xJoe3x's page

Organized Play Member. 405 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


1 to 50 of 405 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Great, thanks so much for the clarification.

Ah I see, just to confirm. Since the first two for the elf are 1-2 and 4-6 (Mummies Mask) They cannot be used by the summoner since he is already level 7. Correct?

So that leaves me with two sheets that can't be applied, do I just just cross them out or can I take them and apply them to a new character instead?

Hi all,

I am getting back into society play after being out for a year or so. The last two things I did were back to back adventure paths. I have the chronicle sheets and remember I am supposed to apply them to my other characters (a level 2 goblin alchemist and a lvl 7 elf summoner) I think what I am supposed to do is apply each one to the character until the chronicle sheets level is higher than the characters current level.

The goblin would only have the first 1 or 2 applied immediately and as he reached the appropriate level additional sheets would be applied at that time. The elf would have the first 3 or 4 applied and be in the same situation.

Is this correct?

Also small second question. Some of my sessions don't show up on the online session tracker, I still have the signed paper sheet. Does it really matter? If so how do I have that fixed?

Xaratherus wrote:

The offset in the case of what I'll call 'UCamp retraining' would be the time spent in order to retrain (which can't be dedicated to anything else), locating an appropriate trainer with the feats that you want (and convincing them to assist you), obtaining a dedicated training space, and a basic gold cost.

The gold cost isn't too bad (I probably would have made it higher - as it stands, it's essentially 50g x your current level), but it requires a dedicated 5 days (8 hours per day) with no interruption. So in order to take advantage of it, your GM would have to give you a solid five days after you spent time to find a trainer and a dojo. If the GM has a problem with it, then you just won't have that much dedicated downtime.

I'm not certain that the designers 'forgot' that this could happen; it's possible, but I find it unlikely, especially since in the last paragraph of the feat retraining section they actually mention the fighter retraining feature and how it differs from this (without mentioning any additional restrictions on what the retraining can replace).

I am glad there are some GM controls built in. Time be a decent constrait in some campaigns, but having the GM say you never have 5 days off could be difficult in others. The trainer can be bypassed as well.

The gold cost is really negligible, which I am just fine with if the intention is fixing character decisions the player later regrets.

However if the intention was changing feats to gain access to feats early, it seems like not such a great rule. I would ban it in my campaigns. Either way I think I see enough people asking similar questions/confused, that an official response on retraining rules would be beneficial to the community.

When I was reading I have always gotten the impression that this was intended to fix character choices, not gain powers early.

Xaratherus wrote:
RainyDayNinja wrote:
master_marshmallow wrote:
I thought there was a rule written that said something along the lines of: "The feat you acquire through retraining must have been able to be taken at the level for which you are losing the previous feat" but then again idk.

There's not. Here's the entire text:

Retraining wrote:
You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.
Nothing in the description says you have to take a feat you could have qualified for at the time. There's already an FAQ thread started on the subject.

Correct. And the general text at the beginning of the retraining section states:

** spoiler omitted **

No restriction there, either.

Also, if we take the best parallel we can to retraining feats - Fighters, who have always been allowed to retrain bonus feats - they are explicitly allowed to retrain bonus feats based on...

I think it would be different because it has different power consequences. The fighter can exchange 1 feat every 4 levels without restriction as a class feature. Having retraining work like that you can switch any number of feats at any time, leading to situations like I described obtaining high level feat chains 5 levels early.

RainyDayNinja wrote:
xJoe3x wrote:
Kairos Dawnfury wrote:

You must have had the Prereqs at the level you would be retraining for.

So simply walk your character back to the level you're retraining for and see if you have the Prereqs, if not, you're not allowed to.

It's in the Retraining Section.

Good, I must have missed that when I read it. Thanks.
You didn't miss it, because it's not actually there.

Well bah, I will check ou that FAQ, hopefully one of paizo staff will comment so stuff like that can't happen.

Kairos Dawnfury wrote:

You must have had the Prereqs at the level you would be retraining for.

So simply walk your character back to the level you're retraining for and see if you have the Prereqs, if not, you're not allowed to.

It's in the Retraining Section.

Good, I must have missed that when I read it. Thanks.

2 people marked this as FAQ candidate.

I was talking to some people about the new retraining rules. One person suggested a use of the rules that I think it not intended, allowing players to get feats far earlier than normal. I wanted to bring this up and hopefully this could be clarified so people do not abuse it. (Assuming I was correct about the intended use)

Feats use a lot of different prereqs, many based upon having certain other feats. So here is the issue in an example:

Monk turns level 12.
Monk sets out for retraining.
Retrains feats for levels 7, 9, and 11.
Trains to get dimensional agility, dimensional assault, and dimensional dervish.

The player does have the prereqs now that they are level 12, but that feat chain is made to start at level 13. Normally a player would not have dimensional dervish until level 17, allowing the monk to get this feat chain 5 levels early. This is one example of this type of manipulation.

I would think the intended use would be you can only replace feats at a certain level with another feat you would have qualified for at that level or something along those lines.

So ya... what do others think?

Anyone know what time the con wraps up on sunday? Want to see if I need that last night of hotel costs or not.


So from what I can tell normally you would choose a faction during first steps, 3 parts at gencon was a bit too much so we did not sign up. We did sign up for other pathfinder events, so here is the question... do we just pick a faction that we like when making a pfs character?

Thanks for the help, that explains a lot, I will read more about PFS.

When signing up for event many of them state: "In the shadow of the cyclopean Cyphergate,.... For characters of Levels 1-5."

What does that mean? That characters start at level 1 and go to level 5? That you can just make any character up to level 5, in which case I don't see it being anything but a party of level 5s. Help would be appreciated, thanks.

Mortagon wrote:

Thank you all for your kind words and compliments. Sadly I never got to use any of the background stuff I wrote for CC, as my player's decided to skip CC and play JR instead. I guess horror just wasn't their cup of tea.

Hopefully my work wasn't in vain and I hope it provided some additional fun at your game tables.

I can attest that it was not in vain. It gave my groups some great times. Including a great prank war between the party and zokar that ended poorly for the party, but was hilarious along the way. Just to name one example.

Were the corrections to the feats ever made, there were promises of rewriting that would be done and made free of charge to those that already purchased. To my knowledge they never occurred.

Cheapy wrote:

Honestly, it looks like you started thinking Druid was better and made the list based off of that. How many times can the Druid Create Demiplanes? None.

Different spell list.

The druid has the better spell list as a full caster.


Ability to easily change your companion.

He can change it when he levels, a druid can change his companion whenever he feels like it with a 24 hour cerimony.


Much better summoning list (Summon Monster is FAR better than Summon Nature's Ally. It's not even close.)

One of few things.


Supreme versatility. Want to have a good radar? Just have the Eidolon spend 1 evolution point to get +8 to perception. And still have amazing stats elsewhere. You just can't do that with animal companions.

Then hope you like that choice until you level. Animal companions do just fine, yes picking abilities is fun, but not enough to make up for the discrepancies.


You can heal your Eidolon.

And druids can heal all of their companions.


All of the "Foo Animal" spells affect animal companions, but not Eidolons. Seems a bit disingenuous to say eidolons can be banished, but say nothing about specific counters to animal companions. It's also pretty disingenuous to say that animal companions have more base forms when Eidolons have many, many, more combinations. I don't know why you just listed base forms, and not combinations.

Dismissal and banishment are quite a bit worse. Oh also don't fall asleep or get knocked out.


Don't need to figure out what to do with your companion when you go into town. Just unsummon him. Don't need to tie him up out of town (especially if you have a Lion) leaving him to fend for himself.

A very small issue.


Want a companion that can breathe fire, fly, grapple opponents to pick them up and then drop them in mid air? Good luck finding that in an animal companion.

Plus you're not tied to that silly nature hippy theme.

Summoners simply got nerfed into being noncompetitive. If someone wants to play one I suggest they try and get their DM to play it with its abilities from beta.

Nope, the summoner got taken down too much from beta, it is now just a fluff class, it is simply worse at its niche role than other classes.

archmagi1 wrote:


** spoiler omitted **

Awesome, love it.

Thanks for the input, useful stuff guys.

Hmm thanks, the second seems like a really good option.

I am almost certain when encountering the haunting of harrowstone my players will go to the temple and tell them about it and ask/demand that they do their duty in cleansing the haunting.

It is a temple of pharasma and they would certainly obligated to do something about it, how would you deal with this. I don't want my players to just have the temple do the work for them, ideas?

Hey guys I am GMing harrowstone and have the first path only, I will be buying them as needed. I don't know if any of the other NPCs come up with other motives or personality aspects later, if they do I would love to know about that now. But the main purpose of this post is to get ideas for my NPCs, what personalities and motives did you give to the townspeople of Ravengro? Specifically people like:
The council members.
Zokar and his son
Father Grimburrow
The various shopkeeps
The sheriff and his deputies
Or anyone else you gave some cool story.

I really apprciate the input, its my first time GMing and I want to do well.

The term to call it is irrelevant, but some of my toons are getting up in the teens and I would love a stuff for them when they get there. I dont see any reason to ever cap it.

Leonal wrote:
Divination School

Ah that makes sense, thanks.

I was looking threw the first part of carrion crown and kendra is listed as being a level 2 diviner, I see some others npcs here and there listed as diviners. What/where is the diviner class, if a player wanted to take them as a cohort or some thing is there a level path for it somewhere?

James Jacobs wrote:
And again... your GM needs to make the call on how this affects party balance. There simply is no magic equation you can apply to make things work all nice and neat—monster races, even when they're gained as a result of reincarnate, need to be examined and ruled on by the GM since no two GMs and no two games will have the same requirements. And even if they did... no two monsters have the same stats—they're built as monsters, not PC options, after all.

Ok, thanks for the help.

Also if it does count as a level increase from racial levels would this apply (From the section Monsters as PCs)?

"For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes."

"Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally."

James Jacobs wrote:

Reincarnate is a pretty strange and complex spell. It's certainly one of those that every GM should look at and decided exactly how he wants to run things in his game (awaken and simulacrum and miracle and wish are similar in this regard).

The way I handle reincarnation effects in adventures and sourcebooks is to follow the guidelines as guidenlines, not rules. If a human gets reincarnated as a troglodyte, they'd retain any mental human abilities, but would lose physical ones. They'd gain troglodyte physical abilities, but lose mental ones.

For this case, it's actaully pretty clear-cut.

The human, upone being reincarnated, would back out his +2 bonus to an ability score if it had been applied to Strength, Dexterity, or Constitution; if that bonus had been applied to Intelligence, Wisdom, or Charisma, he would not lose it. He gains the Trog's mods as listed, along with all of the troglodyte's attacks, stench, darkvision, armor, and stealth bonus for being able to shift his coloration.

He'd keep his bonus feat and extra skill ranks gained from being human since those are mental, not physical.

He'd also gain 2d8 racial Hit Dice, which means his base attack bonus, saves, and skill ranks go up. He also would gain a new feat, and depending on if that extra 2d8 HD bumped him up enough enough, a +1 bonus to an ability score of his choosing.

As for what his CR would be... if he's a player, that doesn't matter at all. CR isn't for player characters. He's now more powerful than the other characters in the party, of course, and that presents some challenges to the GM... but not so much if the other players aren't jealous and are cool about things. The GM, of course, can do what he needs to do to make the PC's new life as a troglodyte relatively rough and miserable, of course, since that kind of change would wreak havock on family and relationships and even simple trips to the grocery store.

If this is an NPC, once you rebuild all the stats, just sit down and look at it as a whole. Chances are good that...

Thanks for the info!

What I meant by the CR was in term of level for exp to get to the next level. If he was 6 to start would he be treated as 6 still and only have to hit the 7 marker to get the next a new class level? Would it go up to 8 because of the HD and then would he not gain a class level until until he he the 9 marker? If he gained feats and an ability score bonus it would seem like he would be treated as a total level 8, with 6 class levels and 2 racial levels, and therefor would not gain another level until he hit the marker for level 9.

4 people marked this as FAQ candidate.

So I read over the wording for reincarnate and it left me confused.
If I have a human and they are turned into a Troglodyte, what changes occur?

"A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores.

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form."

The human racials are a +2 to a stat.
A bonus feat
An extra skill rank.

Are all of them lost according to "eliminate the subject's racial adjustments"? Does that contradict "retains any class abilities, feats, or skill ranks"?

Then I apply a -2 dex +4 con.
Darkvision 90
aura stench
+6 natural armor
2 claws and a bite attack.
+4 stealth (+8 in rocky areas)
2d8 HD

On top of that where does one fall in terms of level? Would it be +2 from the HD? Would it be +1 from the CR? Would it decrease as the according to level as according to Monsters as PCs?

Tamago wrote:
Quantum Steve wrote:
You do get a bonus 0 level spell. Only, to keep the pattern you get it at Int +0, or 10. This being the minimum Intelligence to cast 0-level spells, it's already factored in.

That's an angle I hadn't considered before. But if that were the case, shouldn't Wizards get 5 0th level spells per day at level 5? If "bonus" 0th level spells are already included in the progression, then that means the "base" 0th level spells max out at 3 per day, which is less than the 4 per day all of the others get. [Edit: And Symar makes a good point as well]

Every game I have ever run has houseruled this to allow bonus 0th-level spells.

I'd be interested to hear what the original rationale was for this decision.

That sounds like a good idea to me, I had not considered it before but I am going to suggest it to my group. It would be easy to do, just expand the chart one to the left.

Quantum Steve wrote:
You do get a bonus 0 level spell. Only, to keep the pattern you get it at Int +0, or 10. This being the minimum Intelligence to cast 0-level spells, it's already factored in.

Thats not a bonus, that is just the ability to cast.

I don't really question it on the basis of advantage over sorc, I mean they are cantrips they become fairly unimportant pretty quickly and 4 is enough to get the important ones. The real question for me is why does having a high stat let you cast more over every other type of spell, but not cantrips? How does that make sense?

Ya, I never really understood why it applied to all spells except level 0s.

That would work too, my real point is just to add that compatibility. There are probably multiple methods of doing so.

Tom Baumbach wrote:
Yes, use the rules for casting from a staff when using a staff of the magi. This is clearly a 3.5-to-Pathfinder oversight.

Thank you for the help.

2 people marked this as FAQ candidate.

So we just got one and as a full caster my version of fireball would be stronger than the staffs DC17 v my DC19. Do the set DCs trump the normal use?

Using Staves: Staves use the wielder's ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it's higher than the caster level of the staff.

This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder's ability score to set the save DC for the spell, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming a target's spell resistance.


A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Unlike a normal staff, a staff of the magi holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don't. A staff of the magi does not lose its powers if it runs out of charges. The following powers do not use charges:

Detect magic
Enlarge person (Fortitude DC 15 negates)
Hold portal
Mage armor
Mage hand
The following powers drain 1 charge per usage:

Dispel magic
Fireball (10d6 damage, Reflex DC 17 half)
Ice storm
Lightning bolt (10d6 damage, Reflex DC 17 half)
Pyrotechnics (Will or Fortitude DC 16 negates)
Wall of fire
These powers drain 2 charges per usage:

Monster summoning IX
Plane shift (Will DC 21 negates)
Telekinesis (400 lbs. maximum weight; Will DC 19 negates)
A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)

I have been looking over the ninja and I think it is a very cool class. I definitely like it, I think it would mesh very well with shadow dancer as well. The shadow dancer has rogue talents added to it, I think it would make a great mesh if it was allowed to choose from ninja tricks if that is the class you leveled. My suggestion is to add wording that ninja tricks may be substituted for rogue talents for prestige classes or something like that.

"Determine Properties of Magic Item: When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results."

Does that mean you can try again the next day for different results or even if you try the next day you will get the same results?

I don't see the point of saying to can try again the next day if it would do nothing to try again the next day, right?

Basically I am reading it like this:
"Determine Properties of Magic Item: When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts performed that day reveal the same results."
A friend is reading it like this:
"Determine Properties of Magic Item: When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts always reveal the same results as the first."

Sorry by treat as I meant:

"Treated as: This list of weapons includes weapons from the Adventurer's Armory and supplements the list in the Pathfinder RPG Core Rulebook . If a weapon’s description says it is “treated as” another weapon, a character lacking the appropriate exotic weapon proficiency, can still use it as if it were the other kind of weapon and feats such as Weapon Focus still apply, as do abilities requiring a certain weapon. For example, the butterfly knife allows a proficient user to open or close it as a free action and is otherwise treated as a dagger, meaning she can wield it as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it as the target of a spell that only affects daggers, and so on."

So from what I can tell its stats are that of a nomral spear with the injection added. That increases the price and changes it to a martial weapon. Anyone know why it is a martial weapon instead of a treat as weapon?

Turin the Mad wrote:

Monks flurry shuriken to overload the Fort save bonus of their poisoning victims.

Wise monks use +3 adamantine shuriken.

In melee, however, a monk can (by slathering on enough doses of contact poison instead of injury poison) deliver a flurry of blows. The number of body parts that can be coated are: fists, elbows, knees and feet - so an 8-dose limit.

I can think of one more, forehead, who doesn't love a poison headbutt.

azhrei_fje wrote:

Dude, Google is your friend. ;) This was found using "site:phpbb.com dicemod"...


Ya I tried that one I couldn't get it to work, I tried all the variants from the phpbb community.

My group recently created a phpbb forum. We are looking for a way to incorporate an online dice roller. http://invisiblecastle.com/ looked promising but when I checked it out it was full of internal service errors and would not even allow login. We would like either something that we can embed or something that we can link to that keeps a dice log (Just to make sure we don't have any fudging). If anyone has any suggestions they would be greatly appreciated.

We were loving google wave for it but they are closing it from what we have heard.


The sheets look great. I would definitely use them if they had field forms to type the information in as well as allowances to make document modifications to remove pages we don't need. (So I could just have a pdf doc with the pages I needed for a specific class including extra copies of pages like spell book pages.

Thanks, that helped a bit.

As a wizzard I like to have a bunch of pre-made spell lists to speed things up. I can't help but feel like I am forgetting some important situations.

I have:

On the boat (specific to the campaign.)

Anything else you guys can think of?


Kaisoku wrote:

There is a direct way of using it: when it's used as a secondary natural attack.

If a Ranger uses unarmed strike or a weapon, he can make iterative attacks with it, and then add his claw as an extra attack. This extra attack is treated as a secondary natural weapon (even if it's normally a primary weapon).

So a Ranger who intended to get the most attacks in a round would be using a weapon with one hand, and a claw as a secondary attack. Multiattack effectively gives an extra +3 to hit on that attack (from -5 penalty to only -2)... three times better than weapon focus, but for a specific situation.

It might not be the most completely useful usage of the feat, but it's not a dead feat choice at all, and has it's place.
As noted, a Ranger with unarmed strike and claws would get a LOT of use out of an Amulet of Mighty Fists.

The example was given multiple times. Your lack of responding to those posts, and instead responding to and getting very defensive against the toll remarks made me feel like you were being a bit negative for negativity's sake.
I try to give the benefit of the doubt though, so I'm going to assume you missed this inherent class usage in your out-of-hand dismissal. I hope this helps make the class option make more sense for you.

While that works it certainly does not fit that great, as the class only offers claws which come as 2 claws which then play against using a weapon, it is just a way of figuring out how to make someone get some use out of it.

"Some people have been nice enough to contribute some actual ways to make use of it. I thank them for that, while I still think the variant is a bit problematic some very specific builds really lessen that. (Again thanks to those that actually gave builds for normal races that give a way to make use of the abilities)"

The troll remark was rude, I took offense to it. I did not respond to every post, nor did I respond directly to others. Some of them were other questions people had about the ranger as well.

I still think the class seems to be missing the tools it should have, it still seems ill-designed. I am not trying to be negative, the only two complaints I have about the decisions of pazio's staff are this and the APG final changes to the summoner. They really do a wonderful job. This however just seems like it was not completely thought out.

Mandreth wrote:

Just a quick question Joe;

The way I'm interpreting your posts...it seems you think it's poor design that the Shapeshifter ranger gets Multiattack as a bonus feat, but cannot use it without meeting other pre-reqs (aka, another natural weapon), right?

Going by this train of thought...Is it "poor design" that a player could take this feat as one of his normal Feat selections, but still not use it until he gets the appropriate number of natural weapons? (Not including the weapon + natural weapon combo)

Not quite. This is an ability offered as a line by a class, yet the class provides no direct way to make use of it. You have to jump through hoops to do so. I think such class abilities should have a chain or other built in class mechanic to make such offers applicable. That is the case with every other class (All other ranger selections, monk bonus feats, as well as many other class mechanics). It just leaves a feeling like it is incomplete to me.

Sunderstone wrote:
xJoe3x wrote:
Not trolling asking a legitimate question. Be less of a jerk please.

I disagree, you keep stating it was poor design, etc. because you didnt like it for whatever reason. Some people will like it, myself included. If one of my players wants to be a monstrous PC and decides to go this route, more power to him.

Its an option, if you dont like it, ban it from your game. No need to try and snipe and say its "poor design".

Well you are wrong, regardless of your disagreement. Asking about a variant that has abilities that do not fit is not trolling. Stating that I believe the variant to be poorly designed, as it does not internally provide a use for the abilities it later offers, is not trolling either. Its fine that you like it, but it really is lacking what it should have (or not have if it was worked that way). Some people have been nice enough to contribute some actual ways to make use of it. I thank them for that, while I still think the variant is a bit problematic some very specific builds really lessen that. (Again thanks to those that actually gave builds for normal races that give a way to make use of the abilities)

But if we want to talk about trolling, lets talk about people who come into a thread and contribute nothing but rudely/incorrectly accuse me of trolling, as they actually do seem to fit that bill.

Glutton wrote:
Troll less please.

Not trolling asking a legitimate question. Be less of a jerk please.

Majuba wrote:
xJoe3x wrote:
I disagree, I really don't think a class should be build around having some non-standard race or being a monster. If this is how it is intended it is extremely poor design.
I can accept that. It would still be useful for multi-class Druids, Barbarians (Animal Fury rage power), and any class that can cast a polymorph spell.

I can agree with that but a class should not have to rely on that to make use of its abilities.

1 to 50 of 405 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>