
Kamelguru |

TriOmegaZero wrote:The party had no cold iron weapons. Ranged attacks were ineffective.In general I think at least a handful of cold iron arrows are pretty reasonable standard gear for a level 5 martialish character.
Which isn't to say that you'll never be caught without them or that there are never campaign reasons not to have them, but usually I would feel like a character that was caught without them when he needed them had made a mistake. There's not a small number of things with CI DR.
Not to mention silver arrows. Even my casters have Cold Iron and Silver bolts for their crossbows, in case they should encounter something strange and not feel like casting a spell.
All my martial types both in D&D and PF (well... my 1 paladin since we left 3.5, as all my other PF characters have been casters) have 20 arrows of all materials, and a couple of applications of "Oil of Magic Weapon +1" just to hurt those "DR 10/Magic and Silver" weirdos. Not even 200 gp investment.

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Dire Mongoose wrote:Hasted was the point I was making...you don't get as much benefit from haste if you can't make the full attack.ciretose wrote:Well 5th level, full attack is a single attack unless you are TWF.Or hasted! (Or monk w/ flurry, or archer with rapid, etc.)
Fair enough, but at 5th level haste is a major resource expenditure (highest level spell you know)

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Falandar Thornarrow wrote:ciretose wrote:Which one?Stats in the profile.Your not really build to be a Melee fighter, no offense. And without cold iron bolts, a composite bow, or deadly aim (add +4) yeah that is rough.
Respect to you for posting a build.
Nothing be respected, I had it on the profile for my own benefit. Posting it here didn't really take any effort.
Trying out the switch hitter build. Using the SA and Skirmish for bonus damage when possible.
Of course, with a set of 18, 17, 13, 13, 13, and 7 for stats, and trying to rebuild my 3.5 elven Scout with them, I didn't have much choice.
Also, I should have used Quarry on the nymph and maybe had a chance, but I had forgotten I had gotten it in the v2 rewrite.
Just to note, 'not really built to be a melee fighter' sounds a lot like 'that's no true Scotsman'.

Kain Darkwind |

Kain Darkwind wrote:Fair enough, but at 5th level haste is a major resource expenditure (highest level spell you know)Dire Mongoose wrote:Hasted was the point I was making...you don't get as much benefit from haste if you can't make the full attack.ciretose wrote:Well 5th level, full attack is a single attack unless you are TWF.Or hasted! (Or monk w/ flurry, or archer with rapid, etc.)
Sure. I was only responding to the spells HD offered though. He gave glitterdust (save, no good), grease (save, no good), haste, bull's strength and dispel magic.
That's why I said it isn't that useful if you are blinded.

doctor_wu |

Yeah it is hard to make a good archer rouge but those are fun to play. And 3.5 scouts were fun.
I am thinking about making enemy caster behind barred doors with some mooks. When the party starts making noise start buffing. Knock drains second level spells slots that could be a glitterdust. At lower to mid levels that is one less spell coming at your npcs.
Isn't the nypmh case a choice of bad spell selection to help the party. Pathfinder should not be casters vs melee but rather party working to stop the BBEG.

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Yeah it is hard to make a good archer rouge but those are fun to play. And 3.5 scouts were fun.
I am thinking about making enemy caster behind barred doors with some mooks. When the party starts making noise start buffing. Knock drains second level spells slots that could be a glitterdust. At lower to mid levels that is one less spell coming at your npcs.
Isn't the nypmh case a choice of bad spell selection to help the party. Pathfinder should not be casters vs melee but rather party working to stop the BBEG.
I could have had a perfect spell selection and it wouldn't have mattered, really. My character had zero motivation to save a bunch of annoying peasant humans anyway.

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ciretose wrote:Falandar Thornarrow wrote:ciretose wrote:Which one?Stats in the profile.Your not really build to be a Melee fighter, no offense. And without cold iron bolts, a composite bow, or deadly aim (add +4) yeah that is rough.
Respect to you for posting a build.
Nothing be respected, I had it on the profile for my own benefit. Posting it here didn't really take any effort.
Builds give you a baseline for discussion. It's easier to defend a point when you aren't pinned down to facts.
It's one of the things I like about you and the Kirth group. Your cards are on the table.

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ciretose wrote:
Builds give you a baseline for discussion. It's easier to defend a point when you aren't pinned down to facts.It's one of the things I like about you and the Kirth group. Your cards are on the table.
But boy is it hard to play poker like that! ;)
But yes, the blanket statements and assumptions get to me too. I even took up the other side against him in a thread awhile back.
3/5 of Texas Hold'em is out there for the world to see. I play more poker than Pathfinder anymore.

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ciretose wrote:The Texas Power group is much more interesting and are full of people who have something to offer to the discussion.Aw shucks. We got a nickname.
ciretose wrote:But less Motorhead references :)To each their own, I guess. :)
The TPs? I always thought of you guys as HoustonDerek's Travelling Cavalcade of Hilarity... or maybe Kirth's Angels. Definitely not TOZzy TOZ and the Funky Bunch. :P

The Egg of Coot |

But you can make more Monty Python references in Pathfinder.
Under the main house rules document, add the following:
"Any Monte Python reference causes 1d6 Charisma drain to the offending player's PC. Unlike normal ability drain, this cannot be restored by anything short of a wish or a six-pack of Spaten."

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TriOmegaZero wrote:But you can make more Monty Python references in Pathfinder.Under the main house rules document, add the following:
"Any Monte Python reference causes 1d6 Charisma drain to the offending player's PC. Unlike normal ability drain, this cannot be restored by anything short of a wish or a six-pack of Spaten."
I fart in your general direction :)

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On the subject of SoL spells in PF, Kirth ran Carnival of Tears for us Monday night.
The CR 7 nymph in PF has a DC 21 Fort save for her blinding beauty. A 7th level characters base Fort is +5. And this was a 5th level module. So, yeah.
Another good argument for caps on spells and SLA DCs.
At a 50% baseline for success/failure at an even level character with a good save in that catagory the DC should be around 17 to 18 at best. (figure misc +2 to +4 mod).
I will never understand how the hell exploding DCs and manipulation got under the design radar with d20 gaming.

Kamelguru |

TriOmegaZero wrote:On the subject of SoL spells in PF, Kirth ran Carnival of Tears for us Monday night.
The CR 7 nymph in PF has a DC 21 Fort save for her blinding beauty. A 7th level characters base Fort is +5. And this was a 5th level module. So, yeah.
Another good argument for caps on spells and SLA DCs.
At a 50% baseline for success/failure at an even level character with a good save in that catagory the DC should be around 17 to 18 at best. (figure misc +2 to +4 mod).
I will never understand how the hell exploding DCs and manipulation got under the design radar with d20 gaming.
Serpent Skull spoiler: