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ChaiGuy's page

Goblin Squad Member. 267 posts (327 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Saethori wrote:
Theconiel wrote:
The armor cannot be removed; the PC has to sleep in it.

I'm a big fan of this, admittedly. Just "cannot ever be removed" is a wonderfully flavorful curse. After the first night, you're fatigued. After the second, you're exhausted. Maybe on subsequent nights, you're so tired you can't get a good night's rest (and therefore can't do things that rely on that, such as prepare spells).

The only way out is to actually destroy the armor. Which means now you lose that magical full plate...

This is an interesting side effect of not being able to remove armor. A possible work around however is to have the armor enchanted with the Restful special armor property, which allows the wearer to sleep in any armor and has other benefits. It's actually REALLY good. >.>


As long as the character wears the armor (which cannot be removed) they gain a trait of the dhsampir:

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

It would be a really nasty surprise if they are unable to identify the curse, and a well intended cure spell kills them.

Getting past the curse could just take some extra planning from the healer (if there is one), they would just need to prepare (or learn for spontaneous healers) a few inflict X spells.


I'd be interested in seeing a breakdown of the fighter archetypes. I'm pretty sure the new AWT and AAT changes how some of the archetypes are rated. I'm loving this guide. =)


This is from D20pfsrd

Tower Shield Training (Ex)

At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.

I bolded part for emphasis, and this would be up to GM interpretation, but it does say that they gain armor training at level 3, it just works different for them when they use a tower shield. It even says it their armor training works normal when they are not using a tower shield.

I could see a GM ruling a tower shield specialist fighter could only benefit from AAT when they are not using a tower shield, since their armor training is changed, but as a GM I'd allow it to work with or without the tower shield.


I think Advanced Armor training would be nice. As far as I can tell the tower shield specialist still gains armor training.

Many of the options for AAT would be better than shield focus and dodge IMO.

Armor specialization would increase AC more and Armored Juggernaut would increase DR.


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The metamagic feat Reach Spell would allow you to make touch attacks at close range. This requires you take the matamagic feat and the spell takes a spell slot one higher than normal.

A Metamagic Rod of Spell Reach will to the same with a little gold investment. The spell won't take up a higher slot, but you'd have to get one and they are only usable 3 times a day for spell levels 1-3 on the cheapest version of the rod.


I do believe that there are a number of good debuff spells that are ice based, especially if you add the rime spell metamagic, either from a feat or as a metamagic rod (they're fairly cheap). Frostfall , snowball and ice spears are all relatively low level cold spells that could benifit
from rime.

Heatstrokeis also a good debuff.

Not having mage armor will hurt IMO, so some good defensive spells could help.

I would say blur could work: Heat haze, also called heat shimmer, refers to the inferior mirage experienced when viewing objects through a layer
of heated air; for example, viewing objects across hot asphalt or through the exhaust gases produced by jet engines. When appearing on roads
due to the hot asphalt, it is often referred to as a highway mirage.

Convection causes the temperature of the air to vary, and the variation between the hot air at the surface of the road and the denser cool air
above it creates a gradient in the refractive index of the air. This produces a blurred shimmering effect.


The best thing to do IMO is to talk to your GM. I think you'll get a lot of good responses here, but what they decide is what is most important to your game.

Having said that as GM rednal said preaching peace could, but I guess your character could at least make sure civilian casualties are minimized. I view Gorum as reveling in the excitement of combat and is not really about slaughter as that is what Rovagug does.

Being cowardly would also do it.

I guess you could offend Gorum if your character gives praise, or is part of a celebration dedicated to, another god of war such as Iomedae.


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The concentration check is caster level + caster stat, but there are ways to improve that.

The feat Combat Casting grants a +4 untyped bonus to the concentration check when casting defensively.

Traits can help too, focused mind gives a +2 trait bonus.

So if you had both of these with your 19 wis (+4 mod) you'd have a concentration check of: (Caster level) +1, (Wisdom mod) +4, (combat casting, untyped) +4, (focused mind, trait +2) total 11.

You're success rate for your level 1 spells would be 75%, not automatic but good.


Ventnor wrote:
Aranna wrote:

It is frustrating when I enjoy this amazing game filled with all manner of amazing people and all those amazing people want to do it attack each other...

~sigh~

All they have to do is stop using nebulous terms that don't actually mean anything.

Then they can stop fighting about roleplaying and start fighting about politics and/or religion, like rational internet people do!

Let them fight over paladin fall threads and alignment threads too! :P


Officially Strange wrote:
ChaiGuy wrote:

Another aspect of the learning curve is the role playing aspect, some people come into the game with more knowledge of this than others and it's something that needs to be learned to have fun in an TTRPG.

I disagree with the latter part of this statement.

I guess it's poor form to tell people how to have fun, so I can see why you'd disagree. I'd remove it from my post, but it's been too long to modify.


I'm going to approach this subject as : The issue that keeps TTRPGs from being more mainstream.

1. The steep learning curve: as others have pointed out Pathfinder is rather rules heavy. Even after learning the basics it's like chess, you might know the basics of character building, but do you have enough system mastery to make effective or powerful characters?

Another aspect of the learning curve is the role playing aspect, some people come into the game with more knowledge of this than others and it's something that needs to be learned to have fun in an TTRPG.

Even going from one game group to another can feel like a learning process: each game group has it's own (often unwritten) set of home rules and social contract (for lack of a better term).

2. Time: As has been mentioned these games often require (in my experience) multiple hours of game time every game session. In the games I've been in they work best when played at least twice a month, games more infrequent than that tend to fall apart.

3. Medieval (ish) fantasy: There have been noticeable exceptions, such as Game of Thrones and Lord of the Rings, but I think that the genre is too small to be main stream. There have been TTRPGs focusing on other genres, and I don't think they've had more success, such as Call of Cthulu, Star Wars RPG, so this may only be a small hinderence.

4. Stigma: Either plain nerdy or Satanic, there have been various negative things attached to the game and the players of the game.

5. Finding other players: As a multi player game you need the other players and they need to have similar game styles (or be flexible). Online Role playing can help, but it's probably off topic since this is specifically for TTRPGs, although it's also for Pathfinder in general, so not entirely off topic perhaps.


There is a feat: Undersized Rider which allows a rider to use a mount of their size, Medium for a Dwarf. This way a 4th level Druid could ride a bear.


Maybe like Spock from Star Trek?


Inquisitors get a really cool spell called Blistering Invective. With this spell you make an intimidate check to deal fire damage to all enemies within 30', set them on fire and demoralize them. It's really good for intimidate inquisitors.


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kyrt-ryder wrote:
Then levels in a party should be varied to match.

In Advanced D&D different classes had different xp tracks, so a rogue needed less xp to level up than a wizard.

In Pathfinder you could have different classes use different xp tracks to: Non-casters on the fast track, partial casters medium and full casters on the slow xp track.

Treasure would have to be monitored by the GM so that the classes stay close to expected gear.

I doubt I'd do it, but it could be an quick band aid fix if it bothers people.


Back in Advanced D&D rogues had an ability called backstab, instead of sneak attack. Backstab had much stricter requirements than sneak attack, the rogue had to attack the target from behind and the target had to be unaware of the attack for it to work, they could get it by flanking or any other method.

In Advanced D&D and D&D 3X rogues where one of the only classes who could find traps, so they where very important to a party, especially in Advanced D&D where traps where deadly.

Sneak attack was made easier to get so rogues would have a better time in combat, I guess. So in short, if you think it's odd to not be sneaky for sneak attack, it's because the newer editions made it easier for the rogue than when the rogue first got the ability.


I think I'd go with a half-orc, to gain the orc double axe as a racial bonus. I'd probably take sacred tattoo + fates favored to increase the saves. I might even take the racial thing to change out the +2 intimidate for the endurance feat.

I think I'd go unchained barbarian, their rage works pretty good with 2 weapon fighting since it gives a flat bonus to hit and damage.

I'd take str. 15 (17), Dex 16, con 14, int 10, wis 12 cha 7 for a 20 point buy.

Feat 2 weapon fighting at 1st level.


thejeff wrote:
bugleyman wrote:
thejeff wrote:
Same should apply to medium creature fighting a giant, right? No threat at all.

Yup. A medium creature fighting a giant in melee would be pretty much f#@#%d.

Take a look at this (which is actually much less of a size advantage).

At which point you might as well stop playing Pathfinder at all. It's not a game about realism. Even martials are heroic enough they can do unrealistic things. Whether that's small characters taking on medium sized ones or medium ones fighting giants.

Medium vs giants?: Valeros Vs Giants I think Valeros can win! :P


Maybe a Construct Rider Alchemist would work if it's Society legal.

The info for the base Alchemist.


Vargrym Stoneheart wrote:

With your feat tree I would still need 15 dex, it is a requirement for TWF. I would also have to eat up an extra feat to be able to wield a meteor hammer.

I cannot find a feat called dirty fighter...there is Dirty Trick Master...which is banned in PFS. There is a trait called Dirty Fighter, which does not seem to apply as you have to have a consistent partner to fight at your side. Or Dirty Fighting, which only applies if you are flanking someone...which I probably wont get to do much of in defensive stance.

Going for a trip master is not the direction I was thinking. I am thinking more stone wrecking ball.

Dirty fighting also lets you qualify for feats:

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.


The Urban Barbarian can work well with dex based classes since it raise dex with controlled rage, which has less limitations than normal rage.

Urban Barbarian / unchained rogue would work well, they have many class abilities in common: trap sense and danger sense seem to stack (dodge bonuses), uncanny dodge / improved UD.

I've played a halfling barbarian / rogue, that was str based mounted combat. Had very generous rolling method, it worked OK, I felt middle of the pack in effectiveness.

Urban barbarian / swashbuckler would be ok.


Starbuck_II wrote:
zainale wrote:

dazzling display allows you to perform a bewildering show of prowess as a full-round action. with no pluses to your attempt where as intimidate is a standard action and you are not binding the act to a weapon.

am i missing something? seems to me that dazzling display is not worth the two feats it costs. is there something after it that makes it worth it?

It is a Prereq to sneak attack foes.

Shattered Defenses. Alternatively, Nightmare Weaver will sub for it.

Also Deadly Stroke. Gory Finish allows you to do it as a swift action when you drop someone into negative HP

two levels of Order of the Cockatrice cavalier also gets +2 hit vs them. And gives you the feat for free, no less.

Now, it is mostly a gate way feat.

Another path you can take is Enforcer, Cornugon Smash, and Dreadful Carnage. Same affect but one target.

I've been thinking of a dazzling display character so it's nice to see all of this info on similar effects.

I do believe that in the case of Dreadful Carnage it affects all enemies within 30' like dazzling display.


A while back I made a barbarian character that I wanted to be very tough. I replaced orc ferocity with sacred tattoo, took fates favored (trait) to raise my saves as has been mentioned above.

I then took the alternate racial trait: shaman's apprentice to change out a +2 to intimidate checks for the feat endurance. With this you are one feat away from the feat die hard, which is a stronger version of orc ferocity, but it costs a feat, which as a fighter might not be to bad.

It's probably not the strongest option, but if you'd like to make a very tough character it works IMO.


Harleequin wrote:

According to many... Batman (Animated Series) is considered the definitive portrayal of Batman, Joker et al...and I largely second this.

Although I would agree she isnt super clever (ie Joker level) she is capable of having what I would call 'Moments of Genius' where she does something completely unexpected (even throwing Batman/Joker off guard) and that has a profound effect on whatever dodgy situation she is in. These moments can manifest in a physical way or in a bizarre tactical way.

Don't know how you could translate that into PF?

I'm not an expert on the lore, basically what I know is from this thread.

Concerning "moments of genius" for physical it sounds like the swashbuckler deed "derring-do". A character could get that by a level dip or the feat "amateur swashbuckler". The problem seems she doesn't seem to lend herself to a swashbuckler fighting style, so it would be impossible to get panache to use it often.

The investigator class has 'inspiration' that can be obtained with a feat 'amateur investigator'. A level or two of investigator could work for this character I guess.

I'm ninjad by raizielDragon. :P


I'm surprised that among the classes for bards to dip into the swashbuckler wasn't mentioned. For a dex based melee bard there are some good deeds, such as opportune parry and repost, and even a ranged bard could use derring-do and dodging panache. Swashbuckler finesse is also a great boon for the dex melee character, or a ranged bard looking to shore up a melee back up attack. A second level brings charmed life, not as powerful as a paladins divine grace, but it doesn't come with a code of conduct.


If you're looking to protect yourself from ranged attacks you could carry potions of entropic shield (50 gold 1 minuet of 20% miss chance for ranged attacks0 or protection from arrows (300 gold dr 10/magic vs ranged weapons).

It's not really a tower shield in the ground, but it is protection.


master_marshmallow wrote:

Which shield flies in front of you again?

Not winged....

There is a shield specific enhancement known as Animated


If you want to throw melee weapons as a Warpriest choose the Magic Blessing:

Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.


As a house rule I usually have PCs roll, but use 1/2 hit dice rounded down if that is better, + con of course.


Darksol the Painbringer wrote:
DarkPhoenixx wrote:
Title says it.

The rules presume that an Attack of Opportunity will almost always be used against an enemy. That being said, it doesn't change the factor that allies performing actions normally provoke an Attack of Opportunity from any creature that threatens the square in which the action is being made, both ally and enemy alike.

But tell me, what if an ally is Dominated/Charmed into fighting you, would the GMs tell me that I can't take an Attack of Opportunity against someone who is normally an ally, but clearly acting against their own free will?

If any GM says "No, you can't take Attacks of Opportunity against Dominated/Charmed allies, because they're still allies," then that GM is out to screw you over with his ridiculous enforcement of RAW. If the GM says "I don't see any reason why you would want to outside of some backwoods exploit, in which case I wouldn't allow it based on those grounds," then he's just covering his bases from players being exploitable jerks.

That being said, I don't see what is extremely overpowered from allowing allies to provoke Attacks of Opportunity.

In most cases I agree, but for Pathfinder Society play that has special player versus player restrictions and more limitations on the GM it would be different, although I'm not an expert on Society play.


Professor wrote:
So the Bhargest at the end of ROTRL has DR 10/Magic...how should I interpret this?

The whole write up for Damage Reduction is on page 299 of the Bestiary. In short though DR applies to weapon and natural attacks. A weapon or natural weapon (such as a claw) that hits a Bhargest that is not enchanted with a +1 enhancement or better, or considered magic for the purposes of overcoming DR does less damage than it should, 10 less to be exact.

For an example: A bhagest is hit with an attack from a greatsword with the wielder having an 18 strength. The damage is (2d6+6), let's say they roll average damage for a total of 13 damage. This is a non-magical greatsword, they deal 3 damage instead of 13 (13-10).

If they had been using a +1 greatsword (2d6+7) dealing on average 14, saying they roll average they would still do 14 damage since the magic enhancement of the sword bypasses the DR of the Bhargest.


Will this be a regular barbarian, or unchained? What is the starting level and if higher than 1st, what kind of starting wealth will your character have?

I would suggest taking the alternate racial trait: Sacred tattoo, which replaces orc ferocity with a +1 luck bonus on all saves and combine it with the trait (if traits are available) fates favored to increase that to a +2 luck bonus on all saves.

For regular barbarian, a two handed weapon with power attack and furious focus is quite strong. Unchained barbarians can be effective with a larger array of fighting styles, like 2 weapon fighting.

I think that if you go with the superstitious route you can use the human favored class bonus to increase the superstitious bonus, but you'll be missing out on fcb to hit points for that.

I would recommend a defensive feat at 1st level, power attack, a 2 handed weapon and rage will kill most things at that level without power attack. Perhaps dodge, iron will or some other defensive feat. Edit: I think the feat extra rage would work well, especially if you can retrain it later.

The weapon enchantment "furious" works great for barbarians when you can afford to get it.


Mysterious Stranger wrote:
Normally it would not matter because from a mathematical perspective they are the same. There is on case where it does make the difference and that is when you use maximize spell on a empowered spell. There was a ruling that only the base damage of the spell is maximized. So if you had a empowered maximized Fireball(an 8th level spell) you would do 80 points plus 5d6+10 points of damage. That would indicate that the correct way for the 5th level sorcerer would be to roll 7d6+15.

I imagine the same would apply for an intensified and empowered spell too. Well maybe an intensified / maximized spell.

Goblin Squad Member

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The Sun Rises in the East wrote:
*Feels proud of himself for ressurrecting this thread*

Congratulations, you get this heinous flag and your alignment may be EVIL. ;P

Goblin Squad Member

Lam wrote:

Yes, it is very readable, but why was it so different. Some think these mountain hexes can sustain a community and generate lots of IRON and Stone along with essences, some mineral chemicals, a few herbs, iron/silver/platinum, gems.

There is a five letter word.

Well, if you mean sustain a community as in that community being able to support itself without outside assistance, then I have yet to see anyone make that statement. I have seen members of the KotC say that mountain based settlements will be able to survive by trading for goods they need from other settlements.

Also five letter word?

Goblin Squad Member

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Here's a link to our new Keepers of the Circle site.

Keepers of the Circle

Goblin Squad Member

CBDunkerson wrote:
ChaiGuy wrote:

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Hi Chaiguy. Given that Keepers is somewhat like a more official/organized version of Outsiders I'd agree that members of the two should likely be able to work together.

As to alignment, ideally Outsiders would be a True Neutral organization that accepted members from all alignments... truly allowing members to engage in ANY play style they want. However, the rules of the game itself require members to be within one alignment step of the Company and therefor a subset of the alignment wheel needed to be chosen. From there I reasoned that a Company promoting individual choice, and no central authority, would inherently operate less efficiently than most. I felt that combining that limitation with those which would be imposed by a plurality of Chaotic and/or Evil members (both of which decrease settlement efficiency) would put the viability of the Company in question. Combining that with the desire to have the widest alignment spread possible left only Neutral Good or Lawful Neutral... and a lawful focused group of individualists didn't make much sense. :]

Basically, it seems to me that an effective Company of Chaotic and/or Evil CHARACTERS is going to require a well organized group of PLAYERS... and that's the exact opposite of Outsiders.

Thank you very much for going into detail about the alignment of the company. I had been considering it from the perspective of Pathfinder alignment which is different from PFO alingmnet and the way alignment will work in the Pathfinder MMO. It makes sense now from this perspective.

Goblin Squad Member

Greetings from the Keepers of the Circle, may the contracts between our companies be lucrative and mutually benificial.

Goblin Squad Member

Is there a way to request a thread be stickied? I'm feeling this thread would be a prime canidate for one.

Goblin Squad Member

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Goblin Squad Member

I hope that Audacity and the Keepers of the Circle will have many mutually benificial contracts. Please feel free to join us at our proboard site, feel free to PM me a link, I feel uncertian of providing a direct link in your own company thread.

Goblin Squad Member

I hope that the Full Metal Syndicate and the Keepers of the Circle, which I am a member of, will forge many mutually benificial trade agreements.

Goblin Squad Member

It's great to see things rolling again. Determining the starting location of the company will be of vital importance that will effect the success of our company for a very long time. To all potential member come be a part of this exciting process. To all existing members I look forward to hearing your thoughts on this momentous occasion.

Goblin Squad Member

CBDunkerson wrote:
Nymerias wrote:
Would it be possible to get a clarification on the types and amounts of resources we could expect from Wooded Mountain hexes? I would assume it would be a combination of what is available in both Woodland and Mountain hexes but to what degree?
All hexes formerly shown as 'wooded mountains' show up on the newer maps as JUST mountains. Based on this I suspect that there may not be a distinction any longer.

Thank you for the information CBDunkerson. Would it be possible for someone to provide a link to a newer map? The maps I've seen so far hav all had wooded mountains.

Goblin Squad Member

I'm a member of Keepers of the Circle. Hopefully my druid will be out and about helping people not starve.


I'm also of the opinion that this proposal would be quite confusing and not in line with the way alignment currently works. On the other hand if an individual was possesed by an outside influence (not just dominated, charmed or the like)then that may be a case where someone could detect as 2 different alignments.

Note about the cleric aura: it's based off of their deities alignment and may be different from their own. For example a N/N cleric of Abadar (L/N) would detect as Lawful.

Aura (EX): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Edit: If the creature has another soul in an item (like a gem from the spell Trap the Soul then the detect alignment spell may trigger from the soul in the item seemingly giving the creature owning the item different alignments.


I suppose that another option would be to get an oil of the Grease spell. It would last for 1 minute and give a +10 circumstance bonus on Escape Artist checks to escape a grapple or to the CMD to avoid being grappled. It’s not as good as an unfettered shirt, but it only costs 50 gold.


Vicious states that it causes "a flash of disruptive energy", it later states that this energy causes the extra damage. (Core pg. 472)

Damage reduction states that it does not negate energy damage dealt along with an attack (Core pg 561)


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The Pathfinder Legends audio drama series sounds like it would be what your looking for DeathBecomesus.

Pathfinder Legends

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