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Everything posted by Corvus
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Just because you didn't Power game before does not mean that you are not powergaming now, nor does it mean that you should be allowed to make up for the past by doing so. The main reason to not allow Powergaming is not because it prevents you from having fun, but instead it prevents the rest of the group from actually enjoying the game if you are forcing the GM to throw challenges at the party that only you can deal with due to the differences in power and therefore prevent everyone else from being to play their role as they want to. I really hope that you will see reason and decide to stop trying to push the seams of the Gamesystem to their limits as I can tell you that I am just really getting fed up with dealing with this, and I am sure that several others are as well. ---- The only reason that your only animal companion (the two abilities cannot coexist unless you totally ignore the RAI and go into Hardcore rules lawyering) cannot be a crocodile that I can see is the fact that it does not work for the fluff of taking the feather subdomain
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Yeah, a +1 keen Scythe would cost 8000 gold unless it was made out of cold iron which would bump it up to 10000 gold for the enchanting. The price formulas are as follows: Armor and shield - 1000 * (enhancement bonus + special ability adjustment) ^ 2 + flat rate special abilities Weapon - 2000 * (enhancement bonus + special ability adjustment) ^ 2 + [2000gp Cold Iron enchantment modifier, first time only] Also, just to stop issues with this in the future: bonus damage dice from Magic weapon special abilities are not modified by critical hits, unless it specifically states that it is modified(such as burst special abilities)
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Generally the standard tactic is to not argue with the DM, but let me try to provide an explanation of this: 1) You cannot just go taking gods from unrelated campaign settings as they do not actually exist (you can though request for the DM to allow you to worship the domains of the god for powers if you are a cleric) 2) as I had stated previously and Retech has so kindly explained you must take atleast a +1 Enchantment bonus (has a limit of +5) before applying a special ability to a weapon, and you get either an enhancement bonus OR a special abillity NOT both.(magic weapons and armor are valid within this range: [+1 enchant] to [+5 enchant +5 ability ... +1 enchant +9 ability] Here is a diagram I made, the green squares are valid magic weapons or armor, Red squares are not valid magic weapons or armor(atleast during regular game play, some are possible during Epic level gameplay): 3) He was Complaining that you Character weighed only 100 pounds which is exceptionally light when you could carry something that weighed as much as you without any degree of encumberance and max out at several times your own body weight. Essentially: When is the last time you have seen a 5'-6" tall professional body builder who only weighed 100lbs? On the subject of Grim requesting that the Priest class not be used, it is because the class is an exceptionally well written example of the standard 3rd party sourcebook content, being that it is broken in terms of game balance, but does an amazing job hiding that fact behind its similarities to the Cleric class until it is inspected in detail: Cons: d8 -> d6 hit die, lack of medium armor proficency, slow Attack progression Pros: bonus knowledge domain, 1-15 additional spells a day depending on level, Bardic knowledge, channel energy d6->d8 dice, +4 skill points/level, and can spontanously cast Domain spells in addition to healing/inflict spells Also to make things more complicated all of the negative aspects of taking Priest instead of Cleric can be fixed with the intelligent use of feats, with the exception of the attack bonus progression which the far improved spellcasting offsets
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Similarly, I'd feel inclined to change it based on how I play the character. Don't like setting it ahead of time because I know I'll retcon it. You dont need to assign your Character's back story Ahead of time, it is something that you can continue to develop as you go along. (though it is usually helpful to have a very simple backstory atleast when you start to keep the character somewhat consistant) Edit: When was the last time you read a book or for that matter used any sort of media that you knew every detail of the main character from the moment the Story started and that there was nothing in the past that you did not know about them?
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To a certain degree yes, its nice just to get warnings, however in some cases it most certainly does not work. the most obvious, if a player suddenly breaks character to begin a fight with another player, stalling the game completely when a sizeable portion of the players are openly telling them to stop being stupid so that the group can get back to playing and having fun, it is fully valid to give a punishment to the players, as there is most certainly no "me and him" in Team Most Tabletop RPGs are meant to be games where everyone has fun together, with some degree of (reletively) friendly competition between characters, not a game where you have to be better than everyone else at the table and be the focus of everything, instead you work together to have fun creating an interesting and unique story.
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Yes, that is mainly the Point I was commenting on is that: RAW: Magic Shuriken cost as a standard magic weapon, and suffer standard ammunition breaking rules (100% on damage, 50% on miss) RAI: Magic Shuriken cost 1/50th of standard magic weapon costs, and follow the magic weapon breaking rules (100% on damage, 50% on miss)
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well it is specifically: "For ammuniton, this price is for 50 arrows, bolts, or bullets" which is the same same list as given in the magic ammunition breaking rule
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Heirloom Weapon: "This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation)." Even in that case for the weapon to be legal the things would cost you 48400gp Each which is still 8 times more gold than you are even supposed to have. "A weapon with a special ability must also have at least a +1 enhancement bonus. " - which as your weapon is a total of +10 without the enchantment bonus, ends up being a +11 Epic weapon which has a base price of 2,420,000 gp over base item prices before the ammo discount which is debateable (the item rules say that it is priced as ammuniton, but the ammuntion getting the discount is specifically stated, and does not include Shuriken) "When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage." - Same specific listing on the Ammunition types for the discount rule, so using the rules consistantly, you would lose the thing and get it at a discount or you would pay full price and not lose it.
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Okay... That is wrong on so many levels: 0) Heirloom Weapon doesn't give you a free weapon no matter how you look at it 1) You cannot pay that much money for a weapon at 4th level and Heirloom weapon gives you a masterwork version, NOT AN OVER THE TOP MAGIC ONE for normal weapon prices. 2) That 'magic' weapon cannot have any magic abilities, as ITS NOT EVEN MAGICAL (+1 or higher enhancement bonus) (unless you somehow managed to get an Epic magic weapon at 4th level in a game system that does not have Epic levels, if it did have the additional +1 that weapon would cost over 2.4 million gold per shuriken) 3) its not even logical to put a returning enchantment on Ammunition (which the Shuriken's special rules classify it as) 4) It appears as though Shadow Striking is a D&D 3.5 enchantment which is something you would need to ask Grim permission for, or it is a feat which you cannot even enchant weapons with in the first place. I will restate this again: Can you all please stop Powergaming, as it tends to make the game alot less fun to play. PS. Returning is a valid enchantment for a magic shuriken as Shuriken are considered a thrown weapon, however it doesn't actually do anything because Shuriken are also considered ammunition and are therefore considered destroyed instantly upon use if enchanted.
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Well, attacking from being stealthed or invisible does allow for sneak attacks, because it creates a Secondary Surprise round (or if its an ambush it allows you act during the primary Surprise round) as a result of new character Joining combat that the other combatants are unaware of. Due to the fact that it is a single combatant attacking from a hidden position or being invisible, all other combatants are denied actions during the surprise round and the player using the surprise round may make use of only free actions and a single standard action while all other opponents are considered flat footed (therefore running up to someone from a stealthed position does not work), and then the character is inserted into the turn order at their iinitive count. However this entire issue is dependant upon the GM's judgement, as it is an extreme edge case to the rules, as the secondary Surprise Round occurs concurrently with the player's standard initive turn and may either interupt or override portions of the standard turn, when Primary Surprise rounds generally Occur at the top of the Initive count after which the New combatants are slotted into the Initive count
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You actually spent 3500gp on an intelligent weapon?
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in 3.5 the FAQs stated you can, however Pathfinder altered the Feat to directly to prohibit use in that way
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The Ten Commandments of Practical Optimization - if tl;dr, be sensible and dont abuse loopholes and errors or trick the DM into letting you abuse the rules. Trust me, this does not work very well unless you have a specified DM as other people will declare each other to be cheating (such as a time I made use of a technicality of the incorpreal combat rules to become essentially invincible[did you know that magic arrows fired from an unechanted bow can damage ghosts while non magical arrows from a magic bow cannot? also, monk unarmed strikes cant hit ghosts either] except against magic which I had crazy saves against, Which actually ended up being the least bit of the issue with the duel, which included such things as a Pixie[infinate greater invincibility and flight], a necromancer with increased undead control capacity and a bunch of necromancer followers with more zombies under their control while all the zombies exploded when they die, and an elf ranger that could fire 10 vorpal arrows [the arrows themselves were non magical] a turn that did in excess of 150 damage for each critical hit. amazingly I was the only one they overrode the rules on because it was unfair, despite the fact I made very clear about the distinction between the two more than clear before the battle, and I was the only one who did not use the crazy unfair 3.5 item discount rule abuse) Depending on the use, in Terms of Armor class there is no such thing as a Natural Armor Enchancemnt bonus, However the Natural armor Bonus consists of 2 internal Stats: Natural armor(refered to as a Natural Armor Bonus) and Enhancement bonus (referenced as a Natural armor enhancement bonus), of which you may only Have one of each active at a time(the only exception is dodge bonuses which always stack if from different sources, and for record keeping purposes Enhancement bonuses which may stack with other enchancement bonuses as long as they are not applied to the same character statistic directly.). Therefore Monk of the Sacred Mountain's Natural Armor does not apply unless an effect were to negate only the Racial natural Armor bonus. Common Terms - Bonus(Natural Armor) What on earth are you talking about with Improved Natural Attack? The rules Specifically state that Unarmed Strikes do not qualify (When I last posted on this question I assumed that Retech had actually read the Feat's rules before asking so I therefore did not look at it closely) (okay if you want to get technical, Monks of races without natural weapons can take the feat, but they cannot actually benefit from it.) This is because Unarmed Strikes are ALWAYS dealt using fists, elbows, etc. and it is a result of training that they qualify as a weapon as opposed to being a natural weapon in terms of what the improved natural attack feat works on. As stated before They do not stack. EDIT: What on Earth are you Talking about? Natural Armor bonuses do not stack Only the following stack (do remeber that an effect cannot stack with itself): Circumstance bonuses that are not effectively the same Dodge bonuses Enhancement bonuses Applied to different things Untyped bonuses
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Also on another note what it this that I have been hearing about someone having the horrible idea of giving an animal companion an intelligent weapon?
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Some of the feats can be used, if their effects do not require you to use Unarmed Strike, as you would not get any Unarmed Strike bonuses. (you would still need to take improved unarmed strike unless Grim allowed you to skip it) I Very much doubt you will get Grim to let you move fixed stat bonuses around, as restricted stat bonuses is an expense you pay for taking unusual races as opposed to the core races and 2 dexterity points is not going to get your character killed. For once can we please bring down the degree to which quite a few of you are being such excessive Powergamers, as this is getting to be extremely annoying. (I really dont want to have to bring out my skill at Theoretical and practical optimization [i dont really like doing so when there are other options, and I am a follower of the The Ten Commandments of Practical Optimization when I do], and I Really dont want Grim to have to resort to 'Rock falls, Everyone dies')
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When a creature hits Int 3, it becomes a magical beast which causes all sorts of insane things to happen in the rules, such as it becomes an NPC as a result of becoming sentient and what not, so you end up having to use diplomacy and such in order to get it to do things it doesn't want, and you have to make it happy so it doesn't just leave. Creatures only have proficency with their natural weapons or the weapons they are listed with in the bestiary
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Great, now this has descended into a discussion of powergaming tactics... Well, I guess its a time to add another item to my list of pathfinder rules glitches, since you can get listed benefits from getting your animal companion to 3 int when getting it to 3 int makes it no longer able to be an animal companion(in addition to a whole complicated set of issues in running the barely magical beast). My character is a Tengu Rogue who knows way too many languages
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Hmm... thinking about this, I may run into issues when my character hits 9th level, as there literally wont be any languages left for him to learn....
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Had I known that we had another Rogue I would have made a Bard instead, however as I already made the character I would prefer not to change it, as I wont have time until atleast next week
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Okay, I have my charater partially done, just need to buy more items and fill in the fluff. On the Subject of items, Grim would you allow me to buy the Forgery Kit item from D&D 3.5's Complete Adventurer (10 uses, +2 circumstance on Forgery checks(Linguistics), 40GP), as I really do not want to keep track of all the individual items (I would be fine having it without the bonus)? and Yes, my character does know 13 languages, and have a +14 linguistics bonus (Yay for making Forged documents with almost no chance of being caught due to the trend of things not training linguistics). [spoiler=Firest Kalian]Unnamed Character Male Tengu Rogue 4 | [True Neutral] Age Firest Kalian Looks ______ hair, ______ eyes Height/Weight ______ tall, _____lbs. (Medium) Homeland ____________________ Deity ____________________ Campaign ____________________ Representing wyvren2000 Hit Points HP 25 Current HP Strength 8 (-1) Dexterity 16 (+3) Constitution 8 (-1) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 16 (+3) Initiative +3 = 3 [Dex] Action Points (Lifetime) 8 Skills SKILL Total + Ability Mod. + Ranks + Misc. Acrobatics* +10 = DEX 3+4+3 Appraise +3 = INT 3+0+0 Bluff +10 = CHA 3+4+3 Climb* +4 = STR -1+2+3 Craft +3 = INT 3+0+0 Craft +3 = INT 3+0+0 Craft +3 = INT 3+0+0 Diplomacy +10 = CHA 3+4+3 Disable Device* +10 = DEX 3+4+3 Disguise +10 = CHA 3+4+3 Escape Artist* +9 = DEX 3+3+3 Fly* +3 = DEX 3+0+0 Handle Animal +3 = CHA 3+0+0 Heal +3 = WIS 3+0+0 Intimidate +3 = CHA 3+0+0 K (Arcana) +3 = INT 3+0+0 K (Dungeoneering) +3 = INT 3+0+0 K (Engineering) +3 = INT 3+0+0 K (Geography) +3 = INT 3+0+0 K (History) +3 = INT 3+0+0 K (Local) +9 = INT 3+3+3 K (Nature) +3 = INT 3+0+0 K (Nobility) +3 = INT 3+0+0 K (Planes) +3 = INT 3+0+0 K (Religion) +3 = INT 3+0+0 Linguistics +14 = INT 3+4+3+4 [Gifted Linguist] Perception +14 = WIS 3+4+3+2 [Racial] Perform +3 = CHA 3+0+0 Perform +3 = CHA 3+0+0 Profession +3 = WIS 3+0+0 Profession +3 = WIS 3+0+0 Ride +3 = DEX 3+0+0 Sense Motive +10 = WIS 3+4+3 Sleight of Hand* +3 = DEX 3+0+0 Spellcraft +3 = INT 3+0+0 Stealth* +14 = DEX 3+4+3+2 [Racial] Survival +3 = WIS 3+0+0 Swim* -1 = STR -1+0+0 Use Magic Device +3 = CHA 3+0+0 * Armor Check Penalty 0 Trained Only Equipment +1 Elven Curve Blade Morning Star mstr chainshirt mstr thieves' tools wand of Cure light wounds 962GP remaining Notes Languages: Common Tengu Dwarven Elven Giant Gnome Goblin Gnoll Halfling Orc Sylvan Draconic Boggard Base Speed [ 30 (6 sq.) ] AC [18] = 10 + 5 [+1 mithril Chainshirt] +3 [Dex] Touch AC [13] Flat-Footed [15] Base Attack Bonus +3 Basic Melee Attack +2 Basic Ranged Attack +6 Weapon Attack Bonus Critical Bite +6 1d3-1 Type Range Ammo Damage Weapon Attack Bonus Critical +1 Elven Curve Blade +7 18-20/x2 S 1d10 Type Range Ammo Damage Weapon Attack Bonus Critical Morningstar +6 x2 B or P d6-1 Type Range Ammo Damage Weapon Attack Bonus Critical Sneak attack +2d6 Type Range Ammo Damage Fortitude Save +0 = 1 [base] -1 [Con] Reflex Save +7 = 4 [base] +3 [Dex] Will Save +4 = 1 [base] +3 [Wis] CMB +2 = 3 [bAB] -1 [str] +0 CMD +15 = 3 [bAB] -1 [str] +3 [Dex] +0 + 10 Feats Combat Expertise Weapon Finesse Traits Dirty Fighter Improvisational Equipment Carrying Capacity Light Load: 26lbs. Medium Load: 53lbs. Heavy Load: 80lbs. Lift Over Head: 80lbs. Lift Off Ground: 160lbs. Push or Drag: 400lbs. Languages Special Abilities Tengu Racial Abilities: Lowlight vision gifted linguist swordtrained Rogue Uncanny Dodge Trap Sense +1 Evasion 2 Rogue Talents Offensive defence bleeding attack Trapfinding Sneak Attack +2d6 Experience Points 0
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Nex: if you are using only 2 things to attack each turn, then 2 weapon fighting applies, if you are using 3 or more things to attack per turn then you need either multi weapon fighting or multiattack depending on what type of weapons they are. Improved unarmed strike is required to take Improved grapple regardless of whether or not you have natural weapons getting the keen ability on natural weapons of any sort is an extremely difficult task, with the only way I know how in PAthfinder being psionics or Epic-level D&D 3.X feats
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Earth, you may want to go take the character details from your latest character sheet and put them in the revised Character information I posted. so the information about your character is actually accurate.
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You need to re do your hitpoints at the very least, you have d8 hit dice (so you need do roll 1d8 for each class level after first). I'd add in the strength score as well seeing as how it might be important. He included the Strength Score, its just above the HP due to the quirkiness of that character sheet
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Of course, Wikipedia doesn't go giving the the mass concentration of 0.0501 M Citric acid solution edit: if you are really wondering I had a crazy over the top Midterm(average seems to be in the low 40% range) on Acid-base reactions and Titrations roughly 9 hours ago
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Well, as far as I can tell for the Titration puzzle is that if you want the anhydrous form of citric acid it has a mass of 9.63 g and monohydrate citric acid has a mass of 10.5 g
