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Zorgus

Apraham Lincoln's page

RPG Superstar 9 Season Star Voter. 338 posts. No reviews. No lists. 1 wishlist.


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Or just carry large ammo


I like the shikigami kami. Immunity to a load of stuff, fast healing, ok melee and ranged damage for a familiar, invisibility for scouting and the seller for me, it can merge with you, no losing that familiar again. And a real easy alignment requirement


You can move upto twice speed for a trample

FAQ says:
Trample: The Trample Universal Monster Rule indicates that the monster is moving around as part of the trample, but it never says how far it can move. How far can a trampling creature move?
A trampling creature can move up to twice its land speed as part of the trample. FAQ

You can move about as you trample. the only restrictions are that you can enter the square and any creatures in those squares must be 1 size smaller than you or smaller.

Power attack wouldnt apply. Its a special attack without an attack roll

You could smite evil as a swift action and then trample it. The bonus to attack wouldnt affect but the bonus damage would i think affect the target of your smite but not other evil foes who happened to be also trampled


It may not be the answer you are looking for but i am in favour of just letting any race choose from any of the FCB for their class. It opens up more options for any class and allows people to play the race they like for their concept over choosing the one thats mechanically best for the class. What you gain in diversity more than makes up for what you lose fro a small amount of power-play advantage


Handy guide to handy haversack


Scott Wilhelm wrote:
For starters, what rule set are you using? Is this for Pathfinder Society?

Not for PFS, but it might have been pfs legal also. Always easier for gm nod if its pfs legal.

Scott Wilhelm wrote:

Since you are thinking of taking at least 1 level in Brawler, anyway, take it at level 1. You get Max hit points at level 1. If that is a level in Brawler, you get 10 hp instead of 8 for Druid. You hit Level 4 Druid at level 5 now, allowing you to take Shaping Focus the moment you get Wild Shape.

Or take Natural Spell at level 5 and Shaping Focus at level 7. Most Druids consider Natural Spell to be an absoulutely essential Feat. That's the one that lets you cast spells while in Wildshape. In concept, that might not be the case for your character, since it's a Druidzilla, not a Druid. But you should work it in your plans just in case.

Good call, as i was making it i just had it down as a bonus feat and only at the end did i realise its the MT changey feat. There are so few druid spells you are getting and the feats are needed more but a route for human druids.

Scott Wilhelm wrote:

Feral Combat Training no longer lets you apply Monk Unarmed Strike Damage to your Natural Attacks, but you can still apply Warpriest Sacred Weapon Damage to any weapon your Diety favors or to any weapon you take Weapon Focus for. If you take even 1 level in Warpriest, all the weapons you take Sacred Weapon for will do 1d6 for size medium, 1d8, Large, 2d6 Huge, 3d6, Gargantuan, 4d6 Colossal. By level 8, your character will be able to Wildshape into Huge Animals, and if you cast Strong Jaw on yourself, perhaps via a Wand if you only take 4 levels in Druid, you can bump your effective size up 2 more places.

If you take 4 levels in Brawler and/or Fighter, a Human can take the Martial Versatility Feat and apply Weapon Focus (and therefore Sacred Weapon Damage) and Weapon Specialization, maybe, to every weapon in your weapon group, in this case the Natural Weapon group. This way, you will be...

I did some thinking and the fact you can stack the sacred fist levels and the monk levels and monks belt and monastic legacy (doesnt count warpriest levels as they already counting as full monk levels) together beats out the weapon focus/sacred damage part. Sacred damage only gets up to 1D8 at 10 and jumps again at 11 to 1D10 where as the unarmed can get higher and is eligable for strong jaw too. The attack routine is unarmed strikes with grab and constrict. The natural attack of the creature is almost redundant. You get the armour spikes from scale spikes and greater scale spikes with greater having a very respectable length, as long as your wildshape. The spell also provides proficiency. Eventually getting 8 levels of druid gives 4th level casting for Magic fang, strong jaw and greater scale spikes and with shaping focus, whilst not getting any better animal forms, does open up some interesting plant/constrictor choices. Yes, wands feature heavily in this characters inventory

-Edit Just checked scale spikes spell and the targeting is off :/ Maybe human, racial heritage nagaji could swing it? or even reptilian as that is a subtype for humaniods? as i say not for pfs


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The compression ability sounds like a good fit.
Some ability to move among slimes, maybe an immunity or resistance to the touch of slimes
Maybe the ability to use handle animal on slimes etc as tho they were animals and not mindless.
Thematic small powers


3 people marked this as a favorite.

Nice handy list of stuff and that fits in a Handy Haversack


The barebones of it can be done without the human bonus feat. What is holding it back in terms of feats is the high level requirements. If you human thats great but it can be done without. choose any race, knock yourself out :)

There is always reincarnate 100, dms choice ;)

As i said its not really for pfs as it comes online really at level 11 but if you can swing the final embrace line then its worth it.


So ive been looking again at building a grapple based druid monk but since the change of imp Nat Att and Feral combat training since protos FoF guide i thought it was defunct. But looking again and some odd choices i think i have something that might work at 11th level and may even be pfs (not that familiar with pfs so dont hold your breath) and all done without INA or FCT.

Initial race choice: This is a really feat starved build so you would think human. But there are so few feats needed that are low enough level that i dont think its worth it. This build is with dwarf stats in mind as CON and WIS are close 2ndary stats and at certain points WIS may even be better than STR. slow and steady and hardy traits are very handy to have. If you go human you have another feat. Enjoy it :)

Traits: Beast of society is just great for druids. Birthmark is good as much needed resistance to charms and takes care of divine focus requirments.

Levels 1-4::
Druid. Almost any archtype that doesnt alter wildshape (you need it to start at 4th level) or stop you choosing animal domains.
I recommend Blight druid. You need to take crocodile domain. This gets you a little crocy familiar and the excellent deathroll ability. Does this allow you to grapple large targets? I dont know but it seems to. Even if you only get the bonus damage and bonus to grapple check it would still be good. And savage jaw as a domain spell. Check with your gm but croc domain is still good.
The feats you choose here at 1st and 3rd level are meh and to be re-trained at 4 and 8 so really they can be anything
AT 4th level you can start to wildshape.

Mostly shileighly. hit things.

Level 5-7::
Unchained Monk. You are here for WIS to dex as you will never be armoured and (thanks to being dwarf) never encumbered. Unarmed strike is here giving us a 1D6 strike and a decent and easy to use flurry. evasion, fast movement, stunning fist ki strike and ki power are just gravy at this point. it has to be unchained as we really need the high BAB to qualify for feats. pick up imp grapple (yay) and combat reflexes (meh) as bonus feats.
Feats. At 5th, retrain your 1st level feat into shaping focus (remember points in know nature) Get kraken style (adds WIS to grapple check damage)at 5 and greater grapple at 7. thats a sweet +4 to grapple and another +2 on top to maintain a grapple. you wildshape into large creatures using UAS (now at 1d8 for large) to start grapples or flurry as you see fit. The natural attacks of the form are largely irrelevant.

More grapple uses now in wildshape forms and you get grab. Start to use the briliant scale spikes druid spell giving you +1 armour spikes that you are proficient with. they add 1d8+1(as large) damage to grapples

Level 8-9::
Brawler (strangler). Only here for the sweet sweet combat feats. Doesnt normally stack with monk but as we are traidng out both flurry and UAS from brawler i dont suppose it matters. What we do get is 2D6 sneak attack that we can always do in a grapple. We also get to keep our DEX in a grapple helping survivability.

You now start to wildshape into large forms now and constrict comes online. Retrain you 3rd level feat into Final Embrace at 8th (you should be eligable, this maybe a sticking point. if not buy a belt of anaconda coils.) Bonus feat gets us final embrace horror. level 9 feat picks up kracken wreck style feat to get another +4 to grapple damage and maybe wreck armour/weapons (more about this later)
You will only be eligable to use the final embrace line of feats if you wildshape into a form that has constrict. final embrace gives you grab and constrict but doesnt say on which attack you get grab.As you can use your UAS as your constrict damage then i think you can use your UAS as having grab. If not grapple as normal. Grab and constrict upto our size.

You will now be wildshaping into huge forms with constrict. Your unarmed attack routine will be +8/+8/+3 with a flurry all maybe with grab. unarmed damage and constrict damage will be 2d6. armour spikes will now be doing 2D6+1 extra damage on a grapple. And 2D6 sneak attack. And WIS+4. maybe you will cast aspect of bear for +4 CMB, maybe vine strike for extra 1d6 damage. And you havent even used martial training yet.

Level 10 and 11: :
Sacred fist warpriest. These might as well count as more monk levels for the purposes of UAS, AC bonus and flurry (although flurry wont really work as we already have UcM flurry and wont get enough combined levels to gets us a 2nd extra attack). Nice few uses of fervor for swift cleric buffs.
at 11th you will finally have enough BAB to pick up final embrace master and you can use MT to pick up rapid grappler.
Darkness and scalykind blessings give us blur and +1 nat AC.

You will now be attacking as a huge creature (who may or may not be able to grapple colossal creatures with death roll) with an unarmed strike 3D6, 6D6 constrict 2d6 in a grapple sneak attack, 2d6 armour spikes. adding wis+4 as a standard, move and swift actions with a +4 to grapple and more to maintain. and they're shaken on top. thats without wands of strong jaw or greater scale spikes.

Where you go from here after is open. You could go 4 more levels of druid. gets you powerful build, definitly allowing the grappling of colossal creatures. It may even stack with death roll as one is a virtual size increase and the other effects how much bigger than you a traget must be to grapple. Also freses you from the use of wands of SJ and G ScSp. and adds 1D6 from croc domain.
You could get 1 more levels of UnMk, getting still mind and opening up monastic legacy. 1 more level of sacred fist gets to fort save for 0 stalwart ability and a style feat at 6th. both continue to advance UAS. At 2oth level i recommend 8 levels of druid, 2 levels or brawler, 6 levels of scared fist and 4 levels of unchained monk. with monks robe you will be getting 2d6 unarmed (4d6 huge) with 7 combined levels of monk and sac fist.

You should also consider deadly grappler feat to increase damge die of armour spikes in a grapple and maybe you want natural spell to cast.

Small note on FCB: Druid gets more deathrolls: Monk and brawler get ability to ignore hardness of stone/rock/metal etc. Kracken wreck allows you to do a crush attack doing unarmed damage to armour and a bonus to ignore armour. if these work together (im not sure they would but it would be nice if someone got some use out of these FCBs that i might allow it) then maybe that could be a nice extra treat/combo. Otherwise get HPs

Is my logic sound? any mistakes? anything im missing


Speak with master is different from being able to speak. The ability states its a shared language which others cannot understand. Is that enough for a wand?


VRMH wrote:
Cevah wrote:
Cast Alter Self on the familiar.
I'm not convinced this works. The ability to speak and understand a language isn't a natural ability of humanoids, and it's not listed under the specific abilities the spell may grant.

Under the polymorph rules, the capability for speech is address as an ability possessed when it comes to changing shape and casting spells with verbal components (dragons being specifically called out).

The familiar has its own skill ranks if a sage. The familiar rules seem to be silent on whether it understands your language but a point in linguistics either way should solve that.


Borrow skill would also let you yoink those skill ranks for yourself if needed too


Would comprehend languages work?
Dexterous familiars could use wand of ventriloquism?
Vocal alteration maybe be beyond whats expected of the spell...
Mindlink or detect thoughts are both level 1


Skalds can get it thru spell kenning if they pick up expanded spell kenning feat (allows choice from witch and druid lists too)


I agree on on the alternate FCB and race. I see the FCB as a nice little extra way to customize your character so all options are open. If there is one option that is clearly better than the others then why is that for that race. Enforcing race restricted options (as well as feats archetypes and prestige classes) seems backwards and seems like casual racism (i know they are actual different races but without actual orcs and elves to compare them to they tend to end up as slightly different humans)

Spells known for spontaneous casters. Sometimes there is a spell where i think "if i were a sorc, i would definitely know that spell" even though it isnt optimized. examples would include mages magnificent mansion, heroes feast, secret chest. There are others and im sure everyone has their favourite spell that they feel the justification to include.

Weapons too. I dont care as a GM what the weapon looks like as long as mechanically its balanced. I wish the weapon creation rules were more solid (really more weapon points for measly cash increase? who wouldnt add that on? no points for light weapons? break even on racial weapons vs traditional weapon?)


Feral gnasher archetype for goblins gets you a reasonable bite attack for being small (eventually 1d8 x3 crit) and lets you grapple larger and larger targets and doesnt give up much

-edit I can totally see a half orc adopting one as a sort of pet dog ;)


Greater Object Possession also allows construct hacking and come online quicker for psychics as a level 6 spell than control construct


amulet of either forge fist can give you valuable adamantium attacks and flaming property. frost fist does the same with frost and cold iron properties


Croc domain druid with rogue vmc and 1 level dip of brawler as above could work together. Plenty of good grapple wildshapes. Plus croc domain gets you mass heal before a cleric too


Java Man wrote:

Um, rake and claw are two separate attack types. Short version, your GM is either wrong, or house ruling this.

By RAW on a pounce you get five attacks, and when successfully grapplimg add two rakes to your std three natural attacks.

And its easy to start a grapple with a tiger as all its attacks have grab.

And having just re-read the ability, it shares the same format as rend but completely different mechanics but both abilities are found on the same type of foes. It certainly confused me for a while...


I was fooling around with a fearcaster based on a spiritualist with fear phantom. Seems there could be some good synergy there


Favourite is probably wildshape. So many options and different play styles open up. You really do need to be prepped before hand and know what you are going to turn into for a given situation and what you can and cannot do.

Least favourite is any class feature (solo tactics and the cavalier one) that uses teamwork feats. The feats are so terrible and taxing and situational that they had to give 2 classes whole abilities that turn them into something that you could also do but still not great. I use any archetype that trades out these abilities.


Denorisn wrote:

Alright here my try at it.

Side note: Wow II never realized just how many dang class features the spiritualist has until now. even though it seems like they have so little they can do the just have tons of text explaining their many many terrible options.

My idea was to spin the spiritualist/summoner concept on its head. instead of the phantom being the melee combatant and the spiritualist hiding in the back, I want the phantom to be in the back throwing hexes and spells while the spiritualist stands in front.

** spoiler omitted **...

Like it very much. Simple and themeatic.

Couple of thoughts.
Arcane bonded manifestation. +4 to dcs is quite high for all it spells. maybe consider restriciting to its patron spells.
Arcane Understanding. I know it replaces calm spirit but in the interests of word count maybe just say you can choose from both witch and spiritualist spells lists (if on both use the lower spell level)


A 2 level dip into vivisectionist alchemist also nets you continued sneak attack as a rogue, an improved fort save, throw anything, some extracts and then you can pick up the chameleon discovery for another +4 stealth. Extracts are probably better than minor and major magic talents


Check out the weapon masters handbook. Not only does it have rules for building weapons with a reach/no-reach swift action ability, it even sample builds one for you.

Search for gnome flick mace


Nice to see you back. Thinking caps on


Ranger evasion works in medium armour but only kicks in at 9th level compared to the rogues 2nd level. As the slayer is a rogue/ranger hybrid that comes with medium armour but can only get evasion thru the rogue talent part of their class id say a compromise is that it works as the rogue evasion until 9th level where it works as the ranger evasion.


It should work with the physical enhancement transmutation implement focus power


Dont forget you can cast your polymorph spells on it allowing you to use that awesome form of the dragon spell and still be slinging spells


If you were fleeing a temple under siege then i can see where destroying a good alter would not be an evil act if doing so would prevent it falling into enemy hands and being desecrated. Think of it as scuttling an alter


Grandlounge wrote:
Kalvit wrote:
As the guy who began...

Their is a better trait for this now. Savant +2 to all preform checks.

Historian is also great I can't member if it's in the guide or not. You get +1 to all bardic knowledge checks. That is 2 traits 16 skill points.

Savant is a bonus to 1 performance type. Still good and versatile but not as good as suggested


The main problem with buying mounts (as opposed to gaining them thru a class feature like mount or animal companion) is that they dont scale well. At all

At low level they sure are great. They are a sack of hit points and can probably do some damage in their own right, maybe more than a pc (ask anyone who has bought a tiger at low level) but passed level 5 or 6 those hitpoints just wont last. A simple threat to the pcs will outright kill the mounts, even without having to focus fire any of them. At least animal companions gain hit points and evasion to give them some longevity but even then you can see that they are expected to expendable as they are free(depending on gm and circumstance) to replace.

If you dont have mount or AC as a class feature, dont waste feats into mounted combat.

There are other methods for keeping up with overland travel.
Wizzards get the mount spells and overland flight
Alchemist can get a fly speed.
Ranger can get an Animal companion.


Expanded Spell Kenning adds even more choices


Unless the party is fighting right outside the temple free healing is not going to be much of an issue. If they are relying on free healing as their only source of healing then they are going to be extremely limited in their range. They could be ambushed on the way home and suddenly random encounters become more deadly.

Just having a temple doesnt mean that suitable clerics are there all day. They have duties to attend to in the town and maybe even if more far-flung settlements and may not be back for a day or 2.

I say let them have their free healing (hp and lesser restoration only; PCs only) whenever they are back as it doesnt break anything too much


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Also check out a Raktavarna as an improved familiar. Sure it has a lawful evil requirement but gives some idea of a ballpark for abilities.

The Shadow 1.00 mark


If you are using a polymorph spell to get the web ability, "The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form." (from polymorph spells description in magic section)


Incorporeal creatures never add STR to their attacks (attack or damage) but do gain DEX to hit

Incorporeal (Ex) wrote:

Incorporeal (Ex)

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.


I've been using a similar gnome character with fell magic and fey thoughts(underground) to be able to cast chill touch all day underground. The +1 to necromancy DCs would appear to work in this instance


I think the guard trick should put them in front of you if you are travelling


I prefer to cast the polymorph spells on my familiar so i can sit back and still sling spells. Familiar certainly has the intelligence to use the abilites granted. Wont have many hit points (i think its HPs are fixed relative to yours and not its own CON modifier but buffs to your own con should buffs your familiars) and will be expensive if it dies but chances are if your familiar dies, you would have died in the same situation.


Shameless bump for my question, couldnt find a better titled thread


If the ogre walks round the corner, the rogue no longer has cover.

-edit

Rules of Stealth


Other question for consideration, if i take the

phantom fighter feat:
Prerequisite(s): Phantom class feature, phantom with the magic attacks ability.

Benefit(s): Your phantom's natural weapons are treated as having the ghost touch property. In addition, when you cast a touch spell to be delivered by your phantom, you can modify the spell as if you possessed the Ectoplasmic Spell metamagic feat.

Can the phantom attack corporeal creatures whilst incorporeal?
What if the phantom also had the eldritch claws feat?

If it could attack a corporeal creature whilst incorporeal would it still attack touch(+force affects) AC or full AC?


Note that handling an animal is a move action for most characters (under the handle animal skill)

-edit also see the mounted skirmisher feat, under its normal entry it says if you move more than 5 feet on a mount you can only take a standard action (mounts full move with the feat)


formless adept doesnt get a psychic discipline or its powers. It needs to specify what stat it uses for its phrenic pool.


I think it means that if you accept 1 point of burn, whenever you use basic TK or TK haul within the next 1min/level it will have the increased weight allowance. This would allow you to stop concentrating for a few rounds/minutes and you wouldn't have to re-accept burn for the increased allowance.


If you casting stat also gave you hit points (as well as saves) that would be pretty unbalancing. Burn is just a way of removing those bonus hit points.


Isn't this a buff as it affects ALL allies within 30 feet now instead of just 1? Its still 5-15 re-rolls for each ally per day


You need handle animal(see skills, its all handled there) trick of attack to attack humanoids, animals etc. You need the attack all trick (-edit actually the attack trick twice) to attack more unnatural things like undead and abominations and the like. Combat trained is a catch-all of a few combat themed tricks (including the attack trick but not the attack all trick).

Depending on your class, directing to attack could be a move action or a free action (if you get a mount as an animal companion, the 1st level ability Link allows you to direct as a move action)

You can "push" an animal to make it do a trick it doesnt already know. This requires an full round action (or move action if you have the link ability from animal companio) and the animal performs it on its next turn

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