Pathfinder General /pfg/
Combat maneuvers edition
If you are asking for build advice, please mention which third-party books are allowed.
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I like the Bodyguard -> Take the Blow featline, since you already have Combat Reflexes.
You may wish to take Seize the Opportunity from the PoW:E playtest, but I think my reading of things is that you can already use most combat maneuvers (trip, disarm, etc) as an AoO.
If you're going full Intimidate, then I suggest taking Signature Skill (Intimidate). Combine that with Grim Guard's Laughter and you stand a decent chance of making your opponents run away while peeing their pants.
Any advice for a PoW/usually non martial character? All paizo stuff+DSP allowed.
I'm making a TWF Dervish Defender and don't really know where to go with it. Currently UC Rogue 1/Dervish Defender 4
I'm currently level 5 and for feats I've currently got: Improved Initiative, Quick Draw, Deadly Agility and don't know what to pick up at 5 or what I should particularly be aiming for. I understand that intimidate martial can make good use of shatter defenses/csmash but I'm not looking to go in to intimidation.
Well first off, why the one level in unchained rogue?
1d6 sneak attack probably isn't worth being a level behind in maneuver progression and other class features, unless there's something else I'm missing.
Next, two weapon fighting is in a pretty weird place in Path of War right now, because if you build optimally, it's really really good - and possibly a bit too good. Your full attacks with Thrashing Dragon Stance and the Thrashing Dragon style feat will often be far better for damage output than any strikes you'll have access to, and as a result the only maneuvers you'll end up using are boosts and counters. It's going to get some rebalancing when the errata comes out eventually, but for now, that's the sort of place it's in.
Also, why do you need quick draw? Once your BAB is above 0 you can draw a weapon practically as a free action anyway.
>Not taking the Two-Weapon Fighting Feat
This one eludes me.
Whoops, my bad there. Should have seen that one.
That's not what I said; I just said it can be a problem. Also some people like to find the limits of the ruleset rather than limiting themselves and feel odd if they're holding themself back without a solid reason.
Dipped in one level strictly for weapon finesse to save me a feat and for the class skills, as coupled with high int and dex it makes me a very good skill monkey and saves me a feat.
Yeah, I've been thinking whether it is worth it or not. But I can only draw one weapon as a part of a movement for free, and while it might rarely come up I'll be glad for it when it is needed, and the campaign setting means running around with weapons drawn constantly wouldn't be beneficial all of the time.
I got that as a bonus feat from Dervish Defender at level one, the feats I listed where the ones that I've had to select that weren't freebies, sorry for not clarifying that.
1) I dunno, I think they're pretty hilarious
especially when you refluff the illusion of perfection ability as kanji in Jojo style. I will agree that the hour of lost fear immunity is pretty rough, though it only kicks in at level 12.
Exactly why you think they get a Con bonus also because Alluring Presence is a tanking mechanic and they need more hp
3) Fuck you - love, Paizo
>Why are there no sloth phantoms?
Like in all those great ghost stories were the person who died doesn't have a real motivation for haunting the living and are just too lazy to move on to the afterlife.
>"So can you go to the River of Souls already?"
>"Nah, man. Just gonna lie back and take a nap."
>"Best part is I'm basically possessing this kid so the Psychopomps can't actually take me."
>"Easiest job ever."
WotC is a little bit better about this.
Since they made "The Grand History of the Realms," I can tell players that it has been 1,626 years since the psionic empire of Jhaamdath fell if they pass the Knowledge (History) check.
Just a word of warning, the PF trove hasn't been updated since November 2015 so any books you're looking for you're going to have to go to the source to find.
On that note, guess what's been cleaned and is out for download?
Except with Eberron. One of the few stupid things in Eberron is that they inflated the size of dates to make it more "epic" in scale. Dividing all Eberron early historical dates by 10, and multiplying all population numbers by 10 (the result of bad math in that case) ends up making it much saner.
Hey, /tg/, I have a rules question.
If summoner equips his eidolon, does items goes with the eidolon when it returns to their home plane? Or drops to the ground?
I've seen different opinions, so now I'm looking for any source of a "hard proof" - citation from rulebook, errata, faq. Heck, even designer's post would be good, if it is dated after the APG release.
But can a cleric bring back the dead dwarf to life in the form of an elf that can't hold its liquor?
I want to have a combatant with pretty good action economy that has the capacity to fall back on taking a full casting on when the long spear is no longer doing it.
The original plan was a reach cleric with sacred summons for standard action summons if I need more help possibly taking the animal domain for an animal companion (the problem with this will probably squeezing the handle animal pts into the clerics poor skill pool).
Alternatively I'm considering the druid because the animal companion is already in there so that saves me a feat on boon companion at the cost of standard summons but with the benefit of natural spell and polymorph shenanigans.
I'm comparing the spell lists but I've never played a divine caster before so I'm having trouble weighing their spell casting prowess against each other.
Lunar oracle also seems like a choice but kind of looks trappy since I'm giving up the best features of the above plus being forced to raise a less useful ability score.
Yes. Cleric with Craft Wondrous Item can craft Salve of Second Chance (somehow it's cheaper than casting reincarnate)
Don't hide it from me /pfg/
Tell me about your
subconsciously recurring character trait
>I always need my character to have ranks in knowledge: local, just in case we need a handy plothook to advance the game (confirming rumors and tall tales, getting rid of the local organized gangs, etc.)
>probably squeezing the handle animal pts into the clerics poor skill pool
What? You only needs 11 to pass check. That's is easy to achieve even at level 1. You already has +4 bonus on Animal Companion. Buy a training harness for another +2. Get Beast Bond trait for net +4.
Little trick for a lower levels. Fate's Favored + Divine Favor = +2 to attack and damage for 1 min at 1st level. With Half-Orc it's also +2 to saves all the time. Switch to Prayer and get +2 to almost everything later.
Also, I'll try to bump my question: >>44580494
perhaps look at nature oracle. you get a companion but it has to be a mount. and you can use your cha instead of dex for ac and cmd. and you can give your cha to saves for your companion.
I find that the problem with oracles and reach aoo builds is that the cha/dex tradeoff kills the potential for combat reflexes.
Its awesome for str based greatsword builds though.
You can't equip weapons and armor on Eidolons iirc. for two reasons:
Weapons require proficiency - which your eidolon lacks.
Armor doesn't fit non-humanoids - which your eidolon isn't
Though, any objects currently carried or worn by your Eidolon simply drop when the Eidolon is banished or unsummoned as they're not native to his Plane.
If it were up to me I'd also pick "better" classes.
If the PC is a sorcerer, then I pick wizard, If He's already a specialist wizard then maybe I pick the same specialization but be a Thassilonian specialist or pick the opposing specialization, possibly metagaming to counter his spell list if you want to be a dick about it.
Basically add the Gary Oak template to that DMPC.
Every one of my characters has a star-shaped symbol of some kind, either on their body, on their gear, or as a personal logo/sigil/mark. Some of them have multiple.
>Gunslinger: Sheriff's badge on her duster, star-shaped stud on her hat
>Brawler: Shooting star symbol on his armor and caesti (fluff caesti, not the actual gear since those are worse than his unarmed strikes)
>Inquisitor: Holy Symbol of Asmodeus
>Spiritualist: Star-shaped tattoo/scar/birthmark (not sure which just yet) on her chest, star-shaped pupils (people actually comment on this being weird)
>Sorcerer: her Arcane Mark is a star surrounded by lightning, she wear star-shaped earrings, and her cape has a star-shaped clasp
>Mesmerist: has a star logo on her pocketwatch and a star-shaped pommel on her sword cane
Once I noticed, I star-ted doing it intentionally.
I have a near-compulsion to have my characters able to fight unarmed.
Either Improved Unarmed, or at least wearing something like Cesti.
Only three characters who didn't/don't. One had sorc bloodline claws. One was an alchemist with feral mutagen, so also claws. And the other is a witch. And she's still being played, so she may well end up getting some guardian/defending cesti too.
I don't thinks there is a hard answer for this. But seeing that a Wizard can loot everything while jumping between planes. I don't see why Eidolon can't do the same.
Wrong. Please check your fact before posting shit next time.
Eidolon can equip Weapon. There is even an evolution that grants them proficiency (and they can take it normally via feat too). There is also no rule that say you can't equip weapon without proficiency, only the rule that said you take penalty for not proficient with the weapon.
> Armor doesn't fit non-humanoids
Oh what is Barding? What is "Armor for unusual creature" rule? Those are explained in CRB. Eidolon can't wears armor because Eidolon rule state so, not because of your bullshit.
Nah, she's a Gravewalker. Trying to convince my DM to let me rebuild her with Spheres, but we'll see.
And nah, not on the same weapon. Cesti being the plural. One Defending, one Guardian.
>White Haired Witch
They can't use Int to attack, aren't they?
>I just feel psychologically secure when I see my character has a spell list.
This is wizard mentality right there.
>"I don't know how you fighters and rogues just rough it out in the outside with all the death-slinging liches, and fire-breathing dragons. Haven't you commoners learned at least how to start a campfire with a wave of your finger?"
I like to play characters that allow a degree of customization to the point where you need some time to double check to see if its legit.
For example I really want to play as a Conjurer or Arcanist Occultist with as many Evolve summon monster feats as I can take. Obviously this requires a degree of trust between me and the GM but the problem is I still dont have a regular group so this hurts my chances in the LFG section whenever I pitch my concept.
I always like how spellcraft and acrobatics had a special purpose for non-casters and non-rogues in Neverwinter Nights.
Every 5 ranks in acrobatics = 1 dodge bonus to AC (as long as you're not flatfooted)
Every 5 ranks in spellcraft = 1 bonus to your saves (if you can successfully identify the spell)
For me its because I've been playing enough games with random groups to know that you end up getting paired with the worst full casters.
There is nothing more disappointing than realizing that the party wizard prepared nothing but blast spells when the mission briefing made it apparent that <utility spell> would have been helpful.
If I can help it. I don't always resort to direct damage. Or a weapon.
I've lost count how many times I've used fall damage, falling object damage, hazards and traps.
And at most, I don't even resort to fighting. Just casting spells or resolving an encounter with diplomacy, illusions, compulsions and intimidation.
When it comes to casting, Cleric has better buffs(unless you're buffing exclusively yourself/animal companions) while druid has better crowd control spells. Cleric also has better access to healing spells, if that's important.
I can't seem to stop myself from roleplaying historical people.
I roleplayed Erwin Rommel as a Hobgoblin Siege Mage / Construct Rider Tank Commander.
I roleplayed Ooyama Masutatsu as a Dwarf Monk / Druid Wandering Kung-fu Hermit
I roleplayed Simo Hayha as a Drow Gunslinger
For years at the table half my group would melee anything and everything. At first I started carrying ranged backups because the alternative was standing around like idiots as we died to foes they couldn't charge...
But for years now I haven't been able to make anything other than heavily ranged characters. Even if creating something purely for swords and maces, as soon as I stop paying attention I'll just end up naming some kind of cannon that and calling it a day.
Can anyone tell me if there's a city/country in Golarion that is totally cool with necromancy and they hold ceremonies for the dead and all that shit (similar to Nevarra in the DA universe if you know what I'm saying)?
For the Steelforge stuff, I know that the /prices/ are a seperate track for the mundane and magical enhancements, but what about the bonuses?
For example, if you had a +3 Magical Sword, with +6 worth of mundane damage enhancement off the third tier of it, what's the total damage bonus? Is it 3, is it 6, or is it 9?
Hey /pfg/, has Agents of Evil been released by our brother Magmadog, 3 chans down? I have a feeling its already around, but i think i missed it.
We don't call them anything. They're plebs.
Is the bard/cavalier prestige class any good ? I'm thinking about making a noble duellist with some magical talent due to their lineage and some diplomatic skills which Bard seems to be a good combination off.
I hate this faggot so much. In my Iron Gods game they'll find his corpse and get all the gear he has for free, along with a fedora that gives +6 intelligence if you hate the gods.
It bugs me that Ustalav is apparently home to many necromancers when the majority of its counties officially worship Pharasma. You'd think there would be fewer necromancers. It made deciding on my own necromancer's county of origin a lot harder.
All my golarion characters are from Taldor and come in varying flavors ranging from Monty python ignorant peasant to Assassins creed super serious will do anything for the crown Lion blade.
It would be more than a social rift, it would be a fight to the death.
I mean, I guess it's not like their could be an official "This is the county of necromancers!" county because all of its Pharasma-worshipping neighbors would declare war. But the only possibility I can see are that there must be a lot of necromancers operating in secret, probably living on the edge of town or in hidden necromancer cults, stuff like that. But what I remember from the guide book about Ustalav is that there isn't much like that. So that's why it's kind of weird, it's painted up like necromancy is a big issue in Ustalav but the practition itself is strangely absent. The only necromancer I can remember from that book off the top of my head is a head in a jar that mind-controls one of the lords of a county.
Ustalav is weird, there's a lot of political infighting and espionage between the churches of Urgathoa and Pharasma, to the point that certain individual chuches have had their beliefs bled together or have priests that corrupt clergy to believe in the other's beliefs.
I'm a level 4 occultist (Pact Magic one, not that abomination from OA). I found a +3 greatsword. I'm not proficient with it. I can't waste a feat to be proficient. How can I best use it short of selling it or waiting a couple levels to get item crafting shit and sticking Transformative onto it?
>Two sessions ago, Bard dies near end of dungeon.
>Roll up another character
>Just as caster as our Oracle
>Just as fighter as our Fighter
I think I read somewhere that Synthesists are banned from organized pathfinder society play. I understand why, now. Fuckin' busted class, mang.
BFG uses energy cells like the plasma gun. I';m pretty sure it's plasma.
What the fuck is force damage, anyway? I get that it's an energt type. But what the fuck is it exactly? I always imagined it as being wind, but that's because of SMT.
you really don't understand why.
when you're a synthesist, you're either in your battlesuit (being the fighter) or summoning monsters (which you can't do in the battlesuit without burning spell slots, and if you do that you aren't fighting)
when you're a regular summoner, you have a pet fighter (with its own actions) and can use your spells to either summon more monsters or buff said pet fighter
the only advantage the synthesist has is in equipment costs
On each turn, a normal summoner gets to both cast spells and have their pet rip someone's face off. A synthesist summoner has to choose one or the other.
Officially the reason synthesist is banned is because players keep misunderstanding its mechanics.
Any more powerful than I am would cease to be fun. It'd just be the DM sending in baddies way more powerful than the rest of the party to try and KO me.
I mean, I do understand. Just because summoner is more busted doesn't mean I don't comprehend that synthesist is busted.
No, I think you're right. His stat block seems to be in error, and I even checked out his archetypes and items to make sure they don't alter favored enemy somehow. He gained favored enemy at level 1 (picking +2 against humans) and then again at level 5 (another +2 against humans and +2 against lawful outsiders) and then again at level 10 (another +2 against humans and lawful outsiders, and a +2 against chaotic outsiders).
My only guess is that they forgot how favored enemy works and thought the increase applies to all your existing favored enemies.
I mean, I get that. I must have touched a nerve with you guys. I said sythesist was busted and I got 4 straight posts talking about how I don't understand the regular summoner.
Chill, friends. It's all okay. I get it.
Well, I assumed that's what he'd do, but this was also after only one session with my first summoner. So I mean, if you want to do the normal /tg/ thing of just needlessly calling everything shit, be my guest.
Why is everyone such a fucking edgelord elitist in the /pfg/ lately?
My DM does this, which makes the Cleric of the party completely useless yet at the same time necessary to counter-act the threat.
Our Party Cleric went Evangelist, causing the DM to send in wave after wave of CR8 creatures against a party of level 5 characters to counteract the buffs that the Evangelist gives. It started out fine, but as the campaign has gone on, the DM has been increasing the difficulty exponentially to try and "challenge the party". It has made spells like Summon Monster useless because what the fuck is a Giant Ant Worker going to do against 3 Gargoyle Guardians, a Vampire and his pet Deathweb?
Is grappling worthwhile in pathfinder without the use of 3pp content.
Something along the lines of an oracle of battle with the maneuver master revelation seems like a fun concept seeing as he can bring his own buffs and can help out by poking at things with a reach weapon while he buffs himself into codzilla levels.
Simple Question here
Assuming i will take all the Trip Combat Manouver Feats and of course their prequisities;
Which Combat Manouvers should i take after this?
Which one if i could only take one? Disarm?
Keep in mind this is a dex build but with full BAB
Combat maneuvers. The majority of enemies that aren't core-race humanoids with class levels have a CMD that, for any character that isn't 100% hyper-minmaxed for combat maneuvers, may as well be replaced with a large "No."
Even if they are humanoids, then you pretty much either do Trip with all the feats to get the crazy shit for it, or you do Dirty Trick, nothing else ever.
Grapples CAN also work, and probably have some of the most support in regards to that, but even then you pretty much hit a brick wall past level 10 unless you're taking on Rasputin Must Die or something.
grapple used to be pretty mean, until paizo decided that you can cast while grappled.
which is insult to injury, since it's impossible to catch a spellcaster to grapple them anyway (emergency force shield, freedom of movement, any sort of teleport/flight, etc etc etc)
Grapple has never been anything but shit, in 3.5 or Pathfinder. In 3.5 the literal only way to grapple was to make some weird abomination character exploiting Black Blood Cultist, a shitload of natural attacks, and Gorallion Arms to get a huge bonus to grappling.
In PF, the only way to grapple is to not do it because holy shit why would you hate yourself that much.
tetori monk+shitloads of size increases is pretty much the only means i know of to actually manage it decently, grapple+constrict+pin, then hogtie and/or throat cutter CDG
(similar with underfoot adept for trip, since human with racial heritage can get to tripping colossal+)
I'm not sure what you're talking about. If it's people shouting "I want to marry an X!" then you're about a billion years too slow, that's been happening in /pfg/ for ages now. Might have started with DrowAnon, but maybe that's just doing it with drow specifically.
Ok so am I retarded?
I am looking up the Spheres of power for my game but when I downloaded the one in the OP's link it was just a bunch of class/race options, not the actual mechanics of the spheres of power. Where can I find that? I've heard a lot of good things about it and I want to read it.
>I mean, I get that. I must have touched a nerve with you guys
You implied banned from PFS meant anything, which indirectly implies PFS balancing makes sense, which further implies paizo understands math and balance. What you did was the equivalent of shouting "NIGGERS" in the middle of harlem.
But yeah synthesist is banned because pathfinder players are retarded and paizo made the mistake of turning synthesist into an archetype rather than its own class.
What's the best weapon setup for a Skald? I was initially going to go with a big ol' greataxe and pick up Martial Training, but at 3/4ths BAB I feel like this is a mistake; going sword/shield isn't really necessary either because AC generally doesn't matter. I'm at a loss of what to do with my hands in combat now.
Greatsword or greataxe. At 3/4 BAB you shouldn't really take the penalties from two-weapon fighting even if you could spare the feats, and as you already pointed out, sword and board is not that great and you have better defences than AC available anyway, like mirror image.
Speaking of mirror image, how exactly does that work? Say I have a single mirror image, when an enemy rolls to attack it'd be flipping a coin to determine whether it hits me or the image?
Because that's way better than AC unless your AC is through the fucking roof.
Hells Rebels adventure path. One of the parts involves breaking a bunch of JJ's favorite NPC's out of prison, which their writing would make some characters from dragon age 2 and 3 look amazing by comparison, or something like that, which any GM worth his weight in salt should probably just exchange them for characters his group knew in the past in other games and come up with appropriate reasons for them being there.
Yeah. First the enemy rolls against your AC to hit, and if the attack hits they then roll to see if it hit you or the image. If it hit the image, that image is destroyed. If you have four images, that means they have a 1/5 chance of actually hitting you after they make a successful attack roll, and then a 1/4, then 1/3, then 1/2, and then you cast Mirror Image again. Somewhere down the line, you buy a Cloak of Minor or Major Displacement and then you just laugh.
The way we resolve it we usually just roll a dice relative to how many images + the wizard. So if you get 3 images you roll a d4 and they connect if they roll a 4.
Depending on your table you may or may not be expected to call high or low to determine what number connects but it generally works like that at the end of the day.
And yes, it helluva lot better than AC to the point that an inexperienced GM may take offense at the fact that the wizard dare use a spell to deter getting attacked. Make sure you polish up on how it works so that you know what you can and cant avoid with this spell.
>Make sure you polish up on how it works so that you know what you can and cant avoid with this spell.
I'm assuming, like every other defense in this system, it's totally useless against *most* spells that don't call for an attack roll, such as fireball or charm person.
Yes. A Fireball fills your whole square, so it doesn't matter if you've got one, four, or ten illusionary copies of yourself in that square with you- the Fireball will hit you. Your mirror images will still be fine, though. They aren't destroyed by the Fireball. Magic Missile is also explicitly unable to target Mirror Image, so you can't say "I fire Magic Missile and direct one missile at each of the images I see" in order to destroy all of them at once.
Dont forget cleave, some people will try to insist cleave works on it but it doesnt.
And yes, aoes dont affect it since all your images go "owwie" when you get hit.
But yeah, anything that requires a roll on the attackers end including CMBs are subject to it while things that require you to make an opposed defending roll typically bypass it.
>Dont forget cleave, some people will try to insist cleave works on it but it doesnt.
Yeah, this was another automatic assumption on my part. I know cleave *should* work, but I also know the system I'm playing in, and I damn well know that a melee attack will never be able to bypass a magical defense without the help of another spellcaster because fuck martial combatants.
Artist is Yuuki Ray
>Friend wants to do a one-off campaign.
>Three, maybe four sessions at most.
>level 20, 500k gold
>Make a Dwarf Gun Tank
>+5 Mithral plate and +5 buckler, with ring of protection, belt of physical perfection +5 and natural amulet +5 with 34 DEX through shenanigans.
>AC is 47; 40 flat and 22 touch, 31 with bullet deflection.
>Take a dip in Witch for prehensile hair.
>DM rules that since guns are out, I'm allowed the bullet deflection ability to affect ranged touch attacks that aren't AOE.
>Make him a Bolt Ace too.
>Take all two-weapon fighting feats, along with feat trees leading to clustered shots and rapid shot.
>give him two +3 heavy repeating crossbows.
>With deadly aim and point-blank shot, each one deals 1d10+28.
>on a full round with clustered shots, deadly aim and two-weapon fighting, I can deal
10d10+280 damage with a crit of 17-20/x4.
>poorly thought out
Thinking they "just didn't think things through" is goddamn retarded. You should know better than this by now, especially if you've read it.
People don't "inadvertently" go out of their way to specify "This Enchantment Only Works On Bows", or "This does half fire and half electrical, not "Fire/Elec" or anything combined".
It is deliberate. All the tech stuff is DELIBERATELY overpriced, PURPOSEFULLY restricted by multiple feats and a requirement of multiple motherfucking ARTIFACT BUILDINGS to even try and craft, and IS FUCKING USELESS AGAINST MANY THINGS BY DESIGN.
It's no fucking typo that the only all-around-good tech rifle (force) is 165k base nonmagical, when its other damage type bretheren are less than 1/8th the cost. Charge-eating telekinesis is NOT that expensive.
I hadn't noticed but those guns are all 20/x2, as opposed to regular firearms at 20/x4
By the time you can start breaking any DR with enchantments or the such - coincidentally around the time you can start affording an unenchanted tech gun - you've far surpassed the tech ones in ability to kill shit ded.
There's no real positive energy fighting style in PF. You could do a little bit of work on the unchained monk and make it able to channel positive energy through its punches using ki or something.
Don't. If you want to play kineticist, use one of the fixes that have been floated on /pfg/ or don't touch it at all.
A Tech-focused Warsoul actually makes a great kineticist
The non-Heavy are regular firearms, making it easy to get them as Discipline Weapon Shapes: Gravity Rifle for a weak telekinesis at will and a force shot with optional autofire, Laser to get through walls of force, etc, and you can switch elements pretty much on the fly.
Amaya is for Council of Thieves, technically. The one specifically for Jade Regent is this Oni guy who ate someone that didn't agree with him.
A Song in Silver, The fourth part of Hell's Rebels. Part of the back matter is an NPC for each of the previous APs. Also advice on how to use them in other APs, including Hell's Rebel Scum.
A perfectly reasonable replacement for Ameiko.
so I am playing a cleric of desna
I am using a shield and a star knife that I intend to throw and then have it return with called eventually
what can I do to make my character more like pic related
>Character wears a mask to hide his face, or at least a helmet to keep it under a shadow.
> Wears face paint around eyes and cheeks to give a gaunt appearance.
One of my DMs hates transformers
Try to slip in a few references under his nose
He killed my last character when he realized what that cannon was actually strapped to, when I told him it was mounted to my shoulder.
It's a composite, showing off his face holes.
Hypothetical character build: would there be any purpose to taking a level of brawler before going into druid (saurian shaman)?
It fits my character's backstory perfectly, but if there's nothing particularly interesting I get out of it, then it's not worth it. Mostly I'm trying to see whether martial flexibility (the brawler ability that lets you gain temporary combat feats) opens up any interesting options down the line. I'm going to be more of a melee fighter (our group is pretty heavy on casters and ranged attackers), and I thought it might be a way to open up an even wider range of tactics.
Well I googled "elven curve blade" and based on the image results: Stupid.
basically halfway between a katana and a scimitar with no guard or pommel and a curved grip that would be terrible for a two handed grip.
Like a katana. Elves just want to think they're special that's the only reason it has a different name.
Is it bad to do too much of skills-adding-passive-bonuses as a system modification? Like does everything get way too headachey if you say...
• Every +6 in Acrobatics = +1 Dodge AC
• Every +6 in Spellcraft = +1 to saves vs identified spells
• Every +6 in a creature Knowledge = +1 damage against them
...etc? Sort of like the NWN system described earlier except tied to bonuses and not ranks.
All my characters have at least 14 INT, regardless of whether it's good for the class.
Which generally ends up in me not playing classes that have no uses for INT. God bless path of war for reopening martials to me with the warder and the harbinger.
It feels too much like a meta-metagame patchjob since skills are supposed to just be for checks.
I would actually be okay with them if they activated on successful checks, and it would feel more natural. Perform a thing, get +1 to relevant stat by every 5 you beat it by. Easier to keep it in your mind too.
It would be better to add additional ways to use skills, that can be unlocked from the certain skill rank (rank, not bonus). Even supernatural ones.
That way primary skill-users would get slightly more power and\or versatility, that they really needs.
Werebat for +int, dex (assuming you go that route, probably should with a one handed weapon) would be my guess. Wererat has the same stats. I like Werebat more because 1/day obscuring mist as an SLA is legit great compared to talk with animals shit.
I like the concept, but I feel as though >>44587105 has a more organic implementation; rather than just a static bonus based on ranks, using skills and achieving and/or beating certain DCs by a margin to grant bonuses is a bit more lively. I like the idea because it puts more weight and value behind a skill rather than mundane usage. Say, for example, if you were to use Spellcraft to identify an enemy spell and succeed by 5 or more, you would get a +1 competence bonus to the corresponding save(s) per +5 your check beat the DC. It could get mucky with Acrobatics I think, especially with enemy attacks. Should be simple enough to grant circumstance bonuses to Reflex saves though.
I'm interested to see what kind of chart you'd come up with!
That can get a little out of hand considering skills can't be fumbled on 1s or auto-succeed on 20s. But if that's a house rule you want to run with then that's your thing; just bear in mind that crit/fumble generators can add onto time during an encounter. Then again, so would adding bonuses to over achieving skill checks.
No, they're both alive. The come to blows several times while aboard the Lost Light, but make a short truce during the season finale to
stop half their race from being murdered, culminating in them formally absolving their feud.
And the other issues: http://captaincolder.imgur.com Enjoy.
I don't get this. Why the hate for crit fumble charts? Having an extra effect that's only mildly detrimental adds a bit of flavor, and at mid-high levels it's almost a benefit since PCs are rarely if ever going to confirm a crit fail.
You should get into the story, Whirl has a pretty complicated history.
At least two massive wars are solely his fault.
I lean towards anti-authority types. My last three are a guy who rebels against authority because he's king of the Last Free Tribe, a guy who rebels against authority because he only understands elven culture and law and lives in the human nations, and a guy who rebels against authority because his nation was conquered and he's mad that he's not in charge.
So a friend of mine is running a level 16 PvP game in which we will all be given a VIP and expected to defend our own VIP while eliminating the VIPs of enemies.
In addition we will have several restrictions, including being required to not draw attention to ourselves (doing so results in a loss).
When proclaiming actions we each write down an action then reveal them simultaneously. Priority on what actions occur first (in the case of conflicting actions) changes each turn with some formula the DM has devised.
I plan on playing a Raven Lord Harbinger specializing in Riven Hourglass, Primal Fury and one other.
Any advice for building under these kind of odd situations?
We're also not allowed to leave the city. We're not allowed to know until we begin the game, but there is some kind of goal in the city we are attempting to complete. The VIP is essential to this.
You're going to want Shattered Mirror and I'd recommend against Primal Fury. If your goal is to protect your VIP you need a discipline that will actively support that like Iron Tortoise or Eternal Guardian.
You won't be hurting for damage as an Initiator, but you need to make sure that you have ways to get to and defend your charge. Shattered Mirror is great for countering spells and odd effects, Iron Tortoise and Eternal Guardian could both serve to protect your charge through attack negation or zone defense.
Smart move going with Ravenlord though, that extra action economy will help you a lot.
Unfortunately I doubt that will cover it. Use of communes could pinpoint a location fairly easily. If it's a 600 sq. mile city (the size of the greater london area) you could get it down to a few hundred square foot area with only 15 questions. That wouldn't require scrying. The safest place for my VIP is next to me while I move on what ever goal we have.
Scry and die also seems like a bad idea. If I bring my VIP they are in danger of the enemy I teleport to. If I don't bring them then they are vulnerable to attack of another. Every character gets a vague sense of what the others are doing (somehow, the GM hasn't explained exactly how much information we'd get).
I plan on spending a lot of time in public areas. They can't make a move on me since we are required to stay hidden.
Sounds good. Riven Hourglass, Shattered Mirror and Iron Tortoise seem like a good combination.
Ah, no, sorry. I just meant that as a possible route for someone to hide their VIP. However, if the vip is essential for a task that'd only keep them safe while you figure out a plan. I wasn't actually saying this as a suggestion for you, since I'm not up to snuff on what the harbinger is capable of.
It just seems like a hard task. Safest place for the VIP is out in public where they can't be attacked without rousing suspicion. However, once night falls and people head home it'll be harder to find a place to keep them defended.
There is a 3rd level Veiled Moon stance I recommend getting as well. It gives Blur and See Invisibility as constant effects. You'll need both of those, especially if somebody tries to be a sneaky bastard.
>repenting war criminal/monster desperately trying to atone for his atrocities and put his past demons behind him.
Sometimes they fail, sometimes miserably.
>Last character was a Paladin who, before taking up his oath,
drowned seventeen-thousand Drow and Duerger children to demoralize an invasion into retreating, which in turn caused an explosion that reduced his country to a blasted, cratered wasteland.
>He became increasingly unstable and unhinged, resulting in him breaking out of a Drow prison camp and going on rampage, murdering everything in sight.
>His story arch ended when his druid teammate convinced him to
abstain from executing seventy-two drow guards who surrendered upon recognizing "the Forced Flood."
>He finally got justice and felt at peace after killing the Drow responsible for the invasion in the first place, avenging his home nation after sixty years.
My characters never seem to have a full family. I also tend heavily towards Ratfolk or Kobolds, never made a character who dumped into, usually tend to have high dex except for the time I made an arcanist.
>seventeen-thousand Drow and Duerger children
Ow, the edge.
Also, how the fuck did he actually manage to take that many kids without outright destroying multiple drow cities? It's retarded that he could manage that but not just repelling the invasion through sheer warfare.
Making an item based off pic related. How much would this item be worth? How rare would it be?
What's the cheesiest way to abuse this item?
>Coat of Arms
>This bright red coat has many more sleeves than any humanoid could make use of all at once…well, normally.
>+2 AC, may be worn over no armor or light armor only. AC bonus stacks with light armor.
>For 10 Rounds per Day you may increase the number of arms you possess up to a number equal to half your character level. Each arm adds a +2 Competence Bonus to any skill check which requires the use of hands, and halves the time necessary for such a check.
>On a Full Attack Action you may use any number of arms not occupied with another use to attack. Each arm attacks at your lowest Base Attack Bonus value, and none of these extra arms may add Strength or Dexterity to the attack or damage roll.
>You may expend 5 rounds of use for the Coat of Arms to instead take 20 on a Craft check.
Got some rules question /tg/. Party wizard just found a really cool Staff of Fire, first time we find a staff actually. I had two questions about it.
1. Can you use metamagic on staff spells? Not as a wizard, but as a sorcerer? What about a metamagic rod?
2. What if I am a paladin with UMD, using this staff. With a DC of 20, I can activate it and use its CL of 8 for the spell. What do I use for the DC? My INT, because wizards? Or can I use my CHA like a sorcerer?
He threw a cinderblock into the flying castle/island's engines and caused it to slam into the lake, and making it explode.
Don't blame me, I did this to get back at the GM and session mates for pulling stupid bullshit.
We spent three sesssions investigating a rash of disappearances and murders in a city. You know what we found out? It turns out that a cult of werewolves
worshipping a clan of mummies were gangraping the populace to replenish their numbers due to the sacrifices starting to overcome their birth rate. The other guys figured that "reverse raping" the converted werewolves would cure them.
That was a seven out of ten compared to some of the other stupid bullshit I had to put up with. And aside from what I've said I've done, I'm the only one trying to make a positive change to the world.
Hell, when the game's over, I'm going to say that my dude uses all the treasure and gear and got through the adventures to hire a shitload of druids and clerics to clean up his country.
That's pretty cool, I like it. Put it on a monk.
I didn't want to give full on more attacks, especially at highest attack value. I figured Low BAB kept it niche. And was easier than figuring out a whole new progression of attacks.
>That's pretty cool, I like it. Put it on a monk.
Thanks! Any way you could see to abuse this item? Would your current character use it?
Scaling off lowest BAB, especially if they can't apply STR or DEX to the roll (which is even worse), means that your attack roll only ever varies from +1 to +5 and it actually reduces as you level and gain more attacks.
A level 5 fighter's lowest BAB is +5, a level 6 fighter's lowest BAB is +1. By using "lowest BAB" you penalize people for being better at fighting. Not that it matters since the denial of attack roll bonuses means those extra attacks will only ever hit on a 20.
It's hard to build a bad PoW character because even the worst options are still pretty good. They're not as dependent on their caster party members because they themselves have access to maneuvers and stances that can do things ranging from healing, to movement powers, teleportation, buffing, and disabling.
Basically, it's a martial that can have nice things with no strings attached.
First, vouch for >>44589961 That's a big deal. It literally covers building in its entirety, because we don't really have to give you advice; you can do whatever you want. Pay some attention to maneuver prerequisites; most initiators only get enough maneuvers known to continue advancing 2-3 disciplines. So pick 2-3 disciplines you want to focus on, and know the others you have access to, you'll probably only have a couple of low-level maneuvers.
Low-level maneuvers are sometimes more valid than low-level spells are.
As for playing, don't think of them like casters; they're not. Per-encounter and recovery means you are going to almost-always have your shit available, you're not going to run out. The question "but what if I need this later?" should just about never cross your mind.
Combos, on the other hand, might. You might want to use boost B because you want to use boost A with a full-attack next turn. But that's as close as you get about worrying about resources.
Instead, your goal is to spam your effects as hard and fast as you can. That's the mindset you should have when playing one. Many of the PoW initiators also get great bonuses during recovery, so feel free to recover early and often.
I'm on my phone so I'll have to keep this short.
Design philosophy differences:
1. Runs off of "per encounter" instead of "per day."
2. Minimal trap options (and none on purpose)
3. Abilities designed vs. Bestiary instead of directly comparing to other classes.
4. Move + Attack is a viable tactic now thanks to Strikes.
5. Discrete abilities with specific effects instead of generalized "fighting ability"
6. Robust, useful class features instead of +number abilities.
7. Flexibility in builds and build options.
If you want me to go into more detail on any of these let me know.
Hm. I could see that. I also thought of this:
>Once per Round on your turn you may spend an additional Round of use of the Coat as a Free Action to gain one additional attack made with one of your new arms at your highest attack value. This stacks with other sources of additional attacks.
>1. Runs off of "per encounter" instead of "per day."
The warder may only maintain a number of
marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to ½ warder level + Intelligence modifier.
Because it's x/day additional uses of angering smash, a maneuver that already exists.
MOST stuff is per encounter, some is per day. If you look at the other ways to spend Marks, you'll see why it follows the per day format.