Amuny's page

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Been a while since I posted here. I think a lot of things got cleared out of my mind while playing Pathfinder, and our party is now really proficient in the rules. But let's get to the point.

Pathfinder RPG came basically at the same time than D&D 4th. No need to say, D&D 4 came with a ton of hate. And I was first in line. I followed Paizo through their path(finder, ohoh!) and enjoyed what they did for the community. I was super happy to see an active forum of players AND designers working together to bring the best out of the OGL.

When the first official Pathfinder RPG book came out (Core Rulebook), I bought it immediately. I enjoyed the read, and it was clearly the "3.5" we all wanted. I ditched my 4th edition books, and dive into Pathfinder for 6 years straight.

6 years have passed.

Pathfinder now have a whole bunch of compendiums with Advanced and Ultimate everything. Wasn't exactly what we were blaming on Wizard of the Coast, 6 years ago ?

But hey, Pathfinder did indeed bring a huge focus on their adventures paths. Which are absolutely amazing.

But the Adventure Paths... changed.

Through a lot of talking with my multiple groups of playing, we came to notice that APs are now... blend into the bunch of compendiums added to Pathfinder. And by this I mean that they evolved so much that someone with the core book only basically can't play the last APs.

More, it looks like Paizo... know that their game is broken. Because yes, it is. And any person with a few "power gamers" know it is. There is absolutely no way to balance a group of experienced adventurer in combat past lvl6-7. And the DMing forums are all about that.

And so are the Adventure Paths.

There is some epic starts on all of them. Some great encounters, with a lot of life around them. The first 2 or 3 books are all amazing, both for the DM and the players. But then... then... oh god. Caravan rules, ship rules, realm rules, whatever they can use to fill this huge gap where the DM absolutely lose control on his players. There is nothing to do but dodge the mishap of the compendiums; Pathfinder is now as broken as 3.5 was.

Then, APs that used to end lvl20 now end lvl17, even 15 for a few. They avoid these lvl9 spells like hell. They know there's nothing to do. Nothing to do to make something balanced for everyone. Every group need his special adjustment, because every group is broken to a different level.

There's a whole lot of things that are directly abusive in this game. Litany of Righteousness, or how to deal 1000 damage to the BBEG in 1round, come to my mind. Synthesist Summoner. Oh god why. Gunslingers. Alchemists. Ninjas. Witch. Feats, spells, abilities and archetypes from book to book just bring the thing worst to worst.

6 years later, I don't enjoy Pathfinder that much anymore. It became clustered with sub-par rules, impossible for a newbie to be to the same level (too much research needed), and just need as many books as 3.5. And that's if you don't allow the use of 3.5 material, which absolutely destroys everything you may love.

So after all the hate, 6 years later, we started a few games of 4th edition. And well. I enjoy it. A lot. And I'm already planning to use some Pathfinder Adventure Path and change the encounters to be 4th edition. Because well... encounters are easy to create, to balance, and to play.

In the end, the only things Paizo respected from their starting promises was the regular adventure paths, and the proximity of their community. They destroyed the OGL the same way Wizard did, and it's now a clustered unplayable system.

tl;dr: 6 years later, 4th edition > Pathfinder.


All in title, I was seeking for some cool forms but couldn't find any list anywhere else than searching the whole bestiairies books...

For a 13th Level Magus!

Edit: Forgot to specify. I'm looking for the 5th level spell more precisely, so Monstrous Physique III and Undead Anatomy II. Or even Beast Shape III ?

Edit2: I'm also looking for small size with a Dext Magus.

Amuny


Title says it all again.

Does using an Hex is considered an "offensive action"? What about Cackle specifically?


Title say it all...

Could I use Evil Eye to give a -2 or -4 saves depending on my level, and than casting a Bestow Curse giving another -4 all saves, on the same target?

Same question could be ask with Disfiguring Touch ?


Ok, so there was a debate few days ago on the Rules Boards that ended into nothingness. I really like the whole idea of the Sound Striker, and I'd really like it to be clear and efficient.

Since the official description still really unclear, I think it's the moment to deal with some house rule to make it balanced.

First, description of the spell:

Sound Striker wrote:
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

The question on the rule board:

-Nothing prevent you from lashing all the words on one target to deal extremely high damages. And if it does, well, it would just be really lame ability.
-It actually makes you throw 1d20/word for touch attack, and then followed by 1d20/save for each word, dealing each damages separately to determines which is divided by 2 and how. It's an incredible amount of dice and lost of time.

So here are my own suggestion, and I'd like to have your opinion on which is best and why, and if you feel so, your own suggestions.

Suggestion #1 aka "The scorching ray" wrote:
Weird Words (Su): At 6th level, a sound striker can expand a performance as a standard action, lashing out with 1 potent sound per 3 bard level (maximum 3). Each sound affects one target within 30 feet. These are ranged touch attacks. Each Weird word deals 3d8 points of damages plus the bard's Charisma modifier, and the bard chooses whether it deals bludgeoning, piercing or slashing damages for each word.
Suggestion #2 aka "The special ability" wrote:
Weird Words (Su): At 6th level, as a standard action, a sound striker can unleash a potent sound. This Weird Word deals 1d8 per bard level (Maximum 10) plus the bard's Charisma modifier (Fortitude Half). This sound can hit his target as far as 30 feet. The bard chooses whether it deals bludgeoning, piercing or slashing damages for each word. The bard can use this ability 3 times plus charisma modifier each day.
Suggestion #3 aka "The corrected rules" wrote:
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. If the bard choose to send multiple words on the same target, he applies his charisma modifier only once per target.
Suggestion #4 aka "The shrieking performance" wrote:
Weird Words (Su): At 6th level, a sound striker can start a shrieking performance. Each round the performance is maintained, it's lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one different target within 30 feet. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each round.

Amuny,


Dawnflower wrote:
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).

This does not affect Inspire Competence, neither it does for Suggestion.

Therefore, would you still be able to take the Sound Striker archetype on that same bard?


I thought this might already been answered but I could find any.

Could I, per example, be Fighter(Polearm master) 2/Fighter (two-weapon fighter) 5?


Title said most of it...

I'm looking forward an Arcane Duelist Bard with an Archery oriented-build.

I'm a bit sad to see that Bloodthirst is actually a Performance, and therefore can't be used in conjunction with Inspire Courage.

So I was wondering if there was anyway I could actually build a toon and make him able to do such a thing?


So yeah, let's explain a little.

We have Melee Cleric and Paladin here in our group.

And with the buffings and shared things... how to tell this... well... let's say AM BARBARIAN better not be evil because he would just fear the Cleric as my cat fear the vacuum cleaner.

Ok, so here are the details:

The cleric has 20 strength with belt of strength and a +3 Greatsword. (Nothing exceptional for a level15 character, let's say we don't follow the rulebook trail for wealth by level... hopefully.)

He casts himself Divine Power, giving him +5 Luck Bonus on to-hit and damages rolls.

Then he casts Righteous Might , giving him +4 SIZE bonus to strength and constitution, plus giving him reach and a 3d6 Greatsword.

Now we have a 24 Str Cleric (still not exceptional) with divine power. Makes his BASE damages going like this:

3d6 + 3 (magic) + 5 (luck) + 10 (str, 2handed) + 12 (power attack)
Or 3d6 + 30.

He than can add 10 times per day 7dmg to any attacks with Ferocity Subdomain

He usually keeps True Seeing close to avoid any Invisibility / Illusions / Displacement, and also have Weapon Master allowing him to Cleave, Lunge, Blind-fight, Improved Manoeuver, or anything he could need on the fly.

So we have some kind of powerful divine fighter hitting like a truck and perfectly versatile. Not to mention that he is a Cleric lvl15: Blade Barrier, Flame Strike, Firestorm, Destruction, Heal, Dispel Magic, Spell Turning, Energy Resistances, Spell Resistance, .... you see the point.

But a truck isn't enough for our dear Cleric, hail to the all mighty pathfinder paladin.

Paladin share smite evil.
Paladin use Litany of Righteousness

Undead? oh fine, cleric uses Channel Smite.

So here how the lich died:
3d6 (large greatsword) + 7d6 (channel smite) + 10(24str x1.5) + 5 (luck, divine power) + 15 (smite evil) + 12 (power attack) + 7 (ferocious strike) + 3 (magic)

For an awesome total of... 10d6 + 52... X2 thanks to the litany!

And of course, the cleric has Improved Critical, so critic 17-20 with his greatsword, which happens quite enough to be disturbing with these damages. A full-attack round usually mean 200-300 damages. So it's usually overkill for any "standard" monster... Oh yeah, and he bypass any DR with Smite Evil.

Plus, he is even more unlikely to be killed than an invulnerable barbarian, since he's a freaking cleric lvl15 with all of the spells included in it and has the highest will save around the world. (High wisdom + high base save...)

So, first, my question would be: Is anything broken in this?
And my second: How would you deal with that? Of course neutral evil enemies come at first, but 3d6 + 37, not to mention spellcasting abilities, still very overwhelming. Multiple lower CR enemies? Ahah... perfect moment for Blade Barrier, Firestorm and Holy Word!

Amuny,


Question asked by my player I killed tonight in order to create a new character... :p

It's clear you can't take two archetypes if they changes the same ability since it would enter in conflict. But what is the other ability is not changed, but just "dependant" from another?

As example here, Ranger Infiltrator.

Infiltrator wrote:
At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy,

So, the Infiltrator does not alter in any way the Favored Enemy class feature.

So I could, RAW, take Guide as second Archetype. But Guide removes Favored Enemy. Therefore... what happens to my infiltrator ability?

By pure logic, I'd say it doesn't work, but I'd be curious to ear what you think about this.


Death Attack wrote:
If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier)

So if I have a Rogue 6 / Assassin 1 and I'm reading fine, the DC of the death attack would be 11 + Int Mod?

Any ways to increase that? It's even weaker than poisons :/

It's not even possible to compare a Death Attack to any Death-Effect spells unless you manage to have more int than your wizard buddy... and that you still have enough str to be able to actually hit and land that death attack that you prepared 3rounds.

Is it just me or... ?


Hey folks,

May be it's something "broken", but I thought about something here:

Let's say I have a lvl10 Alchemist (in my case, Vivisectionnist). As a 4th lvl Formulae, I have Greater Invisibility.

I have the Infusion discovery, allowing me to "keep" my Greater Invisibility up as a potion.
(http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-- -alchemist-discoveries/infusion)

I then use Alchemical Allocation
(http://www.d20pfsrd.com/magic/all-spells/a/alchemical-allocation)
and drink my Greater Invisibility.

Would it works?

Cause if so, I could "recast" a 4th lvl spell with a 2nd level one a few times, and instead of choosing any 3-4th level spell twice, I could just get Alchemical Allocation a few times ?


Hey there,

So I'll go right through the point. SRD quote:

Flurry of Blows wrote:
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Power Attack wrote:


When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

I understand that for qualifying for Power Attack, the monk couldn't at first level.

But about the use of Power Attack...

If a Lv4 Monk uses power attack, would it does:
1) -1/+2 since he has 3 BAB as Monk.
2) -2/+4 since he is considered having a BAB of 4 for his flurry of blows

? ^^


Hey there,

So we had a debate in my last gaming session, and I thought I could share and get more detailed answer here.

We have a Tiefling Alchemist in our game, who has the Prehensile Tail alternate racial feature, giving him the possibility to use his tail as an hand.

It clearly says it can't give additional attacks, but... how about "action management"?

Even more since he's alchemist. Why could he, and why couldn't he, drink a potion with his tail while throwing a bomb with his hands?

For this game, we quick-houseruled that he could take his move action to do another standard action requiring his hands. Therefore, he could drink his potions and throw a bomb, but couldn't do a full-attack action and still drink his potion.

What do you think? Is there anywhere where I could find more detailed rules about this?


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Hi there.

So here I go. I've been playing, as DM or Player, around every class existing in Pathfinder at least one or two game, taking the time to create and evaluate it before.

I'm usually a min/maxer, not even close to some pure powergamer around here, but still.

I'm trying to get the point with the Alchemist. Many people around the forums seems to love this class. I have my book in hands, but I turn it on every side, and can't still see the point of Alchemist.

All I see is a toon that say "Hey, I have low spells, a weak bomb that doesn't even match a fireball, and few so-so self buffs."

Plus, the bomb are not only weak, but they are EXTREMELY limited in number. So when I see all these Rapid Shot or TWF templates throwing bombs everywhere... I'm like... well cool story, but after 2rounds you're out?

So I'm just here pondering: Did I miss something?

I even took the time to create a fully working Alchemist Character Sheet lvl1, 5 and 10... and still can't see in which case this toon would worth another character of this level. Even my bards are doing way better fighter / caster ... ???


Hey there,

Simple quick and easy question I guess, but I wasn't certain.

If a player take, let's say, Reactionnary Trait (APG), that gives +2 Initiative.

And also have a Gnome Racial Trait that gives +1 Initiative and something else.

Would he gain +3 Initiative, or only +2 since they would not stack together?


Hello guys

So I was looking to create an illusionist. And my first goal on the optimisation side would be to make my DC as high as possible. (Like a blaster would try to optimize his damages!)

So my first point was aiming for a Gnome Sorcerer. That way I can use both +2charisma and +1DC to illusion spells to increase them right in the beginning.

My first feat would be Spell Focus (Illusions). I will have 18charisma + 2 racial.

Making my lvl1 sorcerer making color spray DC 10 + 1(lvl) + 5(cha) + 1 (gnome) + 1 (SF) = 18.

What I was looking for is other way to increase those DC. I'm split between Wizard and Sorcerer, I love them both, but Gnome Sorcerer tend to give more on basic.

I was also aiming for Arcane Bloodline, which gives +1DC whenever you use a metamagic other than Heighten Spells, and gives a +2DC on lvl15. (High and far, but we can all dream of it.)

Afaik, I only have my gnome racial bonus, my charisma, skill focus and arcane bloodline to increase the DC. (Ignoring some situational bloodline like Deep Earth or so)

Is there any other way to make them a little higher? Each +1 counts!


Title is subject.

Once the target is stuck in a Icy Prison, with a succeded or failed save, there is the option to break the ice, which have 0hardness and 3hp/caster level.

The lvl12 BBEWizard casts Icy Prison on my poor gnome sorcerer. I fail my save because of my poor reflexes. I'm stuck in 12inches of ice, which has 36HP.
If my BSF come up and give a power attack with his greatsword and does 47 points of damage, which would be the "real" scene?

1) The ice would completely break. My gnomish self is free.
2) The ice breaks, but I take the over damages (in this case, 11). Ouch!
3) The ice breaks, but so does my arm. 47 damage!
4) The ice takes half the damages (23), so do I. The ice is not yet broken.

What do you think ?

Also wondering: Does the entangle of Icy prison halves your movement or completely prevent them? Are you considered "stuck" in Ice?


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Here is some great debate turning around our table, and I didn't see anything on this through my research.

We are just wondering: What is the limit to illusions spells? What if you produce some dangerous/offensive illusion, and that the target really believes it? And by that, I mean... there's nothing that apparently "limit" the illusions spells to make such powerful effect that every caster in the game would be jealous.

Here some example:
1- What about using Illusory Wall (4th) to reproduce a Blade Barrier spell (6th)? The target would avoid it until entered in contact. What if he gets in contact and fails his will save, and thus believe the illusion? Would he get the damages of a Blade Barrier? What would be those damage? Assuming a lvl7 wizard could cast such a spell, would it make a blade barrier of 7d6? What would prevent me of doing the same with Major Image?

2-And if I use Major Image (3rd) to create an image of a powerful Glabrezu, heat and odor included, that rushes toward my enemy? If he interact with that glabrezu and fight with him, completely believing the illusion... what would happens? Can he die from it?

3-What if I make an illusory pit with Hallucinatory Terrain (4th), and the target "falls" in it. Will he take the damages? How it would like to those who disbelieve the illusion? Would he just fall prone and broke his leg from nowhere? How could they go heal him?

And so on...

I actually made a point with Shadow Conjuration/Evocation spells. But those have clear restrictions about the power and the effect given. Other illusions/figment seems to have only our imagination as limit. But these spell actually fully reproduce the spell if the target believe in it. So, what would prevent me of casting a Firewall, Blade Barrier, and so on, with a Major Image / Illusory Wall?

Is there any precision on the subject? I can hardly believe we are the first crazy guys thinking about these things.


Hi there,

Another quick question about Inquisitor.

If I'm holding, let's say, a +4 scimitar, and use BANE ability.

Will my weapon goes +6? Or will it cap at +5?

What about a +5 vorpal scimitar with Greater Bane ? Would it goes +9?

Thanks,
Amuny


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Hi folks,

So the question is pretty simple, yet unclear to me.

From heresy inquisition:
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

From Infiltrator Archetype:
Guileful Lore (Ex)
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

So I'm just curious to know if everyone sees it the same way I do.

Would it allow the inquisitor to add TWICE his WISDOM Modifier to all his bluff checks?

Amuny,


Question about those,

Just saw in SRD you can apply a metamagic while creating an item. You could, as exemple, create a Lvl5 scroll of Empowered Fireball.

By there everything is okay and logical.

But what happen in the case the Crafter has thing like Magical Lineage and/or Spell perfection? Could he craft a Lv3 scroll of Maximized (SP) Intensified(ml) fireball? Or the scroll would not count those abilities and would be done as a level7 scroll?

In the same idea, could you store this fireball in a Minor Spellstoring ring or ioun stone that could contains only level3 and lower spells?


Hello,

So quick and easy question, at first look it seems to be ok but I'd like to confirm.

Could a rogue with Improved feint could do:
-Move Action: Feint
-Standard Action: Vital Strike?

And a bonus one, about Vital Strike.

If that same rogue has a +2 rapier, and 14 strength. His damage would usually be something like:
1d6 + 2(magic) + 2(str)

Vital strike says it doubles the WEAPON DAMAGES. Does the magical +2 is included in those "Weapon damages"? What else could be multiplied other than the D6?

Thanks,
Amuny,


Hey there,

I'm thinking about a Magus build taking one level-dip in Crossblooded Sorcerer to get the benefit of Draconic Bloodline, and therefore be able to get Draconic Disciple on later.

I will also use the Bladebound Archetype.

I somes questions regarding the match between bloodlines and Magus abilities.

1) If I got ARCANE BLOODLINE, could I use the Bonded Item ability on my Black Blade from the BLADEBOUND archetype? Could my Black Blade then allow me to recast one spell of MAGUS per day?
2) How would a full-attack action would work assuming the Draconic Disciple/Bloodline natural attacks and the Spell Combat of the Magus?
3) Could I throw a Breath Weapon in conjunction with Spell Combat?

Also, excluding arcane, draconic and primal elemental or orc bloodlines, do you think of a bloodline dip that could be awesome for completing a Magus?


I've been scrolling through magic item list seeking for new stuff for my Magus when I've come to this question.

Any preparing spell caster will NEVER have more than 4 spell per level as base. Even a lvl20 wizard as 4 lvl1 spell per day. (+modifier, but still).

Ring of Wizardry doubles this number.
It means ring of wizardry can gives up to a MAXIMUM of 4 spells from level 1, 2, 3 and 4.

Ring of Wizardry 1: 20 000
Ring of Wizardry 2: 40 000
Ring of Wizardry 3: 70 000
Ring of Wizardry 4: 100 000

Pearl of Power 1: 1 000
Pearl of Power 2: 4 000
Pearl of Power 3: 9 000
Pearl of Power 4: 16 000

Pearl of power being a misc item, it doesn't "consume" a spell slot like Ring of wizardry does since you can only have two rings. Rings is often a problematic slot assuming the high number of awesome rings existing.

It seems there is no limit on the amount of pearl of power usable per day, neither by spell level.

Four Pearl of Power 1: Saves 16 000 golds.
Four Pearl of Power 2: Saves 24 000 golds.
Four Pearl of Power 3: Saves 34 000 golds.
Four Pearl of Power 4: Saves 36 000 golds.

Consuming 0 item slot, less golds, and way more handy. You could have those 16 pearl of power, while you could at best wear two ring of wizardry assuming you have no ring of spellstoring, deflection, resistance, or any other awesome ring.

More, for the same cost:

Level 1 Spells: 20 level 1 spells slot instead of 4!
Level 2 Spells: 10 level 2 spells slot instead of 4!
Level 3 Spells: 7 Level 3 spells slot instead of 4! And some spare cash!
Level 4 Spells: 6 Level 4 spells slot instead of 4! And some spare cash again!

So as I said I'm a Magus, mastering Shocking Grasp (with Magical Lineage and Elemental Spells + Intensified) like a Boss. I use level 1 and 2 spells more than anything.

So my final point is: What is the utility of Ring of Wizardry other than a christmas gift looking cool and worthy? Why wouldn't you carry some heavy load of pearl of power in an handy haversack instead of wasting a ring and/or amazing load of cash for this?


Well title contains the question.

If, as example, I have a Shocking Grasp, which is level 1 spell. (I'm magus so I use shocking grasp very very often)

I usually use intensified spell so my shocking grasp goes up to 10d6.

But once I'll reach higher level than 10, everything seems to stop there.

So my question is; by RAW it wouldn't work since ;
"A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell." - CRB

But for me, it seems near logic and would make sense to place multiple times intensified. (so my 3rd level spell could cap at 15d6) Where nearly all other metamagic doesn't make sense.

What do you think about it? Should multiple intensified spells should stack together? Working on the same basic than Reach Spell?


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Hey folks,

We are actually building around a new party, and we were looking to have a balanced team with all "role" filled.

But something, from experience, makes me wonder: What's the role of the rogue now?

The rogue always been the one to open the locked door in dungeons, to disable traps, to find secret door, and often comes to be a good roleplay character due to high skill points.

But now in Pathfinder, we have less skill than in 3.5, and more and more classes and character can afford a quick Diplomacy/Bluff.

Breaking door is always a good option.
Smashing traps is not always a good option, but usually working. (Note that this sometimes need a lot of imagination that lead to, I think, some AWESOME situation where everyone need to think about everything on their character)

Wizard with Knock is never really far. And put a chest in a bag of holding and prepare Knock on a downtime is pretty easy.

All of this to come to the point here: In today pathfinder world, where is the place for the rogue? In some very high dungeon-settings, he might find a bit of use to avoid some traps and doors, but even though, you can easily strip the rogue of a party and they will survive. (Which you can't without any tank/main caster/healer)

Even more when I look to the Inquisitor and the Ranger, who also have an awesome number of skills points and are really more effective in combat.

He can't win a DPR Challenge. He has medium HP, and any caster will be WAY more ressourcefull on mid-high level. He doesn't have a good BAB, and will never, never be able to fight like any comparable classes (ranger, inquisitor,...).

So, where do you fit them? I've seen a lot of post recently on the effectivness of the rogue. But I think the main point is here. He can't be effective if he has nothing to do. Don't you think so?


Toppling spell allows you to make a Trip check against the target of a Force effect spell.

So what I'm wondering about is if you can, by splitting your magic missile to different targets, make like... 4-5trip attempt instant?

Plus, assuming there's actually 4-5 missile which would all do a trip effect, wouldn't there be a bonus if you focus on a single target? some kind of "aid another" for each additional missile you drop on that target?

edit for bonus question: Is there any size limitation for that trip effect?

Amuny,


Hop:

Weapon Training (Ex)
An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

Martial Weapon Proficiency (Combat)
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit:You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

------------------

Assuming I'm actually playing some kind of "angelic" eidolon wielding a Greatsword, and that it is the only weapon I want to use, could I just take the feat, which has absolutely no prerequisite, instead of something that actually uses 4 evolutions points? :o


Just something I read that look a bit confusing...

Rake (Ex)
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

So in case of an animal companion "Big Cat", which have Grab, Rake and Pounce on level 7.

It says that you can't use rake unless the target is already grappled. Grabs gives a free grapple on attack. Pounce allow to charge, and looks like it could gives the rake.

So...
1) Lion charge target: Pounce applies.
A) Do I get a free grapple check from Grab on the pounce?
B) Does my rake damage applies even if I miss that grapple check?
2) Lion make full attack: Grab applies.
A) Do I get additional rake damage if I got the target grappled on first hit?

Amuny,


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I was curious to know what the paizo community would think about this.

We are actually discussing around it with our party, so if you have any idea, comments or balance issue to correct those, it would be really appreciated.

Divine Revelation
You had a divine revelation that shows you a new path and grant you a fraction of the diety's powers.
Prerequisites: Wis 13, Weapon Focus with the favored weapon of the selected domain's diety, character level 3rd, same alignement of the diety.
Benefit: Select one cleric domain. You must have Weapon Focus with the Diety's Favored Weapon. (for example, Greatsword for War domain of Gorum). This domain can't be a domain you already have access. Your alignement must match with the selected diety. For exemple, if you select Gorum's War Domain, you must be chaotic or neutral to fit with Gorum's alignement. You gain the granted domain power for the selected domain. For purposes of using that power, treat your cleric level as equal to your character level – 2, even if you have levels in cleric, oracle, druid or inquisitor. You do not gain any of the other domain abilities.

Divine Revelation, Improved
Your divine bond reaches higher limit.
Prerequisites: Wis 15, Divine Revelation, character level 3rd.
Benefit: You can have access to the first domain power. (IE: Battle Rage from War Domain) For purposes of using that power, treat your cleric level as equal to your character level – 2, even if you have levels in cleric, oracle, druid or inquisitor. You do not gain any of the other domain abilities.

Divine Revelation, Greater
Your divine bond reaches his maximum.
Prerequisites: Wis 17, Improved Divine Revelation, two level higher than the power.
Benefit: You can have access to the second domain power. (IE: Weapon Master from War Domain) Your character level must be equal to the granted power's level +2 (IE: 10 in the War domain case). For purposes of using that power, treat your character level as your cleric level for all your cleric domains powers granted by this feat, Divine Revelation, and Improved Divine Revelation.


Title says it most.

I was wondering if there was ANY way to get an aditionnal domain or Inquisition, weither you are Druid, Cleric or Inquisitor.

I don't expect to have a full domain power either. I'm just wondering if there's a way to access to two or three(if cleric) domain/inquisition's power.

I have most of Core Books (Core, APG, Ultimates, DMG,...), but doesn't have all of these expansions/settings/etc.

And if there's actually no way to have such an abilities, what would you think could do it while staying balanced? I think a Feat would be to easy and would worth it for everybody, but may be an archetype? or a feat with a lot of conditions?


First, links;
Bladethirst
Enhance Arrows

Then question:

Could a Level9 Bard / 3 Arcane Archer suddenly have such arrows with an absolutely non-magical bow/arrow at the beginning?
- + 1 from Enhance Arrows Level 1
- Shocking from Enhance Arrows Level 3
- + 1 from Bladethirst
- Frost from Bladethirst
- + 2 damage from Arcane Strike

And then shoot with a plain longbow arrows, without any other feats or ability, something like;
1d8(base) + 2d6 (shock&cold) + 4
per arrow?

And pushing it to the max, what if I take some paladin's or magus levels to get the equivalents abilities?


I just read Piranha strike and was wondering...

What's the difference between those? At first sight, they seems to be exactly the same feat with slightly different prerequisite?


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Simple question I'm wondering about;

These combo would allow you to get a full-level animal companion and remove and -2/-3 level penality.

Would you still be limited to ClassLvl-2 and ClassLvl-3, or would you be allowed to use your full HD for Boon Companion?

http://www.d20pfsrd.com/feats/general-feats/boon-companion

edit: I'd even add; what about ranger?


Question is the title;

If as Inquisitor I take Anger Inquisition, which gives rage like Barbarian Level -3, or Destruction Domain which gives rage as same level;

Will I get the Greater Rage at the suggested Barbarian Level?

Like, if I have Anger Inquisition, "Your effective barbarian level for
this ability is your inquisitor level – 3.", will I get Greater Rage on level14?

Thanks,
Amuny,


Here are some feats I'm wondering if an eidolon could take;

A - Feats
1) Awesome Blow. I don't see any problem, but still asking.
2) Improved Natural Armor. There is an evolution that gives +2 and can be taken each 5lvls. This one gives +1 but has no level restriction. ?
3) Improved Natural Attack. Same as Improved Natural armor, though this one can only be taken once in both case. Though the monster version also has a description for MELEE WEAPONS. Could I use the evolution to do the same and/or take the feat to effectively increase my weapons damage on eidolon?
4) Flyby Attack, as Awesome blow, I don't see any problem regarding similar evolution.

And here are some evolutions I'm wondering if it could have any use on weapons once you took Weapon Training Evolution;

B - Evolutions that could affect weapons
1) Magic Attack?
2) Reach?
3) Push/Trip?
4) Energy Attacks?

Thanks,
Amuny


On our last game, a little incoherence happened in the middle of a fight.

I threw an Acid Arrow to a caster, which was threatened by our ranger and fighter in melee (yup very bad position).

So naturally, the DM goes for Defensive Casting; Concentration 15+2x spell levels. Which is, in my opinion, really to easy on reaching lvl5-6. Anyway.

But as he does defensive casting, he also suffer continual damage from acid arrow.

Would he simply have to do two separate easy concentration check (one at like 14 and another may be 19, while having +14 concentration from lvl6 + 4 int + 4 combat casting), or a single, harder concentration check?

Also, am I the only one who thinks concentration checks are WAY to easy? I find a bit special that casting while jumping of a cliff with three acid arrow is such an easy deal, and should be, in my view, nearly impossible and heroic act.


I decided to post in Rules Questions instead of Advice, assuming that the main reason of this post is to VALIDATE the character rule-wise.

I know there's a post right under but gone to like 40pages. I read most of them, and made my own opinion on it, thanks to that initiative.

Now I built a Level5 Synthesist Summoner, and I'd like to know what you think about it. I think it makes a pretty strong character, not OPed though, and could be in some ways compared to a fighter of this level.

Note that this isnt a min-max character, and only the thrill to play some kind of Angel (can see the point from evolutions choices) that would be viable for gameplay. Why gnome... for fun, I always loved this race. I know half-elf might be more adapted, but I don't mind for now. All I want to know it's if this character seems legit for you.

Summoner Stats Block:

Ewalim, Gnome Summoner Level 5
----------------------------------
Strenght: 5 (roll 7, -2racial, -1old age)
Dexterity: 14 (roll 15, -1 old age)
Constitution: 17 (roll 16, -1 old age, +2racial)
Intelligence: 16 (roll 15, +1 old age)
Wisdom: 10 (roll 9, +1 old age)
Charisma: 20 (roll 17, +1 old age, +2racial)

HitPoints: 50
Hit dices: 8 + 7 + 4 + 5 + 6 = 30 + 5x Favored class = 35 + 3x5 Constitution = 50.

Initiative: +2 (Dexterity)
Speed: 20ft

AC: 17 (4 chainshirt, 2dext, 1size)
Touch: 13 (1size, 2dext)
FFoot: 15 (4 chainshirt, 1size)

SAVES
Fortitude: 4 (1base + 3con)
Reflexes: 3 (1base + 2dex)
Will: 4 (4base + 0wis)

CMB: -1 (3BAB, -3str, -1size)
CMD: 11 (3BAB, -3str, +2dex, -1size)

Skills & feats doesn't have much importance for that matters.

Fused Summoner Stats Block:

Ewalim, Gnome Fused Summoner Level 5
----------------------------------
Strenght: 18 (16biped + 2level-progression)
Dexterity: 14 (12biped + 2level-progression)
Constitution: 14 (13biped + 1ability score bonus)
Intelligence: 16 (summoner)
Wisdom: 10 (summoner)
Charisma: 20 (summoner)

HitPoints: 36 (50 potential from summoner)
Hit dices: 10 + 7 + 5 + 6 = 28 + 4x2Con = 36

Initiative: +2 (Dexterity)
Speed: 20ft or 30ft???

AC: 20 (4armor bonus, 2shield fused bonus, 2dex, 2biped natural)
Touch: 12 (2dext)
FFoot: 18 (4armor bonus, 2shield fused bonus, 2biped natural)

SAVES
Fortitude: 5 (1base + 2con +2fused)
Reflexes: 5 (1base + 2dex +2fused)
Will: 6 (4base + 0wis +2fused)

CMB: 8 (4BAB, 4str)
CMD: 20 (4BAB, 4str, +2dex)

EVOLUTIONS (8pts):
--------
Weapon Training - Martial (4pts)
Fly (2pts)
Wing Buffet (1pt)
Skilled - Diplomacy (1pt)

Attacks:
---------
Greatsword +8 (2d6+6)
Attack bonus: 4str, 4BAB. Damage: 4strx1.5 2handed
WingsX2 +3 (1d4+2)
Attack bonus: 4str, 4BAB, -5secondary. Damage: 4str/2 secondary

Special: Darkvision 60ft, Evasion.

Skills&Feats = Summoner, only adding +8 diplomacy and using new Physical modifiers

Only one question is left to me:
My eidolon is biped, and by so gain a speed of 30ft.
It is stated nowhere that you get the speed of your eidolon, though as you gain all his evolutions, Limbs(legs) are in. Would it then allow me to move at 30ft, or stay to my basic 20ft speed?
Same for flying speed, 20, or 30?

Only thing I view is that it gives a pretty strong character (86hit points to kill at level5 is way above average, with good-average rolls), though you have a lot of way to get the summoner in his normal form (dismisal to name one)

So here you go, I'd like your opinion, and if you see anything that could be out-rule, say it. If something isn't clear, tell it and I'll answer as soon as possible.


Question is in the title...

My players just spawn that question, and I thought it wasn't very clear.

Is there an "official" answer on that question, or only separate DM with some no and some yes?

I would tend to say no, but vampiric touch damage type isn't very explicit, and some may argue that it's necromancy spell, so I don't really know where I should stand about that.

Amuny,


Simple quick question,

If I do a fighter, and would like to have the ability of the Polearm Master Archetype that replace the Bravery class-ability.

Do I have to replace all my other abilities (such as armor and weapon training) for the others of the Polearm archetype, or can I stay with weapon&armor training, or even pick some skill in other archetypes?

Thanks,
Amuny


Hello there,

So I just bought the Advanced Player's Guide yesterday, and was looking to the new classes. My usual way to proceed is creating a Lv10 char of this class on paper and see what it does, so I can actually be ready to handle my players doing these characters.

So I did. Printed some sheets, and created a Lv10 Summoner, with his Eidolon sheet. And to my surprise, by doing an damage-spec eidolon, I come to some outsanding damage output that I'd call OverPowered.

So let's compare with an averag Lv10 Fighter:
He got +10BAB, usually 18/20 strenght. Consider he is dual-wielding for purpose of comparison with the multi-attacks from the Eidolon. It gives an average of +18/+13 x2 for something around 1d8+8 and 1d6+8.
So, let's get for a great fighter with some nice stats and stuff, can easily comes to +20/15 1d8+10x2, which will be easier to compare. This gives us something around 60damage/round with all attacks hits. Which is quite nice.

Then come's out with the Eidolon. The creature got 8HD instead of 10HD for a lvl10 summoner.
He got +8BAB. Any usual player willing to get damage output will take the Large Evolution. giving a Strenght of 28(+9) for a bipede eidolon.

Then, here's the list of Evolution totalising 14points, which is the lvl10 pool, given to the eidolon:
Large, Energy Attacks, Magic Attacks, Bite, Improved Damage (claws), Limbs (arms), Claws (arms), Rend.

This bring us to nothing else but:
Bite +17 (2d6+9)
Claws +17 (1d8+1d6+9) X4
Rend (per 2claws hit) : +1d8+13.
Which give us something around 115DAMAGE, which is actually near DOUBLE the fighter's damage assuming all hits found their places.
And the eidolon got a 10foot-reach and an awesome CMB-CMD.

PLUS, this is a fully-unbuffed eidolon. And any person who read the summoner can says summoner gets a LOT of buffs. Giving a Con-poison on the bite seems something basic to do with the Evolution-buff spells. Or even quickly give a complete element-immunity.

MORE, the Eidolon actually get Fortitude AND Will as High-Saves bonus, and got Evasion. Fighter only have Fortitude and nothing about Evasion.

So assuming this, the eidolon could easily 1round-kill any character of equivalent level with all his attacks. And actually got a little spellcaster following him to buff/heal him. Which the fighter didn't even have in his most beautifull dreams. This caster can even serve's him as a HP-Tank, which can bring him to have more HP than the actual fighter.

FINALLY, I would like to have your global idea about Summoner, even more if you actually tested it In-game. And especially about his eidolon. But my first impression is like... woah... poor fighter...

I'm a little bit disapointed to see this since the Evolution-system and all about the summoner seems very funny to handle, but a bit... too much?

Sincerely,
Amuny


Hey there,

another quick question that might be more a case of perception than written rules...

If, as an exemple, you take the Power Attack feat at 5th level.
But, for any reason, you fall permenantly under 13 Strenght.

What would happen?

1) Would the feat just disappear and the player would have to select another feat?

2) Would the feat stay stuck in the feats list without being able to use it?

3) Or would it stays as it was since the character still have learned how to use this ability before when he was really able to learn it?

Plus, another short question about feats prerequisite. Keeping the Power Attack feat, if you rolled 11 Strenght and apply a +2 racial with Human. Do you meet the prerequisite, or not?

And what if you got 12 Strenght but any +2 bonus coming from an item or class-ability?

Sincerely,
Amuny,


Hi there,

So here's the point. I found out this question was posted many times by a quick research, but I couldn't find a final answer, only suggested house rules by there and by there.

So I was wondering, what's the "official pathfinder way" to handle those?

If you got a fighter10/barbarian10, will he got a +14 fortitude instead of +12? or +12 since they all follow "high save table"? or +13 since the +2 bonus at level is only gived once?

And this get even worse when there is some mix between High Saves and Low Saves as if I get a Fighter/Monk and take a look at Will/Reflex Saves.

I'm not sure which way should I do this to go in "Pathfinder Compatible" and not in "House-Ruled" Saves bonuses!

Thanks in advance,
Amuny,


Hi there,

I was looking for some prestige classes for my sorcerer and being stuck on a simple question...

If I took let's say Arcane Trickster for the purpose of the example,

Will I keep my bloodlines powers growing with my Arcane Trickster's Level?

By logic, I would be tempted to say yes since bloodline is the development of the sorcerer magic power, but rule-wise, no for the simple reason that bloodlines spell, power&feat are written in the sorcerer specials list.

Though, the magic school is not written in the Wizard special and look to simply gain another effect at 8th lvl, so I'm stuck on the same question.

By getting the Spellcaster Level +1 from a prestige class, does the Bloodline & School grows up or not?

Thanks,
Amuny,


Hi there,
Not used to post on this kind of forums, though I'm a regular D&D Player since 2nd edition. So I'm used with rules.
English is not my mothern language too, so sorry if I do stupid error, that happens.

Ok, so let's start on the real subject. Morph.
I read the pathfinder RPG book entirely once or twice, watching all the modifications done towards the 3rd D&D Edition. And what surprise me is the new morph system, mainly with the druid.

MORPH ARE NOT ILLUSION O.O
And they seem to be taken as such spell in Pathfinder. In my point of view, assuming an elephant form grant you also to be like an average elephant! Or even more powerfull than the average, since you're a powerfull spellcaster! Don't forget D&D still a fantasy world.

I already see the guys telling "yeh but that's not normal that an halfling is way more strong than an ogre if he assume this morph blabla". Why not? Tell me why? An elephant is an elephant as an ogre is an ogre. Beast shape is not an illusion, it's a special ability that grant you to take the form of another creature.

Druid were overpowered? Yes! But the problem was not there. Animal casting was! They should only removed this feat... instead of blasting Beats shape and make it totally ridiculous. I mean wtf... Beast shape is not only for hiding or spying, illusionist are the best on this, not druid.

I mean, considering the pathfinder rules, beast shape didn't worth a shit more than any illusion spells. Druid still good as... as a cleric that can't spontaneous cast, turn undead, and with only one domain if you sacrifice your animal companion. WTF?

"Blabla priest is more weak than druid". Ok, I played two of these toon at quite high levels. In 3rd edition, (not 3.5), when you couldn't have the ability of casting while in animal shape, seriously, priest was much more powerfull than druid. Cleric have a huge inventory of buffing spell that can make him quickly stronger than any fighter. (that's also why I always thought a melee-cleric was more strong than a fighter *cough*). A druid was able to be strong in beast shape, but was never able to be strong in melee AND in casting at the same time, as cleric are.

I don't know where pathfinder is actually being as project. But in my case, I'll stay on this point with house-rules. I think the new way beast shape works is horrible, and the best way to make it back to normal was to remove the ability of casting while in beast shape.
Seeing a druid taking the form of an elephant and being not able to break a door is like... wow... as I said, beast shape is not an illusions...

I was only wondering where you were on this point? Will you really stick to these rules or almost everyone did some house-rules on this ?
What are your personal adjustements?

Sincerely,
Amuny,

Again, sorry if I made dumb errors ^^