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Gold Dragon

Ambrus's page

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Cleric PC trying to explain the concept of souls to my hatchling dragon PC:

Cleric: "t's a part of you, something you need to make you whole, like your arms or your legs. What would you be without your arms?"
Dragon: "A wyvern."

*Rimshot*


PSusac wrote:
Silent image would do it. Just modify the image like a police sketch artist would.

This. Though, since the image of the parents doesn't have to be full-size or need to be realistic enough to fool anyone, I'd say that a simple prestidigitation cantrip should be sufficient to creat a miniature ghostly image that the artist can study. This is the kind of simple magical effect Prestidigitation is designed for.


I've listening to this age old debate about players trying to ride their floating disks for over twenty years. It's nice to see that some ideas never die. The notion invariably ends in disappointment once others chime in and rain on the O.P.'s great idea. Perhaps the mythic version allows this trick, but the base spell, alas, never has without a generous GM's say so.

One amusing idea I've heard of to make it possible is to affix a contraption atop the floating disk with a 5-ft. boom sticking off the front with a seat for the caster on its end. While moving forward, the caster hops up into the seat and so ends up coasting along as the floating disk both follows and propels him forward. Of course, you're stuck going in the same direction unless you engineer some sort of mechanism which allows for the caster to swing the boom around; usually involving a counterweight, a vertical axle, some pulleys and guide ropes. Other approaches include rigging a vertical mast and using a sail to steer around.

This is the point at which physicists usually chime in to point out that this kind of push/pull system can't realistically work and that air friction would invariably slow down and stop the disk and caster even if it did. The counter argument is that the contraption is based on magic rather than physics and so would work because it follows the RAW.


I wish learning a new language were as easy as being exposed to it and spending a skill point. I've been with my Romanian wife for nearly six years and the best I can manage is the most elementary of small talk.


It's a Mosin-Nagant M1891 Rifle with a 5 round internal non-detachable magazine that is typically loaded with 5-round stripper clips (loading it is a move action). Without stripper clips, it can only be reloaded with up to 2 rounds of ammunition as a move action.


blackbloodtroll wrote:
I am not trying to spoil anything, but modern firearms will fit just fine in Reign of Winter.

We players are aware that this unique character is an itinerant WW 1 Russian soldier armed with his stock rifle who's been indadvertedly ported to the Forgotten Realms. Thing is, he'll be starting off as such at 1st level. That's about all we know however, so no more AP spoilers please.

Jamie Charlan wrote:
advanced firearms have a cost not entirely unlike low grade magical weapons. This is worth noting both for 'when it should be available' but also for 'what you're paying for the weapon's abilities'. That advanced firearm is a significant chunk of your WBL at very low levels. You'll have a mundane shotgun, the fighter'll have his +2 weapon, and everyone could be happy.

That might matter if the character were to pay for the rifle, but he'll be receiving it for free in lieu of the gunslinger's usual firearm. He'll be keeping pace treasure-wise with the other PCs as they level, so when others have +2 weapons, he'll likely have enhanced his modern rifle to +2 as well.

Jamie Charlan wrote:
Reason is that Rapid Reload and Alchemical Cartridges are incompatible with advanced firearms. This means you will ALWAYS require a move action to reload your gun, rather than being able to get it down to a free action. The advanced firearms have no real support from archetypes either.

From what I can see, Rapid Reload isn't so much incompatible as it is redundant; reloading a modern rifle is automatically faster than the feat can manage; a move action I believe. When combined with a 5 cartridge capacity firearm, seems to me that the character will be able to pull off full attacks most of the time, only needing to slow down to a single shot every 3rd round or so once he has sufficient iterative attacks.

Is there really no spell, feat, item enhancement or class ability that can further improve a modern firearm's reloading speed from a move to a free action? I'm just trying to get a view of the big picture.


SlimGauge wrote:
I totally misread the title of this thread. I expected a party made up entirely of tiny sized PCs.

Same here. I'm a little disappointed.


Since no one else in the campaign setting would know how to produce modern firearms or ammunition, neither would be more common nor would proficiency in their use be any easier for others to acquire. Effective prices for ammunition wouldn't be any lower, which in turn would mean that our lone gunslinger must retain the gunsmithing feat to function.

All in all, I can't see what effect a gunslinger with a single advanced firearm would have either on the frequency of guns or their associated prices in the campaign setting nor how it would directly affect his class abilities beyond the balance issues that have been pointed out above. Unless of course the character or some NPC goes out of his way to backwards engineer the advanced firearm and seek to spread the technology throughout the setting. Then we're discussing a setting-wide arms & armor revolution.


Leliel the 12th wrote:
Go for it, if you can think you can find a justification for more magazines in Golarion. Or why you know how to make them.
blackbloodtroll wrote:
Depending on how this PC came to be trained in advanced firearms, and his/her upbringing, the DM may want to apply the Commonplace Guns, or Guns Everywhere rules, in regards to this PC.

The character and his firearm will be effectively unique in a standard "emerging firearms" campaign setting; his origins being another, more technologically advanced, world. I believe the intent is for him to produce his own ammunition via the gunsmithing feat.


blackbloodtroll wrote:
Is this for Reign of Winter? Is it a homebrew setting?

It's for Reign of Winter, though set in the Forgotten Realms; in Aglarond & Rashemen mostly.


Our group is about to start a new Pathfinder Adventure Path at 1st level with four 15-pt buy PCs. The GM encouraged one of the players to try out a gunslinger and, due to an elaborate background, is considering giving him starting access to a modern 5-round capacity rifle rather than a gunslinger's typical firearm options.

I'm not terribly familiar with Pathfinder firearms or the gunslinger class. For those who are; what effect would this modern technology have on the the gunslinger's overall class balance at low and higher levels?


Melvin the Mediocre wrote:
"A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description."

Ah, yes. That's the part I'd missed. That'd settle it. Thanks everybody!


SlimGauge wrote:
People disagree with me on this, but my view is that unless you get multiple attacks due to a high BAB, you get to designate ONE of your attacks as carrying the touch attack rider effect and only that one attack can carry the effect.

Interesting. Can you explain the rationale behind your view?


I've searched the rules forum and got bogged down in inconclusive similar-though-not-quite-the-same questions. Hopefully someone can clarify the issue for me.

Say I have a character with the fey bloodline's laughing touch power...

SRD wrote:
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

…and multiple natural attacks per round (bite/claw/claw for instance), since touch attack effects can be delivered with successful natural attacks, can I full attack and successfully inflict a laughing touch effect on multiple opponents as a full attack?

As a secondary question, does a failed attack roll on a laughing touch use up one of the daily uses of that power or does the 3 + Cha limit only apply to successful attacks?

Thanks for the help.


Add me to the big-hatted gnome aficionado club. My gnome's hat of choice was a lcomically large stocking cap which hung down to his ankles; a family heirloom. It was magical and functioned as a handy haversack with plenty of room to store all my adventuring gear along with a wide assortment of potions, scrolls & alchemical supplies to suit any oddball circumstance; all retrievable as a move action. The interior space was about the size of a sleeping bag so I could even fit my gnome, familiar or another character inside in a pinch. I'd usually tuck the hat inside the empty knothole of a tree, well off the group, and use it as my character's tent at night. Very cozy. I took the improved familiar feat to acquire an air elemental familiar and occasionally had her ferry me around in the hat for some quick overland travel. Best thing I ever pulled out of my hat? A quintet of previously summoned shadows to surprise strength-drain Black Magga to death in Runelords. Good times.


Yeah, like Matrix Dragon said, there's no actual animal form involved with Skinwalkers; just superficial animalistic features/bonuses. I'm looking for full-on canine alternate shape.

I'll take a look at the 3.5 Druid Shapeshifter variant later. Thanks KahnyaGnorc.


A player in our group is looking to play a humanoid woman who can naturally change shape into a wolf as a part of her character concept; though she isn't infected with lycanthropy. Since she's supposedly been doing this since birth, is there any way for a character to effect that transformation at 1st level?


What Samasboy1 said. "Shadow" is just a name for the undead creature; they aren't actually shadows in the absence-of-light sense.


How about the caster touching himself? If a cleric casts a cure spell and soon after walks into a battle and is injured, can he touch himself on his turn before taking other actions? I can't imagine that touching yourself would require a standard action; seems it should be a free action if there are no complications.


Samasboy1 wrote:
Wow. Think how many pints of blood a dragon has.....

Yeah, but it's only good for 24 hours, so I sure hope you're thirsty. I can't imagine what the bathroom breaks that day must be like...

Imbicatus wrote:
Although, how did the caster cast the spell in a tavern? It has a range of touch and the target is one dead spellcaster. That seems to indicate you would need access to the body to cast the spell and drink the blood directly from the tap as it were.

The OP did mention that the whole group pilfered some trophies from the carcass. Maybe they're carting enough of it around for the spell to work. :P Edit: Ninja'ed!


Taku Ooka Nin wrote:
Indeed, and by indeed I mean, not so much. Eidolons are intelligent, have a will to do their own thing

That's entirely true for conventional eidolons but synthesist eidolons work differently.

Taku Ooka Nin wrote:
Think of the Eidolon's mind as being a whispering voice in the back, but that cannot see or hear the physical world (thereby being unable to make extra "free" knowledge or other checks

It's great if you and your GM want to play it that way; sounds very cool for some character concepts. But there's nothing in the synthesist description that hints at the summoner being able to communicate with his eidolon, even on an empathic level, and I wouldn't assume that it'd be the case by default.

If he's only ever summoned his eidolon while melding, I wonder if a summoner would even conceive of his eidolon as being some alien entity. It would be like a Soulknife assuming that his mind blade has a secret life of its own when he's not manifesting it.


Malwing wrote:
Other players have an inherent urge to try to disrupt the secret identity status quo and start acting with mistrust despite being aided so it doesn't work out too well.

Their reaction sounds reasonable to me. I'd get suspicious too if some strange super-dude kept popping up every single time me and my four buddies got into a scrape. Add to that this strange guy is always nearby to us no matter where our group happens to be, he's never spotted with anyone else and he always appears a moment after one buddy ducks out? Right...

It seems to me that expecting unscripted characters to react with the same plot-driven obliviousness of Lois Lane without their prior agreement is more your failing than theirs. You might as well don a pair of glasses and try to fool your real life buddies into thinking you're somebody else.


There's nothing in the synthesist's description that hints at the eidolon being independently sentient. On the contrary, since the eidolon has no independent mental scores, skills or feats of its own, that would seem to indicate that it is entirely non-sentient. A synthesist's eidolon is essentially just a suit of armor whipped up out of extra-planar matter at the summoner's whim.

That being said, you're free to come up with your own twist on it as long as your GM agrees. I'm playing a merged and unmerged synthesist as if they were two different people sharing one body; a sort of Jekyl & Hide scenario. They share the same mental array & skills to keep them rules-kosher, but I roleplay them as two distinct personalities. In my character's background, they actually used to be two people who were brought together out of necessity.


Mulet wrote:
The Paladin is a hunter, and the PC controlling him, opposes Vegetarianism. It was an evil dragon anyway, and each player took either a scale, some skin or some other token from it. Bunch of pack rats. :)

In that case, were I the Magus, I'd be pretty dubious about my meat-eating, trophy-collecting, dragon-hunting buddy's objections.

Mulet wrote:
I'll add alignment check to it, so the Paladin has the opportunity to start some drama.

What's an alignment check?


Imbicatus wrote:
Blood Transcription is a spell with the [Evil] descriptor, so if the Paladin knows what's going on, they should be a bit upset about it yes.

Good (heh heh) point. But I'd only allow the Paladin to make that call if he successfully used Spellcraft to identify the spell's evil nature first. Otherwise he's just inventing reasons to object.


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As long as the spells were from an older dragon's sorcerer-esque spellcasting rather than some spell-like abilities, I'd say it's legit.

SRD wrote:
A dragon knows and casts arcane spells as a sorcerer.

The ability to "cast arcane spells" makes the dragon a legitimate spellcaster. So Chug! Chug! Chug!

Bonus Question: Is the Paladin a strict vegetarian? If not, does he equate consuming other sentient beings' remains as a form of canibalism? If yes to the latter, did the paladin's player establish those as his character's beliefs beforehand or did he just invent that ethical dilemma on the spot so that he could mess with the Magus' player?


Can't go too far overboard with a standard PC race; even true dryads don't receivve any particular bonuses in woodlands. How does the following sound as a revised version of perennial?

Perennial Forester Meliae are creatures of all seasons, and so are as accustomed to harsh winters as they are to easy summers in their woodland homes. A melia can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) as well as natural snow and ice at her normal speed and without suffering any other impairment. Thorns, briars, overgrown areas or snow and ice barriers that have been magically manipulated to impede motion, however, still affect her. Melia also gain a +2 racial bonus to Survival skill checks while in woodland environments..

I'm thinking 3 R.P. might be sufficient for such an ability. Thoughts?


Bardarok wrote:
They have free movement through snow but not through underbrush, that seems wrong.

You make a good point. My notion of giving the meliae some ability to deal with cold environments comes from my beef with those fey and plant creatures who are native to areas with winter seasons but who have no racial ability to endure frigid temperatures. How do they survive the winters? I can't imagine treants or dryads building fires to keep warm in their groves. My ¢2.

I prefer to add the ability to move through underbrush as you suggest. Perhaps I could add that in lieu of the entangle spell-like ability. Anyone hazard to guess what a move-through-overgrown-areas ability might cost in R.P.?

Bardarok wrote:
Some sort of restriction for being too far from their tree would enable you to balance with some more powers.

It'd be easy enough to give them the same weakness as dryads. No idea how many R.P. that might be worth though.

Bardarok wrote:
Give them favored terrain bonuses wherever wild ash trees grow (or could grow)

That'd be Forests

Bardarok wrote:
and penalties to the same things whenever underground, underwater, or in civilized lands.

That'd pretty much encompass every environment besides Forests. What kind of bonus/penalty do you have in mind? Stealth or AC bonus?

Bardarok wrote:
Give them tree meld as the dryad ability

Hm... That'd eat up a lot of R.P.


Here's some flavor text to try and spice up this boring girl:

Meliae are the ash tree sisters of the common dryad and the benign guardians of their woodland groves. Named after the honey-like substance exuded by their bonded trees, these fey have a sweet and nurturing disposition as well as an intoxicatingly charming demeanor. Like common dryads, meliae are bonded to their trees, and are usually only found deep inside virgin forests, far away from the woodcutter's axe.

Physical Description: Meliae appear as graceful women of slender build, with pointed ears and flesh like polished fine-grained wood. Their features are exquisite; with high cheek bones and almond-shaped eyes that appear as pools of amber honey. A melia's hair is a cascade of small ash leaves that change color with the passing seasons; vibrant green with white blossoms in the spring and summer, turning to yellow or crimson-purple in the autumn before finally thinning to grey-black in the winter.

Relations: Living isolated and sedentary lives, it is unusual for meliae to ever cross paths with each other, so their shared culture remains minor. The same cannot be said of the meliae's relationships with friendly animals or other sylvan beings however, who are naturally drawn and welcomed into their groves. Indeed, many meliae are often attended and protected by an ever-changing entourage of visitors as if they were queens holding court. Amongst their friends, meliae may count various herbivors, mischievous grigs, playful sprites, or lustful satyrs as well as more unusual companions such as unicorns, treants and perhaps a few mortal druids or rangers who've earned the tree-fey's trust. Together they comprise the only means for meliae to learn of the world beyond their sheltered groves.

Alignment and Religion: Isolation and the goodwill of their sylvan friends strongly influences the meliae's character and philosophy. Neither cruelty nor deceit come naturally to them and so most are chaotic good. Usually, all they know of religion is what they've learnt from the visitors to their groves so most meliae, if they follow any religion at all, opt for female woodland deities commonly worshiped in their area.

Adventurers: Normally rooted in place, exceptional circumstances are required for a melia to leave her grove on an adventure, usually involving the destruction of her bonded tree; necessitating the search for a new tree with which she can join. Alternatively, some powerful magics may allow a melia's tree to be moved; possibly by a helpful treant or druid friend, though usually as a means to escape some great peril.


That being the case, I'd make it +2 Cha, +2 Dex & –2 Str. That'd reflect a dryad's 19 Dexterity and Charisma and 10 Strength.


Cyrad wrote:
Seems a bit bland to me. Though you've chosen powerful SLAs.

It's about as bland as any standard 10 RP race is likely to be without some monstrous racial traits thrown in. it's hard to shoehorn in a tree-fey's charm, way with animals, AC & DR defenses, and various plant-related magical abilities on a limited budget. If nothing else, her ability to speak with plants makes her stand out from other PC races.

If you've got suggestions to spice her up though, I'm all ears. :)


Archae wrote:
also there's a skill focus racial trait you don't need the bonus feat version unless it's there fora different reason.

Hm. There's the Skill Bonus (2 RP) trait, which gives a +2 bonus to a predetermined skill while the half-elf's example profile has something called "static bonus feat (skill focus)" as at trait for the same cost; though the latter would grant the player a +3 bonus to a skill of his own choice.the latter option is clearly better than the former; odd that they're given the same rp value.

Since I started with the half-elf as a template, I figured I'd keep the skill focus feat as it was. Perhaps that was misguided.


I'm working on a PC fey race called the Meliae; a type of dryad bonded to an ash tree in Greek myth. I started with a half-elf, kept some of its base traits, adopted some of the half-elf's alternate racial traits and swapped out others traits for those from the Race Builder chapter of the Advanced Race Guide to maintain balance.

It ends up being a low-calory PC-friendly version of the dryad which, by my count, maintains the ARG's 10 r.p. guideline for a standard PC race. I'm just looking to get some feedback on it.

• Type: Fey (2 RP)
• Low-light vision (– RP)
• Ability modifiers: +2 to any single ability score (0 RP)
• Size: Medium (0 RP)
• Base speed: Normal (30-ft.) (0 RP)
• Language: Standard (Comon & Sylvan + INT) (0 RP)
• Treespeech: Speak with plants (constant) (2 RP)
• Spell-like Ability, Lesser: charm person 1/ day (1 RP)
• Spell-like Ability, Lesser: entangle 1/ day (1 RP)
• Bonus feat (Skill Focus) (2 RP)
• Perennial (2 RP)

Perennial: Meliae are creatures of all seasons, and so are as accustomed to harsh winters as they are to easy summers. A melia can move through natural snow and ice at her normal speed and gains a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments.


Alright. Thanks for the confirmation guys!


No summoner players around?


I'm trying to rough out my Synthesist's feat progression from level one. Although I want to be combat-effective, the GM prefers to focus more on role-playing so there's some room for some non-combat diversity.

Thing is, the more I look at it, the Extra Evolution feat seems to be a better option than most feats. Compare the +3 bonus of Skill Focus vs the +8 racial bonus from the Skilled Evolution. Evolutions are strong, versatile, can be repurposed every level and generally superior to individual feats.

My question is, if available at the current level, isn't the Extra Evolution feat a solid and generally better choice for a synthesist to take?


So there's no definitive answer to this?


If my character has natural reach, say of 10-ft, and uses a special ranged ability like the Tanglevine power from the Verdant Sorcerer bloodline; "you can create a 15-foot-long, animated vine that springs from your hand". Does the vine's range remain fixed at 15-ft or, since I can reach my hand out 10-ft from my body and the vine is described as starting from my hand, does that mean the vine actually has a 25-ft range?


Some sort of tiny, unintelligent myconid sporling or an ambulatory patch of moss akin to a tiny-sized ooze would be fun. Hell, I'd take a potted plant with animal intelligence if I could. Maybe it would be easy enough to re-skin an existing familiar into the role.

How about that 3.X 3rd party material you mentioned. Any clue where you found it?


I read something about a Mandragora familiar, but are there any other (non evil) plant familiars out there; either official or 3rd party? I have a nature themed character and I think base-creature plant would be a fun familiar.


Hey, whatever floats your eidolon. ;)

As to skills, Treants normally also focus (and have racial bonuses) on stealth as well as Diplomacy, Intimidate and Sense Motive. Stealth to me is counterintuitive. Being Huge, treants are too darned big and clumsy to find somewhere to hunker down and hide. Your approach, that of hiding in plain sight by disguising yourself as a tree, makes much more sense. The rest are all social skills, which seems a little odd for a forest-dwelling hermit but who knows? Maybe treants get together for weekly poker nights or something. I could see intimidate being useful for scaring the bejesus out of enemy mooks. Aside from that, there's nothing too pressing that I see. So, if you have skill points to spare, perhaps take Sense Motive. It being a mere companion,it hard to imagine that your Treant will be the party face. But it never hurts to have a buddy who can signal you if he notices someone lying to you.


Hope I'm not too late to the discussion. I've been working on my own treant eidolon, so I've been giving this a fair bit of though lately. By default I'd go with the Biped base form since it's a strong package, has no superflous/wasted evolutions and is most treant-like.

If your goal is to have your summoner riding along however, then I'd say Quadruped is the way to go. Aquatic is an interesting alternative since it's stronger, but it has a slow land speed and the lack of any free limbs is a significant trade-off.

Personally, when visualizing a treant, I prefer to imagine it looking like a proper tree rather than a giant bark-covered humanoid. To that end, I wouldn't describe the eidolon as having four big stumpy legs akin to an elephant. Instead, I'd say that the treant's torso/trunk reaches down to the ground and that's it's "legs" are instead four big splayed roots that stretch out laterally. To move around, the roots arc up and ambulate like a spider or crab's legs, lifting and supporting the trunk between them. The other benefit of being Quadruped is the ability to pounce which, when combined with strength, ensures that you can hit any opponent ASAP.

Although it's tempting to give a treant slam attacks, eidolon evolutions make that a costly proposition. Each slam attack ends up costing 3 evolution points: 2 for the limbs and 1 for the slam. For the same cost you can get two limbs and a pair of claw attacks. The difference in damage between claws and slams simply isn't worth twice the EPs. I'd also stick with claws as the sole attack method; adding additional branch/arms as needed. Sticking with claws is good because they're all primary attacks and, because they're all the same, they're easier to improve with certain feats, like weapon focus. Also, if you take the rend (claws) evolution or grab feat, you'll have better chances of using them successfully every round. It's tempting to add in some vine-like or root-like tentacles to the mix, but they're secondary attacks and so are not as effective overall. Don't forget that you can apply up to two claw attacks to your root/legs to save on one limbs evolution!

If you want to use the Quadruped's bite attack, I'd describe it a bit differently. Since I don't like the visual image of a treant lunging forward to bite and chew on enemies, I'd describe its "bite" as being a few short and stumpy branches on the treant's trunk (akin to tusks) upon which it impales enemies. It'd use it branch/arms to batter and draw opponents towards its trunk and then, WHAM, they find themselves suddenly impaled.

For other evolutions, I'd aim to stack as many Strength, Constitution, Reach, Size and Natural Armor increases as you have the points to allow. A few skilled evolutions (perception, disguise & know. nature) help to round out your treantness nicely.

If your GM is amenable to it, I'd further propose adapting the undead appearance evolution to apply to plants instead. It's an easy task to swap out undead related immunities and spells for their plant equivalents. Here's what it would look like:

Plant Appearance (Ex)
An eidolon appears as a plant creature, and mimics some of a plant
creature’s abilities and weaknesses. Spells and effects that target
plants or have specific effects against plants (such as Command Plants,
Control Plants, and Detect Animals or Plants) affect the eidolon as if
it were a plant. The eidolon gains a +2 bonus on saves against all
mind-affecting-effects, paralysis, poison, polymorph, sleep effects,
and stunning.

At 7th level, this bonus on saves can be increased to +4 by spending
2 additional evolution points. At 12th level, this protection can be
increased to immunity against these attacks by spending 2 additional
evolution points (the summoner must pay for the 7th-level upgrade
before paying for this 12th-level upgrade).

Although the eidolon appears as a plant, it is still an outsider.

Finally, here's a quick list of feats that's might prove useful:

Arcane Strike
Power Attack
Toughness
Weapon Focus (Claws)
Improved Natural Attack
Rending Claws
Lunge
Monkey Lunge
Improved Critical

Hope this helps.


Slaunyeh wrote:
I am reminded of a Werewolf: the Apocalypse game once, long time ago. I was rolling 21 dice for damage and the net result was -1 success. Probably the worst roll I have ever seen.

I'm not surprised. The White Wolf system was mathematically flawed from the beginning. The more dice you have in your dice pool, the more chances you have of rolling 1s, each of which, in addition to being a failure, further subtract 1 from your successes. IIRC, the only mechanism available to counteract that is you roll 10s on a roll involving one of your character's rarified specialties; which allows you to roll that dice again for additional possible successes. The problem is that 1s always subtract while 10s don't always provide re-rolls nor do those re-rolls always amount to additional successes.

It's a matter of diminishing returns; the better your character is at something, the better his chances are of suffering a critical failure at it. It's counterintuitive and kind of dumb.


I suppose you could take a second tail evolution and so split the slap and sting attacks between the two of them. Then, for the sake of aesthetics, you could simply describe the eidolon as having a single tail if desired. As long as the rules are adhered to and you've used the right number of evolution points to cover what you want to do, who cares how many tails he's described as having?


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Because the bard, by his very nature, seeks attention while the rogue is most successful when he avoids drawing attention to himself?

Not sure what you're asking.


Druids revere and serve the cause of nature. Fey are physical embodiments of nature itself. It seems to me that both groups have fundamentally compatible world-views and may in fact share many goals. Cooperation would seem to be wise and beneficial for both sides.

I don't know where you got the impression that there was mutual hatred between the two groups. From what I've read in various RPG sources, druids and fey are described as either close allies or the topic simply isn't addressed one way or the other. I can't recall an example to the contrary.


It seems that most new playable races introduced by Paizo also have alternate Favoured Class bonuses which are, in some cases, a big draw for prospective players; something that isn't reflected in the Example Races' Race Point Totals of the Advanced Races Guide. It seems something of an oversight to prospective race builders.

I'm wondering whether there's a (semi-) official system for buying/assigning alternate Favoured Class bonuses to new races or if it's simply something that can be added for 0 RP by the race(s) creator.


Got it. Thanks.


Unless I'm wrong, the Summon Nature's ally series is roughly equivalent to Summon Monster series of spells power-wise; trading one for the other wouldn't seem to factor into the balance issue much. The extra evolution points are traded solely for the sacrifice of various evolution options.

I hadn't initially noticed the bonus evolution points; I'd mistakenly thought they were the same bonus points to be gained from the half-elf's summoner favoured class feature. It was the summon nature's ally series of spells that I wanted. Maybe I'll just ask my GM to let me swap SM for SNA spells and spell-like abilities.


ShadowcatX wrote:
You don't see any abilities that conflict? How about the eidolon ability?

What I meant was that I don't see anything about the respective changes to the eidolon ability that conflict with each other. The Wild Shaper archetype only removes certain evolution options from the eidolon, but doesn't change anything about the way the eidolon functions. The opposite is true for the synthesist's eidolon. Figured I'd ask. A shame since it'd fit the concept.

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