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Derro

Brotato's page

536 posts. No reviews. No lists. No wishlists.


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Elmar Thonsson wrote:
Imbicatus wrote:


I thought all rangers took quick draw for switch hitting. Even if you are primary ranged, it's a great feat for the option to switch to melee.

People keep telling me this, but the numbers on the switch hitter just don't make sense. Unless I need to constantly move for some reason, a bow always gives enough extra attacks to deal more damage, and spending feats on 2WF would seriously reduce my damage.

Meanwhile, Point Blank Master, at level 6, makes bows function just as well in melee range, and suddenly any melee feats taken earlier become a waste.

(I guess I could mention that the goal of my build was to get Improved Snap Shot and Combat Reflexes as soon as possible, in order to get full-BAB attacks on around 10 enemies per round)

A switch hitter doesn't use two weapon fighting. It uses two handed fighting, which requires Power Attack, and if you want to have a full round worth of melee attacks, Quick Draw, that's it. You don't move as a switch hitter. You stand in one spot, pelting the enemy with arrows until they finally reach melee, and then anyone still standing gets a 2 hander to the face. It is literally the basest of character concepts, and ranger pulls it off easily.


Tiefling paladin with Fey Foundling and FCB is the single best hp battery in Pathfinder currently, and does it without sacrificing any combat potential.


Darksol the Painbringer wrote:

It's definitely still in there.

It's at page 219 of the Core.

The line was removed from the PRD and from new editions of the Core book. That section now reads

PRD wrote:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).


SlimGauge wrote:
For what purpose ? Determining the break DC ? Determining the Hit Points of the Door ?

For the purposes of the Break spell.


Very simply: Is a door that is designed for Medium sized creatures (that is, a Large sized creature would have to squeeze to get through) a Medium sized object?


Kudaku wrote:
"You can expend one use of fervor to cast any one warpriest spell you have prepared as a swift action"

This is the exact sentence rewrite I meant to suggest in my original post, but I forgot by the time I was composing it.


So, I figured I'd bring this up now so perhaps we can get some clarification, but everyone keeps talking about using fervor to swift action cast spells. Well, the wording on this particular part of Warpriest actually is written extremely poorly and potentially in a way that RAW does not actually allow that.

Quote:

As a swift action, you can expend one use of fervor to

cast any one warpriest spell you have prepared. You can
target only yourself with this spell, even if it could normally
affect other or multiple targets. Spells cast in this way
ignore somatic components and do not provoke attacks of
opportunity. You do not need to have a free hand to cast a
spell in this way.

As written, it sounds like you're allowed to use the use of fervor as a swift action to cast the spell. As in, you have to spend the swift, use the fervor, then cast the spell using the standard spell cast time with the bonuses that it doesn't provoke, uses no somatics, and doesn't require a free hand. Based on Jason's posts it's obvious what the intent is supposed to be, but the way it is written can very easily be misinterpreted.


Dekalinder wrote:
The main thing with the Arbiter is his perfect memory. That ability has no theorycraft weight but is 10 times more awesome in actual play than scroll use.

Unless I'm missing something, it's the Cassisian (an angel) that has perfect memory, not the Arbiter. And you can have the Cassisian rest on your head, which is hilarious to me.


Imbicatus wrote:
Using a 2nd level spell to gain a touch attack with 10' reach? It's clearly overpowered.

I was fairly certain your post was sarcasm, but I wasn't sure until I hovered over the link. I approve, carry on.


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Skills and Powers also allowed you to make characters so overpowered there's really no comparison in Pathfinder. I find it humorous every time I hear a cry of "______ in Pathfinder is so OP, we need to get back to 2nd Ed!"


Kwauss wrote:
As a fellow adventurer, I'm not going to be very welcoming of a substandard companion into the group where they don't start being effective until 3rd level, or until they have a specific magic item or set of items...but perhaps people don't play levels 1 and 2 anymore

Or perhaps (other) people understand that not every class comes online right from first level (wizard/sorc anyone?) and that this is a cooperative game and that not everyone starts out as complete strangers to each other even at level 1 and FFS 10 Str is f$@+ing average. I have an Evangelist Cleric that started at a 10 Str at level 1 and is now level 9 and got by just fine. (I use an excel sheet that auto calculates encumberance as well.)


A player in my game took Blind Fight simply because with it he could close his eyes and have a better chance of hitting a mirror-imaged caster than he could otherwise. MI is that good.


Fruian Thistlefoot wrote:

I highly recommend a Summoning Cleric.

Summons can offer more bodies on the field for the DM to direct attacks at. It also offers critters to add to damage. As well as the Critters SLAs and Magic they bring with them.

Sacred summons will allow you to Standard action Summon.

Your[sic] also going to need to fix the other guys problems when they come along. Buying scrolls is expensive to fix problems and learning the spells take up your spell list. This is also why I do not recommend an Oracle.

I would almost always advise a Master Summoner with either Eldritch Heritage Abyssal or Summon Good Monster over a Sacred Summons cleric, but for the bolded reason I second this idea.

I'd recommend Evangelist with Heroism subdomain for such a summoning build.


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Every time I hear about a RotRL adventure party without a wizard, I cry a little inside. Free spellbooks figuratively fall out of the sky. It's a wizard's wet dream.

To stay on point, perhaps life oracle with fcb in channel energy? With life-link, you could actually provide a lot of sustain.


Yes, that's exactly what I'm saying. Your attempt to make it sound unreasonable is quaint. PFS has a track record of banning things that make the game environment disruptive. Blood Money fits that bill. GMs have the option of enforcing rarity in their games. Don't like it, don't play at their table.


A player in my Rise of the Runelords game is loosely based on Batman, calls himself The Hawk, and is obsessed with "Justice." Recently, they came across some art object value plates, and soon after were forced into a combat. The Hawk (who has Devoted Guardian and a high init) went first, and opened with the line "Justice will be served! But not on these plates, this is the fine china."


LazarX wrote:
If you played at my table, you'd find that the only stats you can "milk" for Blood Money are your actual non-augmented stats, not boosts from belts, or spells, and if you sink any of those to zero, the usual effects will apply.

Or you could just enforce the actual rarity of a spell that has only ever been written in one spellbook ever and isn't intended for anyone lower than 12th level at minimum if you're willing to use an artifact that will make you insane eventually, or 18th if you're not.


Gregory Connolly wrote:
I wouldn't make a Sorcerer who was all about polymorphing, they have the best spell list in the game, why do something that prevents you from accessing it?

Lizardman from alter self has 3 primary natural attacks and you can still cast spells. Gargoyle from monstrous physique gets you four and you can still cast spells. Form of the Dragon gets you 5, and you can still cast spells. It's fairly easy for a polymorph focused sorcerer to still have access to his spells while polymorphed.


Obsidian wrote:
"Oncoming_Storm wrote:
And Vacuum always goes first, the Magus doesn't really have much going on for him here.
Why does vacuum always go first? Kensai, certain clerics, and so the I all have the same ability I thought.

He doesn't. My statement of "always goes first" was only in reference to the Beastmass and vs One. Note that Vacuum was created specifically to handle the Beastmass, hence Jehova's focus on Mass Suffocation, since everything in Beastmass has to breathe. Obviously he's much less adept at handling other Beastmass contestants, as he wasn't designed with that in mind. Something similar could have been done with Imprisonment and he could be tweaked obviously to get a higher Init (he'd only need to get Improved Init from somewhere to go before the Magus), but that's getting into semantics. My only point about Vacuum was that (without the ioun stone that I always forget about) he would always beat One and can defeat all of Beastmass in a single day.


Except One will literally never get a chance to use that arrow, as Vacuum always, always, always goes first, and doesn't even really need to use Mass Suffocation honestly. He could just as easily Persistent Suffocation, and then One would have to roll 2 20s in a row to not die. One cannot beat Vacuum.

Also, casters can get high enough fort saves to pass a 29 DC. Karzoug has a +20. Vacuum only has a +14, but he doesn't really have to worry about making any saves since anything he encounters dies before they act.

Jehova didn't even spend all of a 20th level PCs wealth. There's roughly 300k gold floating in Vacuum's pool that he could spend to shore up any perceived weakness.


Evangelist would be the best approximation of what that player wants that I can think of offhand. Trade medium armor for the best parts of bardic music, and if you pick your single domain well, the loss of one domain isn't that harsh.


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Jehova's Mass Suffocation Diviner, Vacuum, kills One without taking a point of damage unless One rolls a 20 on his Fort save. (DC 47 Mass Suffocation)

Vacuum was able to complete the first Beastmass in a single day, without re-memorizing spells or taking a single point of damage. No other Beastmass contestant really comes close.


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Prot vs _______ spell line does not make you immune to spells that do not provide control over a character. Therefore it has no effect on Slumber.

I don't have an opinion on the power level of the Hex, just bringing that up.


If a maximum of 5 extra damage (at level 20 no less) on a shocking grasp or scorching ray spell is the line where your game breaks, perhaps things other than Arcane Strike are the issue.


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me circa last year wrote:
DM is not a great counter to Invis. Let's stop pretending like it is.


The Dev ruling on temp hp from separate sources causes a few headaches, such as trying to figure out source priority.


As PoB-W mentioned, Dazed prevents them from even limping away. That's pretty harsh, though it's a lot to invest.


Hoping this gets clarified. FAQed.


I take it back then. I was under the same impression as Ross Byers, that the unholy damage was supposed to work like Flame Strike. Seeing that a level 1 spell completely protects you from it, you're right, Immo Devil isn't worth the summons.


Half the devil's damage isn't ignored by prot vs evil or evil creatures. It deals unholy damage, but that doesn't mean evil creatures or creatures protected by prot vs evil ignore it. That is a specific ability of a few spells (like order's wrath), but in general holy/unholy damage is just flat irresistible, which is what makes it good. Anti-magic field is also not really a problem as it is a personal range emanation, not a targeted ray. The dragon can use it on itself. This also means the dragon simply cannot kill the Devil with its DR 15 cold iron (even assuming it is inside the field) and its regeneration. Given patience, the Immo Devil will always win, as even with half its damage negated, it will pick away with impunity over hours if necessary.

There's also the fact that you can't force an Old Dragon to work for nothing. So the Devil has that as well.


Hah hah, I was just going to ask about why the Immolation Devil was left out. It's just an amazing blaster. It's almost worth True Name discovery just for it (although that doesn't help when doing Diabolist)


williamoak is correct. Unless an SLA explicitly states that it is useable as a swift action (such as by the Monster Feat, Quicken SLA), it is a standard action. Greater Teleport is there for fiends as an escape-kiting tool, not a tele-ganking tool.


I'm not so sure the scryer subschool power qualifies as being able to cast Clairaudience/Clairvoyance as an SLA. The power even has a unique name, Send Senses. From what I understand, "...otherwise functions as" =/= "...cast as a spell-like ability."


She also makes a perfect Warpriest, if you're not opposed to using a playtest class. My players captured and redeemed her, and she's now a Warpriest of Ragathiel.


I fail to see how OP is "over-optimizing" with either his build or the one I suggested. Every other person is a ranged combatant or a spellcaster. If there isn't at least one person with the power to end a creature and the hp to take the hits, there's going to be nothing stopping the monsters from rolling right over the squishies.


For an example, at your level, a tiefling paladin with the options listed above would heal for 3d6+13, or 4d6+15 if you didn't require the mercy.


Switch from an Aasimar to a Tiefling (Go a variant that doesn't penalize Cha if your GM lets you without having to take the feat that makes Tieflings even more underpowered than Aasimar). Take the paladin FCB bonus for Tiefling. Take Maw, Prehensile Tail, and Fiendish Sprinter. Take Fey Founding, Greater Mercy, and Extra Lay on Hands. Use a reach weapon and laugh in the face of death with your xd6+2x+y swift action heals every round.


I'm seeing a secret Rahadoumi worshiper of Sarenrae in my future, me thinks.


Gonna throw my weight in behind paladin as well. Tiefling (a variant that doesn't take the Cha penalty if possible), put FCB into variant (+1/level to LoH when healing self), Fey Foundling, Power Attack, Extra LoH, and Greater Mercy. You'll have the highest effective hp in the game, and can afford to go 2h weapon for damage so enemies can't just ignore you.


You do realize that we have a ruling, from the person that created the curse, and that it applies only to manufactured weapons, right?


It does when you add Maximize as well as Empower.


EsperMagic wrote:

good to know..thats more money spent on one weapon than trying to have a second unmounted weapon

Just be a small lancer and you'll never have to worry about being unmounted. Medium sized mounts ftw.


Here is the blog entry Mojorat was talking about.


Bloodlust wrote:
Brotato wrote:

It's an extrapolation from the Weapon Finesse on Combat Maneuvers FAQ.

I wonder if that was written before Reposition came out. I don't know when books were released.

First printing of Advanced Player's Guide, which introduced the Drag, Dirty Trick, Reposition, and Steal maneuvers was printed in April 2010. FAQ is from Oct 2011. So it was written after.


Having the ability restricted to light, medium, or no armor would negate one of the primary ways to enter the class, the cavalier. Fort/Will evasion is not as powerful as one might think. Most Fort/Will saving throws are already all or nothing.


Yes, pretty much. IIRC the Lance is the only weapon in the game right now with its wording. Everything else essentially follows the other FAQ.


As mentioned nearly every time this topic comes up: Dazing Spell makes blasters not only damage dealers, but controllers as well. That feat alone made blasters comparable to controllers. And they weren't terribly far off to begin with.

An Evocation (Admixture) wizard with Magical Lineage (fireball) and some metamagic feats is a value package and a half.


It's an extrapolation from the Weapon Finesse on Combat Maneuvers FAQ.


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It's a bit of a fine line, but the two rulings are actually not related. A lance may be wielded with one hand on the back of a mount, but it always remains a two handed weapon. The second FAQ is referring to abilities like Titan Mauler's that allow you to treat 2 handed weapons *as* 1 handed weapons.

It's admittedly confusing.


So something I'd like to point out, though this has been argued back and forth extensively and I doubt it will change many minds.

Take a look at the Agile Tongue feat. The benefit actually explicitly states that it gives you a tongue with a range of 10 feat that can perform a limited list of tasks. Racial Heritage (grippli) and this feat work, because the feat explicitly gives you the tongue.

Tail Terror does not give you a tail. It gives you a tail slap attack. They are not the same thing.

/$0.02

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