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![]() james maissen wrote:
I think he was trying to not min-max it too much. Furious focus only works with two handed weapons (or wielded with both hands) btw, so it wont work for him. ![]()
![]() I'm also having fun in your game so far. Would love to be involved in another if there is space. Arc, how many players do you think would be the right amount? I think 4 players is the perfect fit. 3 if the players know what they are doing. It would be really cool if you started a Serpent Skull game, since I already run a Council of Thieves game so I know the plot. If you're dead set on Council of Thieves then i will bow out :D ![]()
![]() The best part about Protection from Evil is that it makes you immune to mind control (the extra save is only when you cast Protection from Evil when you are being mind controlled already). Since you are going to be wearing this the whole time its safe to assume things will never dominate you or whatever. The protection vs summoned creatures is just a bonus. The +2 AC and save is nice but once you get to about level 7-8 they wont stack with your cloak of resistance or your ring of protection. Still this is a great item if we can make it work. Lets use something else as a refence. Seeker of Secrets has an Ioun stone, the Clear Spindle one. When you insert it into a wayfinder and you carry the wayfinder around (backpack), it grants you: "Sustains creature without food or water" and "Protection from possession and mental control (as protection from evil)" Stone costs 4000gp and the wayfinder costs 500gp. So it gives you the best part about Protection from Evil for only 4000gp, and this is not in a body slot. It also gives you what a ring of sustenance kinda gives you, I would value that at about 500gp. So what is the value of Protection from evil (mind control only): 4500 gp
= 2000gp more or less At least thats what Paizo thinks is fair. A barbarian in my campaign has this wayfinder and ioun stone. It has saved him a LOT of times. They went up against vampires and he couldnt be dominated. Extremely useful. So your item seems fine I think. Just dont argue with your DM about it being circumstantially useful since it doesnt work against plants, animals, and non-evil. It will work against almost everything you want it to work against. Very few things that have mental control are non-evil. ![]()
![]() LilithsThrall wrote:
Then I will explicitly state it. I don't think you should be spearheading the Sorcerer side of the argument, because you don't know the game. The points noted above were fairly straight-forward. I don't think you have been playing very long. What's even more shocking is that you did not even know that wizards gained spells when they leveled up. I don't know how you can go on for so many pages on a debate that is all but settled. Oh wait, leadership. Sorcerer wins. ![]()
![]() LilithsThrall wrote:
1) Maybe he was typing on a screwed up keyboard. It's Str and Wis I think. 2) Elite array comes up to 15 Points, which is Standard Fantasy as you noted. So it's correct.3) 3+3 at first. so thats 6. then 2 + 2 + 2 + 2 which is 8. 8 + 6 = 14 4) Human 5) Knowledge all is all the rest of the knowledges. He drops one point into each so that it's 1+3+4 = 8. Pretty basic stuff for anyone that has created a Wizard, or any dnd character for that matter. ![]()
![]() Majuba wrote:
This is correct. ![]()
![]() meatrace wrote:
Yes. I would say, #1 Wizard
Then for #3 and #4. Druid from level 1-11 Gets #3, and Sorcerer #4. Once you get to Mid-High levels, the sorcerer goes to #3 and druid #4 ![]()
![]() Kamelguru wrote: Ranking is dumb. There is a ton of variables to take into consideration, and each class shines in different scenarios. True, the criteria is not specifically stated. The point is that certain classes are just more powerful, more often. Given most situations, full casters, especially wizards, are just in a league of their own. ![]()
![]() LilithsThrall wrote:
O.O LilithsThrall wrote: and do many other stunts better than any of the others. For example, without any forthought he can bluff and back it up with an illusion he cast sttill and silent. Have you ever noticed that many spells work significantly better with a high charisma (such as charms and planar binding)? Illusions, charms, and binding spells are all on the short list of the most powerful spells in the game and they all are more powerful in the hands of a sorcerer. It is widely accepted that Conjuration and Transmutation spells are the most powerful spells in the game. Illusion and Enchantment spells can be really powerful given the right circumstances, but I have to disagree with you on this. Most are certainly not on a short list of the most powerful spells in the game. Even the ones that are don't give a rats ass about your charisma. Planar binding is a walk in the park for a sorcerer and a wizard (Which btw you have to pay for, since no sorcerer would be stupid enough to take planar binding as a spell). LilithsThrall wrote:
No. Leadership is THE most powerful feat in the game. It is actually quite strange that Paizo of all people did not make this feat optional. I would say that at least 50% of experienced DM's disallow this feat. LilithsThrall wrote: which is most powerful in the hands of a charisma based character, No it's pretty much the same in everyones hands. Nobody cares about followers, its all about the cohort. A wizard starting with CHA of 12 with a + 2 headband (3000gp to add it to your INT headband) will get a cohort of appropriate level. Increase modifier as you get to high levels. LilithsThrall wrote: and skills such as bluff and UMD. Game breakers. LilithsThrall wrote: The sorcerer is not only easily able to have a magic item factory, but with UMD and a familiar, can create multiple magical effects per round. In short, with a little ingenuity,... A wizard and his familiar do that for FREE. you have to pay thousands of gold pieces at mid to high levels every combat to keep up with the wizards versatility using UMD. Btw have you seen the trait, dangerously curious. Makes UMD a class skill and you get +1 to it. So thats +4 already for a Wizard taking that. ![]()
![]() LazarX wrote:
Why? Whats so good about an Iron Golem? Wizards have a lot of spells to deal with it. Most common one being summon monster. ![]()
![]() On the Sorcerer vs Wizard debate. I think the sorcerer's UMD ability doesn't give him close to any versatility the wizard achieves. Assuming standard wealth (or even broke-ass wealth), a wizard will have a massive spellbook by level 10 (for argument's sake). At this level most wizards will have a very high INT, which means they can cast a lot of spells. Very close to the amount that a sorcerer can, as posted above by Stéphane Le Roux. This means they have most of their daily spells in combat spells, but also some versatility included, to improve this they have a bonded item optionally that allows them to cast any of their spells once per day on the fly. A sorcerer cannot choose utility spells for his known spells, unless it's super useful. I can't really think of one now. So anyway, he needs to use scrolls, and this is where the wizard trumps him. You can't pay 1125gp (5th level spell) every time you want to teleport or cast whatever utility spell you want. It just becomes too expensive for a sorcerer to try and keep up with a wizard. ![]()
![]() Karui Kage wrote:
Cool, thanks. So if I want to charge with my Roc and attack with reach while mounted on it, and have it attack, it just needs lunge? ![]()
![]() KaeYoss wrote:
I don't know why you are comparing soccer fans to RPG players. You're basically saying that you dislike soccer because their fans are violent. I don't think it has anything to do with the sport. If another sport was more popular in the countries where this happens, and their supporters were violent, would you then also dislike that sport? KaeYoss wrote:
To me the point of the thread was to highlight and build anticipation to one of the biggest sporting events in the world. It's not that I want you to go away if you don't agree with me, it's that I am pretty sure nobody cares about your deluded hatred for soccer/football. ![]()
![]() KaeYoss wrote:
Are you saying that the majority of soccer spectators go out in groups and assault other people? I think the point he is trying to make, is that you can make any activity seem childish. If you don't like soccer then just leave the thread alone. ![]()
![]() Did you know only Canada, Samoa and the United States (according to wiki) and South Africa still uses the word "Soccer". The rest have conformed to football. What's very weird to me is that in every single Hollywood movie I watch, the children are always being dropped off at or picked up from or playing soccer. Is this because children are too young to play American football? (we play rugby from 5-6 years.) ![]()
![]() Bryan Bloomer wrote:
Then maybe take the save away, or only introduce it when one of the heavier effects kick in. The alchemist's saves are +12 / +12 / +6. Saves follow one of two progressions. Good or bad. Good ends with +12, bad ends with +6. I don't know of classes that deviate from this. I'm not 100% sure how the crafting works. So with price reduction, can he craft a poison for (20%) x (1/3rd of market value) = 6.67% of market value eventually? I dont know if I'm reading it wrong but you don't actually say what kind of damage the innate poison does? Quote: Blinding Spittle - As a standard action, the poisoner may spit as a ranged attack. If this attack successfully hits an opponent, the opponent must make a Fortitude save (DC = 10 + class level + Constitution modifier) or be blinded for the next 1d6 rounds. This attack has a range increment of 10 ft. Creatures without eyes or creatures that are immune to critical hits are also immune to this attack. This is broken. 1d6 rounds is a LOT of rounds. I suggest maybe reducing the saving throw or the rounds, but probably the best is just to say. Ranged touch attack, if it hits your blinded for 1d4 rounds (no save), but you can spend a full round action wiping it off your face. Put a limit on the amount of time he can do this every day. 3 + con mod? ![]()
![]() I'm still reading but as far as I can see. Hit die should be D6 not D4 already. Maybe D8's based on BAB progression. What's up with the saving throws? Fix that. Should end in a +12 or a +6. Probably +12/+6/+6 Quote: The Fortitude save DC for this poison is equal to 10 + poisoner class level + Intelligence modifier + Constitution modifier. That save is very high. I would say 10 + 1/2 Poisoner class level + Int( or Con) ![]()
![]() I dont think that applies because you're actually wearing the shoes with your feet. Your not wielding/employing/picking it up. You certainly cant drop it, unless its a pair of slippers as stated above. I tend to agree with the "treat as constantly walking through greased area" rule. If they walk they have to make acrobatics checks, otherwise there is no effect. Realism wise, there should be no difference between a Floor/Grease/Boots sandwitch. I dont think it matters if its cast on the boots or the floor first, it should have the same effect IMO. ![]()
![]() Lord oKOyA wrote:
Agreed. This is where the thread should have ended. ![]()
![]() seekerofshadowlight wrote:
No. It's like taking your Toyota to Pimp-my-ride. Then afterwards when all your friends are saying,"Dude, you have might have a defective accelerator, you should have your car checked out!" Then your like,"No! XZibit pimped my car out, it's a completely different car. It doesn't work like a Toyota fool!" "VROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!" "BANG!" You Are Dead ![]()
![]() concerro wrote:
Dont agree. concerro wrote: That is why I don't think off handed attacks were meant to be used with two handed weapons. Wizards have stated that it was the intent to allow this. I get the feeling here that you guys are looking for ways to disallow this because you dont like it, not because it isnt RAW. (side note: Wizards designed this combat system that Paizo uses, so to say that you need a ruling from Paizo doesnt make sense, since nothing has changed with regard to TWF with Armor Spikes) concerro wrote:
That off hand refers to your free hand not the "off-hand" that means your secondary attack. You guys are constantly getting off hand the attack and the actual hand mixed up. What bothers me is how technical you guys get about the terms but you fail to see that armor spikes is an off-hand attack. Doesnt that bother you? ![]()
![]() One of the points I think people miss is this: What is the Off-Hand? It's either your weaker hand, or it is your weaker attack. You have to choose between either saying the off-hand is literally your one hand OR the off-hand being a label for a body slot that holds a weapon, and is your weaker attack. Since we know that armor spikes are not held in your hand we have to conclude that the off-hand is not your hand itself, it's actually just your secondary (for lack of better word) attack. I see a lot of people saying the off-hand is being used, but since we know the off-hand is now your body (for armor spikes) then it isnt being used. Off-hand has NOTHING to do with your hands. |