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Cayden Cailean

Azten's page

2,125 posts. Alias of Dragonborn3.


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Was it ever determined if the black blade was immune to being flat out destroyed? Broken is not destroyed...


If you can't activate feats, barbarians shouldn't be able to use power attack while raging.

Yes, I know that's not a solid argument. :p


Cleric's do not have a 'spells known', so it wouldn't work. Druids, Rangers, and Paladins are also out. :/


Touché.


heliodorus04 wrote:

Look, dude, I'm not going to entertain you on this.

Sit at my table with a character with +2 hit points per level, and I'll throw you out for being a cheater.

The fact that you're STILL being obstinate about a simple sentence says you're probably not the kind of player I would enjoy being with anyway. I can't help you because you've decided to be irrational and only accept an answer that agrees with you.

Good luck.

You must hate how FCB's work with Toughness. ;)

ob·sti·nate
ˈäbstənit/
adjective
1.
stubbornly refusing to change one's opinion or chosen course of action, despite attempts to persuade one to do so.

Azten wrote:
So, my question is if the +1 hit/skill point is in addition to the one they normal gain from level up in a favored class? If not, should the language have been cleared up to state that, and add in the alternat FCB's they can choose from when the Advanced Race Guide came out?

My questions was if it was in addition(I explained how it could be and you misread it) and if the language should be cleared up. Jiggy has a better explanation than you did.


heliodorus04 wrote:

Nope.

You're just being obstinate. I've been a professional editor for 25 years (in English) and the language is unambiguous.

How do you get +1 for your rogue class when you take a level in your ranger class? You do not get one. You did not take a level in rogue as well as ranger; you took ONE level of Ranger so you get the +1 one time. Next level, you take a level of Rogue, explain to me how you get the +1 for taking the ranger level when you took one level of rogue.

Have no idea why you're trying to twist this to your personal advantage other than ego or English isn't your first language.

This is the only place where a character can have two favored classes (without feat). You declare it at character generation (permanently). Just because you have two favored classes does not mean you get the +1 (skill/hp) more than once PER LEVEL. There is no implication of this whatever.

It's not about ego, and English is my first language. This is an honest question that I've admitted in my first post is not likely RAI.

Perhaps I'm not explaining it well.

I know normally you only get one +1 or other bonus. It's like that for Dwarves, Gnomes, Vanaras, etc. That's from just leveling up.

But half-elves have a racial feature that adds not only a second favored class, but seems to add an additional +1 hit or skill point on top of that.

Lv1: Rogue and Ranger are picked.
First level is Rogue, so you get the normal favored class bonus and, as a racial feature, an extra +1 hit point it one extra skill point.

Why not just say they get two favored classes and not anything more?


I looked at some of the outsiders, and really... not a lot catch my eye. The arbiter has regen, but that's probably it's best feature.


And that's one way, and honestly most likely the RAI way. RAW though, if the half-elf barbarian and rogue, the whenever he takes a level in either he could get: 2 hit points, 2 skills points, or one of them and the alternate favored class bonus.


No worries, I know it's unlikely whenever I ask. Have fun with the AP, gamers.


Old Guy GM wrote:
This will be very difficult from an RP standpoint. While tieflings are not uncommon, being that obviously "unnatural" could be difficult. Check the player's guide and see if you still feel that way.

Speaking of difficult and unnatural, would you allow a pseudodragon? I've played them very breifly, but love the little drakes to death.


So, getting away from the recent questions about half-elves and their FCB's, I was looking at their Multitalented ability. Here it is for reference.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

So, my question is if the +1 hit/skill point is in addition to the one they normal gain from level up in a favored class? If not, should the language have been cleared up to state that, and add in the alternat FCB's they can choose from when the Advanced Race Guide came out?


Okay, The Divinity Drive has my interest,


Typically, the stats are even numbers -10 and odd numbers -11.

So a voidworm(Str 7, Dex 17, Con 10, Int 8, Wis 8, Cha 13) would have the following adjustments.

Str -4
Dex +6
Con +0
Int -2
Wis -2
Cha +2


Domains can be pretty big. Travel, for instance, gives freedom of movement. Animal(Feather) gives a bonus to Perception and an animal companion.


Possibly. More religion isn't a bad thing... right?


AerynTahlro wrote:

Hate to break in here, but.... Every time I've seen this question come up (and even asked it myself), it's determined that Spell-Like Abilities do not count as granting you the ability to cast Arcane Spells. SLA's don't count as arcane or divine, it's just an ability that mimics an actual spell.

The definition of a SLA obliquely supports this:
"Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component."

Spell-Like Abilities: How do I know whether a spell-like ability is arcane or divine?

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?


Ascalaphus wrote:

Isn't Alluring meant to be for dwarves? So you'd need Adopted first to get access to dwarven racial traits.

Not a big problem, just due diligence.

It's not a race trait, but a religion trait.


That's not a good one for non-casters, as the caster level will always be 1. Alurring is nicer.


Yes, yes, I misspelled horrible. Can't change it now...


Such wonderful ideas. Makes me wish I had a group of newer players too.


Oh, the fun that could be have, suddenly turning into a tiny Outsider...

Or, for that matter, anything suitable to be a Familiar.


Yup.

From Improved Natural Attack

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.


No harm in it, right? Thanks anyway, and have a good game.


I have but one question. It's a character I've never really got to play, so.. May I play a pseudodragon?


Words of Power can make for great Necromancers, Conjurers, and Evokers.


I actually didn't find it. I saw it as a note on the Zombie page on d20pfsrd.com.

You know what really rocks about the Undeath word?

Animate Dead: Material component. Range of touch. 3rd level(cleric)/4th level(wizard/Sorc).
Undeath: no material component. Range of close, 2nd level(cleric)/3rd level(wiz/Sorc).


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Latrecis wrote:
The Lamashtu version of 50 Shades of Grey is not something we should think about :)

Look, let's be honest. It's Lamashtu.

There's way more than fifty...


1 person marked this as a favorite.

That would actually work well with an Akata and the Void Zombies they make.


Myrryr wrote:
Azten wrote:
Maybe the Barabarian FCB can be 1/6 of the Chaos totem powers(in order of lesser, normal, and greater) dregardless of wether url not the Ouroborn has other rage totems?
As in uses or something? Not sure what you mean with this...

At 6th level, they would gain Lesser Chaos Totem as a bonus Rage Power, then Chaos Totem at 12, and Greater Chaos Totem at 18.


I don't see why you couldn't. At level 3(cleric) you can create 6 hd of undead overcasting(or 3 hd of a variant skeleton). Variant zombies don't count as double as far as the bestiaries say.


Maybe the Barabarian FCB can be 1/6 of the Chaos totem powers(in order of lesser, normal, and greater) dregardless of wether url not the Ouroborn has other rage totems?


Ravingdork's Nudel the Destroyer deals 36d8+23, and can maximize that damage(to 311) using Furious Finish. It's just one attack.


Dot for late. Live the idea, and so far the feats look okay(mostly based off names and a certain snake), but a few of the favored class bonuses could stand to be bit different.


If I could get that before fries it would be great.

The more I think about it, the more I like the idea of the dogs leading the pcs into the forest and leaving them suddenly.


Great, great ideas. Wish unscrewing the lights meant we could still see where we okay though. Hmm...

♣♠Magic♦♥ wrote:
** spoiler omitted **

I do this by rolling in front of them. I even switch dice and still hit their main characters more than they should be getting hit. And the criticals...


If I could do that, I honestly would. It's a great idea!


So yesterday I decided I would run a one-shot for my friends. The thing is I want it to be as creepy and firmly in the horror genre as it can get. (:<

Here's the rules they got.
[spiiler]3rd level
Core Rulebook only
20 point buy.

Then I added a bit of randomness.

Player 1 (Personality trait: Proud. Focus: Knowledge)
Player 2 (Personality trait: Frugal. Focus: Magic)
Player 3 (Personality trait: Emotional. Focus: Combat)
Player 4 (Personality trait: Religious Focus: Arcane)[/spoiler]

So far, my plan us rough. Around the time a carnival/circus troupe comes into town, people start disappearing and the population of stray dogs seems to boom overnight. A few people will be found torn apart, supposedly by the dogs.

Wether if not the carnival/circus has anything to do with the real villians(a cult of Lamashtu*) is undecided, but there will be a Gray Jester with them(heroes of horror monster).

So what I'm looking for is ideas. Traps? Haunts? Monsters, some tweaked to look different to avoid meta gaming? NPC's?

*:
A pregnant midwife, who is later 'kidnapped', will tell them about the cult! and show them the mark on her stomach and revealing her 'past' as a worshiper, lying about no being a Lamastuan. She's not pregnant, but rather a summoner who births her Eudolon(a glabrazu type). Her 'water' will break during their rescue attempt. For added creepiness, she'll take 1-2d4 points of damage while summoning her eidolon, and the damage she takes will not only grant temporary hp to the eidolon, but tear open the marks on her stomach.

3/4ths of the group are experienced gamers, so I really want this to be memorable!


Wow, five people sad to see me go, and I hadn't even submitted a character...

You guys rock!


Matt2VK wrote:

Heard a rumor that this has been FAQ somewhere to prevent this. Just wasn't sure what got FAQ but it was thought that (Spell-Like Abilities) did not count for meeting the requirements as they are not spells.

So does someone knows more about this?

Quite the opposite, actually, as ARGH! pointed out..


You don't send it against 8th-9th level characters. 5-6 are perfectly fine targets. :)

Anyway, this probably isn't the thread for this discussion.


Lemmy wrote:
Azten wrote:
The t-Rex is the main example because it's really big and only has one attack. It's the poster child of the " crane wing is broken" people.
It should also be the poster child of the "I don't know how to design CR-appropriate encounters" people. Then again, those two groups seem to be pretty damn similar to one another...

It would depend entirely on the party, I think. Some might gave trouble taking on a t-rex, while for some it's a cake walk. Yeah, it's no BBEG, but sometimes you don't need one.


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The t-Rex is the main example because it's really big and only has one attack. It's the poster child of the " crane wing is broken" people.


Well, as much as I'd love to be a pirate, I'm going to have to drop out of this. Good luck to all.


MachOneGames wrote:
If I was pushed by a player I would suggest that creatures don't typically roll d20's. It is a player or a GM who did the rolling -- on behalf of a creature. Creatures mostly take actions and stuff. But, if you see one rolling a d20, have at it!

This is flat out horrible. It makes the ability absolutely useless. If you don't want them using it, just say it and let them ditch the archetype.


stuart haffenden wrote:

I love Wood!

An Aasimar Wood Oracle can take Tree Shape and accelerate to Plant Shape I using the favoured class bonus at level 6, 2 levels earlier than a Druid can Wildshape and 3 levels faster than anyone can cast it.

Bestiary 4 has given us the Weedwhip - 3 attacks with 15ft reach all of which have Poison: Tentacle—contact; save Fort DC XX; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is YOUR Constitution-based. Thats awesome.

Plus Wood Armour, Wood Bond,
Lignification. All good.

Just remember you have yo actually have the revelation before using the favored class bonus.


2 paladin levels?


I have to agree when it comes to Time. Lackluster as far as I can tell. :/


DM Repentance wrote:
@Saltykid. I see no reason why alchemists would not make great pirates.

Well, that settles it. Pirate Alchemist time. :)


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Te'Shen wrote:

Level 5

Bat Familiar: Squeek! *Translation-The invisible thing is over there!*
Wizard: I know.
Bat Familiar: Squeek-ker-Squeeken. *Translation-You're a bit of a tool. You know that, right?!*

Your problem is the fact your bat is speaking speaking squirrel.


Where ever they dang well please. :p

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