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Lizardfolk

Bertious's page

994 posts. Alias of Rob Heath.

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Too useful not to do a shameless bump :)


We really need a full run down of what your character has access to i.e. what gear and what items in the area around him/her.


I can see a couple of differet methods to deal with this. The first would be Invunerability is a set enchantment in the game so you could just give him that (DR5/magic) with the twist that he is alaways considered to be wearing heavy armor.

Second make him remake his character as an invunerable rager barbarian or swop out his favorite class feature for the DR of one.

Third as magic is obviously the greatest threat in the the world make him immune to all forms of magic including the ability to activate or cast it.


Assuming the rest of the party has magical weapons a few incorporial creatures would take the wind out of his sails a bit.


That last one sounds all musical like i shall sing you the Troglo Ditty sing along everyone.


Thanks for the replies. I'd like to clarify this hasn't happened although i would be tempted to do it myself i'd just like to hear some opinions on it. :)


Consider me interested :D


Rage-cycling makes rage prophets terrifying as in later levels when using moment of clarity which is 1/rage he adds his con to the save dc and his barb level to the casting level,


I'm curious if you were the gm of a game and a player asked if he could change the race in the Scion of humanity alternate racial feature to lets say elf would you allow it bearing in mind that the Blood of Angels book does say that other racial Aasimar are allowed even to the point of changing your size to suit?


A ranged cleric with the eagle domain, any god with the feather sub domain such as erastil should be viable for this choice in most games although i'm not sure about PFS, makes an amazing archer character. Make him an evangelist for extra party and personal buffing fun.


Rats i'm too late to the thread this game sounds to me like the perfect reason to play a fighter or paladin that wields a heavy spiked shield as a two handed weapon.


I'd suggest if you do want a paladin i'd go with saenrae so you can use the tenants of her faith to ease the problems.

Alternatly a half orc redeemer paladin may be the way to go.


Mister Metastasise.


I reckon Wimp-Lo would be a great addition. :P

More seriously the shades of the uskwood druid sect gives you a great opening for a druid/monk.


Hugo Rune wrote:

I would take a little time out time with them to draw up the terrain. Then let them design the camp onto the map with all of their traps etc without your oversight. Say that you will clarify rules but you don't want to see their map so that you can play any encounters fairly.

Afterwards ask them for a perimeter map 'so that you can set up any starting positions' but without detail of the middle. Then give random perception checks in the early hours of the morning. The person on watch has spotted a rustling in the undergrowth -it's only a rat but the party are on edge because they are expecting an attack - why else did you go to all the trouble of getting them to prepare a map.

This is great i'd go with this for a couple of nights then have them see signs that someone was scouting out the perimeter and obviously tried to dismantle some of the outer defenses.


This is a little rough around the edges but may suit your needs

Spoiler:
Human Dawnflower Dervish Bard 5 Unbreakable Fighter 1

Str 10 0 points
Dex 20 7 points +2 race +1 level 4 +2 magic
Con 14 5 points
Int 13 3 points
Wis 07 -4 points
Cha 14 5 points

Hp 48 (8 + 4.5 (x4) +5.5 +12 con +5 favored class)
Ac 25 to 17 ff 19 (fight defensively to add either +4 dodge to ac or 4/- Dr

Feats
1 Dervish Dance (Class) Dodge Improved Unarmed Strike
3 Crane Style
5 Fighter (Unbreakable) Endurance, Die Hard, Stalwart

Skills 43

Traits
Maestro of the Society (Total performance = 17 rounds)
(an other)

5300 + 1 Mithril Breast Plate = 7 +5 dex +1 dodge +1 nat +1 def = ac25 (29 when fighting defensive or 25 and dr 4/-)
4000 +2 dex belt
2320 +1 Scimitar (+4 bab +5 dex +1 magic -2 fighting defensive = +8 1d6+6 (+12 1d6+10 while performing)
2000 +1 Ring of Protection
2000 +1 amulet of natural armor
15,620 gp
I'd suggest defenisve and utility spells


Unless i misread one of your posts (quite possible sadly) you never said what races and books you are allowed to use.


If you are allowed to use 3.5 the enlightened fist prestige class from the complete arcane book would be a great start

As to class i would look at Empyreal Sorcerer/Monk and flavor the sorcerer as the really wasn't interested in learning magic so he memorized a few spells and thats it.


Combining a couple of thoughts you could do something like

Spoiler:

Half Elf Ninja 3 Urban Barbarian 2

Str 13 Dex 18(+2 race +1 lvl 4) Con 12 Int 13 Wis 12 Cha 14

Traits Sword Scion,

Feats/Tricks/Ragepowers

Lvl 1 Weapon Finess Exotic Weapon Aldori Dueling Sword (Alternate racial) (+5 to hit 1d8+1 damage) [Rage = +2 to hit or +2 to damage]
Lvl 2 Ninja (+5 to hit 1d8+1 damage)[Rage = +2 to hit or +2 to damage]
Lvl 3 Ninja Weapon Focus ADS Combat Trick: Power Attack (+6 to hit 1d8+3)[Rage = +2 to hit or +2 to damage]
Lvl 4 Ninja +1 dex (+8 to hit 1d8+3)[Rage = +2 to hit or +2 to damage]
Lvl 5 Urban Barbarian Dazzling Display, Rage Power lesser spirit totem. (+8 to hit 1d8+5)[Rage = +2 to hit or +2 to damage + extra attack at +6 touch for 1d4 damage (no idea what bonuses go with this but hopefully pa and sneak]
Lvl 6 PrC (+9 to hit 1d8+8 damage [Rage adds +2 to hit and damage]


I don't see what people are worried about 2 feats to get an animal companion at -5 levels is not really a worry even if you add the third feat to bring it to -1 level thats 3 feats to mimic a class feature which you can mostly do better with leadership anyway.


You could just make a diplomacy kit in the same style as a disquise kit containing many useful but minor items that different cultures ect look favorably upon which with a knowledge local check (dc to be determined by situation) you can gain the bonus.

For instance say you are going to talk with court officials in Magnamar a knowledge local check might tell you that they consider a white rose a sign of respect so you go into your kit and wear the white rose enamel cloak clasp.


I know the Samsaran mystic past life ability has been done to death but i am curious to see if anyone has found interesting new uses for it. Personally i have just come up with the idea of a Nimrathi Ranger 1/Druid with the shapeshifting hunter feat and instant enemy as a 3rd level druid spell netting him by 7th level the ability to treat any enemy as a favored one at +4 with a swift action spell.


If i was going to dip with Inquisitor i would be look at crusader cleric for the access to guided hand and channeling scourge as well as a handy bonus feat all without breaking you domain powers leveling.


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I always figured David Gemmell's Iron code of Druss the Legend covered an non lawful but good alignemt nicely it was

David Gemmell wrote:
Never violate a woman, nor harm a child. Do not lie, cheat or steal. These things are for lesser men. Protect the weak against the evil strong. And never allow thoughts of gain to lead you into the pursuit of evil.


Looks interesting i'm not sure my advice is that useful but i would suggest the moon patron because Darkness is apparently a 1t level spell for them and has no somatic compnent so is fully castable in the armor and the other spell you'll get is darkvision which with an hour per level can be cast out of the armor anyway. Not to mention moon+sleep is a good theme.


There is a trait (river rat i think)that lets you have +1 damage with daggers.

I would also suggest, assuming you have the Advanced players guide, you take the alternate racial trait Swift as shadows as it would allow you to snipe at only -10 to your stealth check (making that a net +2 to stealth still i believe.)This should hopefully let you sneak attack with thrown daggers far more often than normally allowed.


1 person marked this as a favorite.

If multiclassing is an option a single level of ranger(trapper) nets you trapfinding and you can stack it with freebooter for a unlimiited use party buff.


Hmm so if the cleric had the growth domain she could swift action enlarge any party member within 30' sounds like a great trick to me.


That makes sense to me thanks Oladon. Sadly the damage inside the 10' zone will be alot less than the 15-20 foot zone but it's better than no damage.

As to Michael thats a neat trick but would not work for my build as my swift actions are used to enlarge.


How are attacks into areas you normally cannot attack not extra attacks? I don't want to seem overly argumentative but as i am the more liberally minded about the rules in my group i'll need a very strong arguement if i try and use these tactics.


TBH the first line of TWF does not mention BaB it says

TWF rules wrote:

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.

If you look at that and consider my earlier questions i think the second weapon and extra attack certainly apply as you are getting extra whirlwind attacks due to a second weapon.

Now if that is the case, and it certainly is, then surely the rest of the twf rules also apply.


I'm not trying to say thats RAW but i think most of those i play with would logic it out that way. Basicly if you have to use a second weapon to get the extra targets with whirlwind attack then it would suffer for the use of two weapons.

As to the throwing daggers you need quickdraw to throw more than 2 and only need 1 hand for it you can also throw off hand daggers but the TWF rules fully apply then according to the twf rules that is.


This is how i determine the TWF rules apply for armor spikes or unarmed strike to hit adjacent targets with whirlwind attack

Are you using a second weapon?

Yes my unarmed strike or armor spikes is a second weapon.

Is it allowing attacks you normally would not get?

Yes as i normally cannot attack adjacent targets with a reach weapon.

Then you are Two Weapon fighting enjoy the -4 to hit.


I'm fairly certain my (and most other) gms would at the very least make you suffer two weapon fighting penalties for either the unarmed strike or armor spikes trick and -4 to hit seems a little harsh to me so i think i'll stick to a scary 2 hander and just use the enlarge swift action to AoE in a 10' radius (with a 5'step to add a few more targets).


I have been playing around with a reach weapon wielding fighter/cleric with the growth domain and whirlwind attack and found myself wondering if a can hit everyone with the normal 10' reach then swift action enlarge to get those at 15-20?

On a related note can you use quickdraw to hit everyone withing 5' of you then swop to a reach weapon as a free action to continue the attack? (I'm thinking no on this one as you are attacking with a new weapon not continuing a single attack.)


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Pesh :P because.

How much pesh would a fetchling fetch if a fetchling could fetch pesh!


For a great archery paladin i'd go sacred servant with the eagle domain.


Ranger (either take trapper or skirmisher to drop spells or increase wisdom at lvl 4) can dual wield, sword and board or switch hit (use your feats for melee and combat style for ranged so at lvl 2 you'd have Power Attack, and whatever you like, at level 2 rapid shot).

Sohei monk with The Medium Armor Prof using a sansetsukon in 2 hands. (+5/+5 1d10+7 with flurry) with dodge as a bonus feat and a breastplate you can get ac 18


Well if you want a caster you could go

Scarred Witch Doctor
Str 20
Dex 12
Con 16
Int 10
Wis 10
Cha 10

Lvl 1 Feats Racial Heritage Orc, Combat reflexes

Your casting stat is con you can get the evil eye and cackle (or slumber) hexes and with a long spear you are +6 to hit doing 1d8+7 damage with 2 AoO's fto use on people that try to reach you in melee.


I'm fairly sure (although have no RAW data to prove it) that as the whirlwind ability does not say it alters the size of the creature using it a small air elemental becomes a small whirlwind. As to why it says size of the whirlwind in place of size of the elemental i would guess that it's to cover them if some other onster has the ability and due to word count size of the creature using the ability is a little long :).


spiritual weapon wrote:
Your feats or combat actions do not affect the weapon.

As it is talking about the weapon not the spell it indicates you may use feats to cast it but not to effect it once it exists so metamagic while casting is fine.


That was my conclusion too then i thought yeah but for PFS RAW is king so it would be a nice little bonus and with a feat a dwarf or half orc could get 150' darkvision with the deepsight feat.


I was reading tthe mooncaller druid and found myself wondering about the wording of

The SRD site wrote:

Night Sight (Ex)

At 2nd level, a mooncaller gains low-light vision. If she already has low-light vision, she gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision is increased by 30 feet.

This ability replaces woodland stride.

So if i am reading this correctly a human would gain low light vision, and elf would get darkvision 30 and a half orc would gain low light vision and darkvision 90. My reasoning is due to the full stops which in my (admittedly somewhat addled) mind makes them seperate.


Bladed Dash and Greater Bladed Dash are like pounce on steroids for a magus especially as i don't think pounce works with spell combat (not sure of this but spell combat is a full round action as is charge).

If you are dipping...

Ranger (Guide) offers the ability to get +2 to hit and damge 1 target per day as well as lots of nice skill points and class skills.

Urban Barbarian Lets you rage boost dex for a few rounds, some nice skills, as well as +1 to hit and ac against more than 1 opponent.


nate lange wrote:
Bertious wrote:
Ac 20 (Full plate +1 Dex/Cha)
unlike Lore's Sidestep Secret (which would add to your Reflex save as well), Nature's Whispers says nothing in the text about being limited by the armor's max dex... that might be RAI, i don't know (and of course, as always this is up to the GM) but i believe, RAW, that should be "AC 22 (full plate +3 Cha)"

If you are right about that bonus!! Personally i was working from if it replaces dex it uses all the dex rules but i'm sure i would never argue if my gm said otherwise. :)


:P


My attempt with some cheese and severe stat dumps

Gorden Zola:
Human Paladin 3 Oracle 1
7 Str 15 +1 race +2 Human 18
-4 Dex 07
5 Con 14
-4 Int 07
-4 Wis 07
10 Cha 16

HP 13 + 2d10+6 +1d8+2 (Favored Paladin Hp) = 36
Ac 20 (Full plate +1 Dex/Cha)

Fort 3 +2 +3 = 8
Ref 1 -2 +3 = 2
Wil 5 -2 +3 =6
Cmb 7
Cmd 20

Lvl 1 Power Attack, Furious Focus
Lvl 3 Extra LoH

Falchion +7(Bab 3 Str 4) 2d4+9 damage (Str 6 PA 3)

Oracle of Nature
Curse : Tounges (Celestial)
Revelation Nature's Whispers (Use Cha for Dex on AC and CMD)
Spells
Lvl 0 Detect Magic, Mending, Light, Create Water
Lvl 1 Cure Light Wounds, Endure elements (24 hours deal :D), Protection From Evil (Useful even at cl1 and lvl 20)

Paladin
LoH 6/day 1d6


Azaelas Fayth wrote:
Bertious wrote:


Those stats are mostly doable ( 1 less dex) with a human, half elf, or half orc

Str 3 points = 13 +2 race +1 level = 16
Dex 2 points = 12
Con 5 points = 14
Int 0 points = 10
Wis 2 points = 12
Cha-2 points = 08

I figured they might be, but I don't have easy access to a Stat Generator right now.

Wait... How did a single decrease in DEX increase like that?

You gain 4 points by dropping str to 13 and using the race bonus on it.


Azaelas Fayth wrote:

I forgot that. I keep thinking Dual Talent was in the APG. Sorry bout that.

I will edit it ASAP.

Those stats are mostly doable ( 1 less dex) with a human, half elf, or half orc

Str 3 points = 13 +2 race +1 level = 16
Dex 2 points = 12
Con 5 points = 14
Int 0 points = 10
Wis 2 points = 12
Cha-2 points = 08


Halfling Barbarian wrote:
Ender730 wrote:
Halfling Barbarian wrote:
Ragechemist/Barbarian going into master chemist. Doing it right can get your strength over 50. Hulk Smash.

Build, please! :D

One of these days I'll have to take the time to understand how the alchemist class works.

20 pt. Buy

Human

Str 18 + 2
Dex 10
Con 12
Int 14
Wis 10
Cha 7

Titan Mauler Barbarian 1/ Ragechemist Alchemist 7/ Master Chymist 10/You pick 2

** spoiler omitted **...

Stay Alchemist for the other 2 to gain giant form 1 and 6 more strength.

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