's all about "THEY HAVE NOT BEEN CONVICTED!!!!". ![]()
![]() Xavier319 wrote: Sorcs and wizards have their own advantages and disadvantages. Some shine in one area, others shine in other areas. It's not a clear-cut who is more powerful in general anymore, which I like. I'm a wizard-lover myself, just so you know. But it's nice that Sorcs arent the red-headed step children of arcane casters now. I feel they've more and more "float together" since 3.x. The spells/day advantage was always so-and-so compared to a specialist wizard with pearls of power, and the "adjusting to a new scenario" advantage of a sorcerer was infinitely smaller after the Wizard got his bonded object. The reduced harshness of opposed schools from 3.x also helped the wizard. So when PF was released i kinda felt like the wiz had nearly all the advantages of sorcs barring good cha-scores. Now the sorcerer has an option for int-based casting, has gotten much of the versatility of the wizard; zes spells known aren't nearly as bad as before after the human and half-elf racial fc bonuses, and are further helped by the spell pages and such. I feel they're very similar in how they're played, although Paizo did a good job in making them different fluff-wise. I think wizard still has the upper hand on knowledges, while the sorcerer is a little easier to multiclass (due to many working casting stats). But the difference isn't large. ![]()
![]() Smarnil le couard wrote:
On spain: http://www.ibtimes.com/spanish-government-plans-ban-online-protest-organizi ng-436854http://www.spiegel.de/international/europe/fears-of-disruptions-spain-bans- protests-ahead-of-sunday-vote-a-763836.html On greece:
In several countries specific protests - for example for lgbt rights - have been banned (for example Serbia, and I think Poland) On bans on recording police:
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![]() It's easy to roll 19 successes in a row. Say that you're a master climber with 15 ranks, 22 str and skill focus (climb) trying to escape some hobgoblins shooting at you by climbing a rope attached to a wall. Your modifier is +30. The DC is 5. Yet every two minutes or so, you're going to fail. Or say you're a master spellcaster, who's crafted and used thousands of magical items and spells over the years - with a +30 use magic device. You wanna heal up a few people? Better bring many wands, because even though you could use the most powerful magics in existance without issue, you're gonna clog a wand of CLW every 100 hp or so. ![]()
![]() I don't think they're that underpriced. It heals 2d8 damage up to three times per day. It's too low to be of high use in combat (the 4d8 1/day is better, but still not that good and lowers healing/day), so it can be decently compared to a wand of CLW. - They cost the same. Pros belt:
Pros wand:
Now, a wand has 50 charges. Healing the same amount per day as the healing belt (6d8 averages 27, so about 5 charges which average 27.5) it lasts for 10 days of adventuring. If we assume 4 encounters/day and about 16 encounters per level, that's 2.5 levels, and in that time, those 750 gp isn't really that much. I'd say they're _slightly_ underpriced, assuming you really want to do the thing of equipping and unequipping multiple belts, but I don't think it's huge deal. ![]()
![]() Astral Wanderer wrote: but I don't think those spells work on corpses. It's a great plan, just wanted to note that it won't be actually dead - as long as regeneration is in place, it literally can't die. It will be unconscious though, without any way to heal itself without aid. In a permanent coma, one might say. But it isn't a corpse, so that priest could easily restore it should ze have access to the corpse. And as soon as it's max HP would be higher than 0, it will be conscious and at full speed again. ![]()
![]() Malachi Silverclaw wrote:
Actually, I know it isn't occam's razor. That's why I explicitly noted it as a _variant_. And when I first read in this thread, I really had no idea what to think. I've been back and forth on the issue in the beginning of the thread, seeing both as possible, but the more examples people made of what your interpretation leads to, and the more pages had to be spent detailing exceptions to that by you and Ckorik (and I still don't know if you both use the same interpretation - his is very contradictory to itself all the time but I don't know if you share that part of the interpretation). My main point was that if we use your interpretation (if I even understand it correctly - since you and Ckorik seem to say different things at times) a lot needs to be explained. Like, can you vital strike on a charge. Can you overhand chop on an AoO. Can you vital strike with a polar ray. And there's a lot more - I could probably make half a page of questions. And there's still the fact that you have to prove the interpretation possible with a lot of 3.5 sources. I'm not saying your interpretation isn't possible, I'm saying it's a lot of work to assume it as a standard, it will require a lot of exceptions and minor errata, and would need a big rewrite of the combat chapter. You've (collectively) explained a few of them, but using arbitrarily defined terms that aren't game terms (such as "single attack" prohibiting vital strike/overhand chop on a charge/AoO/full attack, which doesn't really have rules support). This is where something similar to occams razor comes in. If we use the other interpretation, everything works out fine. And it's a valid interpretation using just the rules as they are. And if we use "how was it 13 years ago?" as a main reason for using a certain interpretation, that hurts everyone that joins now, in this version of the game - because they have to go back to sources they've never even heard of to learn how to interpret the rules now correctly. I don't really care which interpretation can find more backup from 10 year old sources for a different version of the game. For me, the relevant thing is "what is simplest to implement without breaking the game?". If "attack action" means "any action involving an attack" we have to go into the whole "is AoO an action?" debate. We don't need that if attack action is the Attack action. And we also have to go into the whole "what is the difference between a single attack and an attack that is the only attack in an action and an attack that is the only attack in a round and an Attack action" debate. An explanation that just gives more questions is not a preferable explanation. ![]()
![]() The thing is, if there are two interpretations that aren't completely impossible, and one is very easy for most to understand, produces few weird results, and definately works (attack action is the specific Attack standard action), and one interpretation requires like 8 pages on a forum to explain to those who don't share it, still produces a lot of weird results, has the proponents contradicting themselves by accident, and just probably works - the first one is probably the intended one. I guess it's a variant of Occam's Razor. ![]()
![]() Distant Scholar wrote: Unfortunately, no volunteer has decided to code up Bestiary 3 (I did nearly all of Bestiary 2, and am reluctant to do that again). Ultimate Equipment will likely be similar to Bestiary 3, in that is a large chunk of data that will take a long time to build and test. Does it require a lot of computer knowledge to do? I'd volunteer as long as it doesn't require loads of programming skills or such. ![]()
![]() Ganryu wrote:
I can't find that on my install. None of the ultimate books show up at all! The APG is in as is the adventure paths, but not the ultimate books nor bestiary 3+. ![]()
![]() Hassan Ahmed wrote: So do animals understand AoOs? Do people understand AoOs? What is known by beings in-game is that if you don't try to defend yourself, you're going to get slapped. If you just stand around waving your arms and chanting, or start spinning a sling or whatever - if you aren't ready for your opponent's movements - you might get slapped. Obviously, animals understand this in game or they would constantly provoke (because _not_ provoking is basically something you actively do - it's just that everyone does it [which is why spellcasters still provoke if they cast a stilled, silent spell]). Taking a move action is ignoring your opponents movement to move, which is why it provokes. Animals generally don't ignore their opponents movements. ![]()
![]() It's interesting to see that as soon as the people disagree on the fundamentals of how a society works, "democracy" looses importance and "security" becomes top concern - security for those at the top, that is. Banning protests? No problems for the EU!
Everything becomes so much more apparent now when the shit hits the fan. ![]()
![]() 5ft step is not especially defensive - I think it's just a different concept. Note the difference in time spent, a standard move is about half your turn. So a move action is like stopping fighting and try to get from point A to B. 5-ft step I think is more a slight shift without stopping what you're doing. If you just want to move 5ft over the course of 6 seconds, why would you stop doing what you're doing? And may I say flies are expert at defensive, elusive movement. Wasps can do both that AND attack. I bet they both have Int -. ![]()
![]() bigkilla wrote: I also play 100% by RAW I have Zero houserules in my games. Since the main question of the thread has been answered, I assume it's okay to go a little bit OT... How does this work? Do you even use rules that are completely stupid (like the perception rules)? I've been thinking of making The Raw Wastes in my campaign setting, a minor lawful neutral plane where all the stupid parts of the rules apply (you can't see the tarrasque at 200 ft, if you die from something other than damage you can still act etc). ![]()
![]() Is it a hobby that is dominated by those with a good educational background and stable economic situation? Yes, I'd probably say so. I think it always has been though. Does it have a high cost on money? Meh, depends on how you want to play. The books themselves aren't that much more expensive now than then, and a lot of the material is free (even if you don't like having the computer when gaming, a lot of stuff like spells and classes you can just write down what is relevant - you don't need to have UM at hand if the only thing used from it is two spells and a magic item). However, the game is a lot more reliant on miniatures now, and though they aren't a must, they still are important for many people's way of imagining stuff. And miniatures are expensive, regardless of who makes them. Tokens aren't that expensive but still can be very noticeable in your wallet if you don't own a printer. Just saying it's free because you can copy the relevant info from a public library's computer though... I don't really agree. Many poor people don't have like 10 hours a day to put to something like that; you basically need the core book at hand unless you know it by heart, and many people have a hard time reading that much from a screen (me included). It might work for some, but it's not a stable solution for everyone. It might be possible, but for many people it ain't going to be enjoyable, which destroys the whole purpose of it. Personally, I think that if you don't like using the computer when at the table, you need the core rulebook, notes on splat abilities and spells used, and the adventure you're going to play. Also you probably need tokens and dice. This is kind of a base-line - yes, you could do cheaper, but this is kind of the basic for what is practical when you want to play. In my country, that'd be something like $80 if it's a bought single module (the core book i think costs something like $50-60 here). It's not easy to get second hand. I know many people who can't afford it "just like that", but I know many who can and aren't rich. That is, if we're talking about the hobby of playing RPG's. If we're talking about the hobby of collecting RPG's, it's like collecting most things - something for rich people (or at least those with a good economy). ![]()
![]() If you're going to do this, you need to nerf them in some other way, maybe by removing/lowering the DC bonus based on casting stat. I could see that for wizards, that their intelligence only aids them in preparing and learning spells - while for sorcerers, their force of personality actually affects the strength of the magic involved. ![]()
![]() Ashiel wrote:
Well, for some classes it's marginally better. For a cleric (except certain deities), it might be a boost of +1 damage and +1 threat range compared to a heavy mace. You'd still pick a falcata if you go by the numbers, but that's more of an issue with the falcata than all the other weapons. And at 1st and 2nd level, +1 damage is pretty noticeable. Not saying it's worth a feat, but it's no prone shooter. ![]()
![]() By the time you got a headband and a mithril breastplate, you'd probably have access to ant haul, but I admit that if you're in a group with no divine caster and no wizard or alchemist there could be issues. That+masterwork backpack means your light load is up to 90 lbs. EDIT: Yes, depending on game one might not have access to those items - but that's not how the game was designed. A handy haversack is as easy to get as a +1 weapon, and weren't you using a +1 Keen weapon as an example like 5 seconds ago? EDIT 2: Also, I'm not jumping through hoops. It's far less "hoopey" to assume you have access to standard magic items and a 1st level spells than it is to assume you have access to someone with craft magic arms and armor, and spending half your WBL on a single item. ![]()
![]() BeowulfIam wrote: It's interesting, but I think you should give the numbers a little more thought. You gave Heavy Armor a cost of 9, yet Half-Plate (which is the armor with the highest ACP) has a penalty of -7, thus a cost of 7. Same for medium at -5 and light at -3. I assume this was directed at me rather than the OP, which tied burden to only ACP. The light/med/heavy distinction was for armor that was carried but not worn - thus, carrying a half-plate in your backpack is a weight of 9, but wearing it, if you're proficient, is just a weight of 7 (or 6 if it's masterwork) due to better weight distribution. ![]()
![]() Oh, I didn't notice that about piranha strike/dervish dance. Good point. That drops it a fair bit. So it's basically dump str, get +1/+1 attack/damage, or keep str, get -2/+4 damage. I'd still dump Str, but I see what you mean. It's worse than I thought. Str 8 isn't that bad when using light armor, especially once going mithril. And having medium encumbrance out of combat isn't that big a deal - dropping an item (such as a bag with all your utility stuff) is a free action. Very soon you can get a haversack or bag of holding for anything that weights more. How does the AC have a difficult time progressing? Skill points are less important for a fighter than a will save and perception IMO, but that's a matter of playstyle i guess. ![]()
![]() That's a really badly optimized character. On a 15 pt buy you can have instead
remake:
And a build somewhat more like this: Human Free Hand Fighter 6 Init +7; Senses Perception +7 -------------------- Defense -------------------- AC 22, touch 19, flat-footed 13 (+3 armor, +6 Dex, +3 dodge) hp 55 (6d10+18 (FC)) Fort +7, Ref +8, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee Scimitar with Piranha Strike +13/+8 (1d6+14/18-20/x2) Special Attacks Singleton +1 -------------------- Statistics -------------------- Str 8, Dex 22, Con 14, Int 8, Wis 12, Cha 7 Base Atk +6; CMB +6 (+14 Disarming); CMD 24 (26 vs. Disarm) Feats Dervish Dance, Dodge, Mobility, Piranha Strike, Vital Strike, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar) Skills Acrobatics +10, Perform (dance) +0, Perception +7, Combat Gear +1 leather armor, +1 Scimitar, Belt of Incredible Dexterity +2;
Look, managed to increase both to-hit (by 1) and damage (by 7!) as well as a few other things just by restructuring a bit and outfitting properly. One boon the duelist has is it can boost AC, Init, Attack, Damage and Reflex with just one kind of belt - while the THF usually have to go for Str/Dex or Str/Dex/Con belts, the duelist can go for Dex or Dex/Con belts. (Also note that weapon finesse works for combat maneuvers using finesse weapons, like Disarm). I suggest picking up a single level of maneuver master for this kind of character - getting +2 to all saves, +Wis to save if unarmored, and Improved Disarm for free ain't all that bad. Dunno if Hungry Ghost can be combined with it, to get something better than Stunning Fist. ![]()
![]() Zadnar: You as a fighter can't craft any magic weapons until level 7. If you're talking about teammates it's still against the WBL guidelines (since it counts full market price for WBL if someone else crafts it). THW will deal more damage, no doubt - but until we have full builds it's hard to take into account how MUCH more damage. And also how much the THW user gives up in terms of saves, initiative, skills, and ranged capabilities. Just throwing random numbers rarely show much. ![]()
![]() Actually, many games counts the weight of your worn clothes/armor differently than your carried armor. But that's another matter. A simpler way might be basing it on armor type. Now, this gets further away from any kind of "realism", but it's a simplification: Armor/clothes carried has burden of 1/3/6/9 based on clothes/light/medium/heavy. Armor worn has burden of that or armor check penalty, whichever is less. Shields are 1 for bucklers/light shields, 2 for heavy shields, 4 for tower shields. Misc items are 4:1 for items weighing .5-2 pounds, 1 if they weight >2-9 pounds, 2 if they weight 10 pounds (and after that, 1 for each 5 pounds). Items that weight less than .5 by themselves count as neglible, up to DM discretion. What about that variant? ![]()
![]() Looks good. I've been thinking of something similar; this seems well pulled-off. I'd probably set the burden points for random "small stuff" even lower than it is - maybe even count a lot of them as "neglible" completely, as not to hamper those who wish to keep a lot of small gadgets around (like, my wizard has 40 sheets of paper and about 15 inks - that shouldn't weight like 2 half-plates). ![]()
![]() Umbranus wrote:
I didn't mean "do this once and you're kicked out", I meant if your attitude was "I do melee, anything else I won't participate in because i don't like it" means such a character wouldn't be kept around for long. Readying vs, attacks, reloading someones crossbow, reading a scroll of bless, heck, pushing the wagon in front of the party to give cover - heck, do whatever, but if your attitude is "i do what i want to do, even if it puts the party in danger - if i don't feel like doing X, I won't" that's not a character we'd keep around for long. And most dex8 character who'd try to use a sling would 1. have better things to do or 2. really consider what their character does. I mean, that has to be a VERY rare situation. We could probably stomach it if it was an important part of a character that was otherwise very useful - say, some super-religious fighter that thought ranged combat immoral, but was very effective otherwise, though that is a central part of the character. If someone was just "hey, i don't like it, so i won't do it" - would that be someone YOU would go adventuring with? EDIT: And I didn't say we should kick the player because of a suboptimal build - I said that if they player kept doing characters with bad attitudes on purpose, despite the characters being kicked-out of the party in-game, we'd not invite that person (because why would we, if they'd just come up with another character that tries to get the party killed?). ![]()
![]() Generally, I'd say about 1/4 of the hit points of a monster that is equal CR to you. More is great, less doesn't mean you're completely useless, but if you deal 1/4 total hp/round you're pulling your weight. So at 3 it's about 7.5 DPR against AC 15, at 6 about 17 vs AC 19 and at 11 it's about 40 vs AC 25. If your only job is damage, it should be at least maybe 20% higher or so. This is more for rangers, rogues, and anyone else who do something beside damage. ![]()
![]() Lobolusk wrote: because this is MERICA and you cant tell me what to buy and what to do. I am a melee character plain and simple. if I have to fire range I will sit down kick my feet up and let our glass cannon deal with it for a change. If someone in my group did this, risking the other characters life because "they like to", we'd probably kick the character out of the group, because we want someone who is capable in combat - not someone who's a stubborn ass that just knows how to swing an axe. If you as a player kept doing stuff like that, I don't think we'd welcome you to the table anymore. ![]()
![]() Maerimydra wrote:
So the only thing it does is prevent you from pushing someone towards you. You can still pull them towards you... So exactly how is this making the spell "far less interesting"? It restricts one direction of one out of like 10 different ways to use it. And the only things it prevents are such things that can be done with the spell anyway (though against some enemies you will have less chance of success). It's how the rules work, and it's not very limiting at all.
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