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Gorilla

Cornielius's page

407 posts. Alias of niel.


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Old Glory, in the Superfigs Superhero game system line has figure the comes in same pose/three sizes.
It's a guy with his arms out, but might work.
I'm not sure if it's small, medium, large or medium, large, huge.


Does anyone know what range 0 means for a spell?

The Whip of Ants, Whip of Spiders, Whip of Centipedes spells in the ACG have range: 0.

It's a summoning spell that gives you a 'whip' made of the swarm and which lets you use it 'as a whip' doing touch attacks at 15' range.

Personal would be wizard only and close would let you give the effect to someone with more hit points.

Zero is odd.


Dragonhunterq-
from the Polymorph rules:
Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

The bolded is the standard polymorph spell rule.
Elemental Body is a polymorph spell and uses this rule.

The spell may grant up to 120 ft., but the form limits you to 100 ft.


That's the way I've been doing it, Hawktitan.
The wording doesn't help when I used that argument on Saturday.
It states 'as elemental body I', which implies 'if you take the form of a small --- elemental'.

Also, all of the air elementals in the Bestiary only have a fly speed of 100 ft., so why does the IV spell give you a fly speed of 120 ft.?
(which I didn't notice until you mentioned it)


Elemental Body I:

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Elemental Body II:

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

Elemental Body III:

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.

Elemental Body IV:

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

The language of the Elemental Body I spell states ‘The abilities you gain depend upon the type of elemental into which you change’.

Elemental Body spells II, III, and IV say ‘As elemental body I except’.

I’ve played my druids as once I have access to the higher level versions of the spell through wildshape, the first sentences of the higher level spells to apply to all sizes and the individual type descriptions are for the new sizes available.

But I heard an argument this weekend that I can also apply the abilities of the individual elementals on any size of elemental.

Example: a small air elemental with a fly speed of 120’

If I accept this interpretation of the ‘as elemental I except’ clause, does that mean I can become a medium earth elemental with a +8 size bonus to strength, a -2 penalty to dexterity, and a +4 size bonus to constitution?

Or is only the huge air elemental shape capable of flying at a speed 120ft.?


Add ons such as the flying bases, clear plastic templates, and extra minis, of the previously mentioned pre-painted kind, all add to the experience if your DM uses minatures.

Help carrying gear, books, and such is an easy option that shows appreciation.
So is just saying thank you after the game- especially if it was a rough session with arguments ot rules debates.

Offering to run a game he can ply in is also awesome- even if it's a board game or another system she may enjoy a short break.


Since the plan is 'Power Attack- Always On' consider Furious Focus.

For the first five levels, it's more damage at no penalty.
After that, he will have to deal with iterative attacks with different bonuses anyway.

We have a guy at our home game that plays similarly- he's only able to join us occasionly but enjoys playing more than memorizing rules.
We set him up with 3x5 cards detailing his attacks under different conditions.
Two for straight melee- standard and full attack.
One for just archery.
Two with Bard bonuses- melee and ranged.
Two with Haste added- melee and ranged.

And whoever sits next to him helps with adding other buffs.
It helps that the table we play on has a sheet of 4'x8' dry erase as a tabletop, so notes are done on the table with a dry erase marker.

Process is take his cards, add buffs, and write his attacks on the table for him.
He choses what to do with no worries about math.

(By the way, he's running a Samurai/ two-handed fighter- combining the roleplay he wanted with fewer details. We have enough people playing he's rarely the one making skill rolls.)


Ninja has these abilities available:

Acrobatic Master (Su): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.

High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.

So you could have a high jumping ninja, instead of a monk.

Edit: and here's a rogue talent to add on:

Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.


It might be more effective to coat each book in uguent of timelessness.
Each 150 gp vial would do at least 8 books.

Then you would have the original books for sale.
10,000 years would become 10,000 days and most of the book should survive.


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From Varisia, Birthplace of Legends:

Feat: Thunder and Fang
You use an earthbreaker 1-handed and attack with a klar in the other.
The klar is treated as light and you retain your shield bonus from it when you use it to attack.

Preq: Str 15, 2 Weapon Fighting, Weapon Focus (Earthbreaker, and Weapon Focus (Klar)

It's an ancient Shoanti barbarian combat style.


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And we're up!

New comic shattrers 4th wall but implies action figures!

I'm not enjoying bandana'a accent/speech pattern.
She sounds halfway dwarven/halfway teenager.

I would like to see a list of magice items the team is planning on selling, just to try to link them to battles.


You are not eligible to get natural spellcasting at level 5 since the saurian shaman does not get wildshape til level 6. (there's a faq)

Also, I found wild speech very useful- with a limited number of uses of wildshape and with planar wildshape costing 2 uses, I was reluctant to drop dino form to talk to the party.
Being able to talk to folks as a dino fixed that for me.

Quick wild shape also helped.
If I wasn't already in dino form, it meant 3 rnds before I got in the battle.
1 to shape, 1 to buff, and then enter in.
Quick shape meant a lesser form, but getting stuck in quicker.

The polymorph rules says all constant effect except armor bonuses still work in altered form.
The wild enchantment allows you to keep all of your armor bonuses.
My GM let the bracers of defense count in wild shape even though they give an armor bonus.

A rod of extend will increase the duration of greater magic fang, barkskin, and longatrider. Use these every day.

When you get wild shape at 6th, you already count as 8th level for dino forms, so you already have all the beast shapes you will ever get.
This can feel a bit behind after a few levels as new forms do not open up.


Touch of slime is 4th level conjuration from Ultimate Magic.
It's brutal if the beastie fails its Fort save, but it's touch.


From the description of how Polymorph works in the Core book:

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed.

Your new form might restore a number of these abilities if they are possessed by the new form.


Glove of storing (10,000gp) works but it's expensive.

Sipping jacket (5,000gp) also works, but you put in a potion to have it avaiable as a swift action for 24 hrs.
After that, used or not, the potion is gone.


I like Wild Speech.
At 9th, you have 3 wild shape uses per day, 4 with druid's vestments, but planar wildshape uses a second one to activate.
That takes up most of your uses, so I find it helpful to be able to talk to the party and stay in wild shape for the full duration.
That lets me scout or whatever without giving up combat form.

Also, it seeems the latest FAQ about uses per day would prohibit getting the smite from planar more than once a day, regardless of how many times you use planar wildshape.
I think.
Another reason to just stay in your celestial form longer.


Sounds like a cool document.
I'll take a look at it later (when I'm not at work).

Have you considered putting a skills modified section?
Fly and stealth are adjusted by size, climb by strength, and elementals adjust dex.

Does it include CMB and CMD?

And thank you for the work you have put into this- it is an AWESOME idea!


Druids are divine casters, not arcane.
So would never qualify for eldritch knight prestige class.

Have you looked at the PRD (pathfinder rules document)?
It's available for viewing on the internet so you can take a look at rules past the base book.
Magus is in the ultimate magic book as an additional class'

I mention this as it includes the rules for the magus, an arcane class that uses weapons and armor and might be something you'd want to play.


Gestalt really helps for this.
Craft Wondrous to reduce the cost helps as well.

If you're going mythic, there's a rank 1 ability under hierophant that lets you take one form using wildshape and not count its use against your number of wild shapes per day.
There's also the mythic natural spell casting feat which allows you to use spell completion and spell trigger magic items on your person while wild shaped.
It doesn't help with the body wraps, but could come in handy.


There are some complications with this.

Amulet of Mighty Fists works, giving a bonus to all natural and unarmed attacks, and can be enchanted with up to a +5 total equalivent of abilities.

Magic Fang does not affect unarmed attacks, only one natural attack.
Greater Magic Fang works the same but can give a +5 bonus to one attack, which can be made Permanent, but requires a CL of 20 for the +5.
Or it can give a +1 to all natural attacks.
Multiple castings and multiple permancies can be done on multiple natural attacks.

Body Wraps are a bonus to one attack a round (actually 1 attack per 5 of your BAB) which must be activated which means, according to the polymorph rules under which Wildshaping works, that they cannot be used while wild shaped.

Rule (from description of polymorph effcts):
Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function).
Items that require activation cannot be used while you maintain that form.

I suppose you could have yourself wrapped after you wildshape as long as you're not shaped as a fire elemental and the wraps are sized correctly for your new form.

Of course, to use monk abilities with natural attacks requires two feats (weapon focus and feral combat) per natural attack, though it has been FAQ'd to allow all flurry attacks to be taken with the same limb or weapon.

A multiclassed monk/druid would need help to get the CL 20 needed for GMF.
And since his BAB will not reach +15 in 20 levels, he would only be able to use the bodywrap effect twice a round.
(While a 15th level monk has a BAB of 15 for the purpose of flurry only, it says this BAB counts for flurry only and not for other effects.)

At that point, your bonus would be:

+5 from GMF
+5 in effects from AMF
+6 in effects from Bodywrap (actually +7, but the +1 would overlap)
for a total of +5 to hit/damage and +11 equal in special abilities
(bane and such enhancements would have additional effects)
twice a round

All for about 1/3 of the WBL of a 20th level character.

edit: And I'm wrong about the gmf as Rudy2 comments.
I read the part about not changing non-leathal to leathal and got it wrong.


from the prd:

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

1) So the feat brings back the wording of wild empathy to say you can use wild empathy on oozes at minus 4 to your wild empathy ability, as if it were a magical animal.

2) So cast call animal, use wild empathy, then use handle animal to give you an ooze pet. It's not a companion, but should work well to get a pet.

3)Anthropomorphic animal, which can be made permanent for a cuddly ooze/humanoid cohort, means you get to do the ooze voice.


Had you considered doing this character as a druid?

Wild shape is the ultimate natural attack combat style, you have access to all druid buff spells, and can go dragon shaman if you want to feel draconic.
(I prefer not to delay wildshape, but dragon shaman would be thematic and give you standard action summoning, if that appeals to you.)

Feats give access to casting wildshaped, talk in wildshape, get permanent claws in standard form, etc.


In regards to making a quaterstaff, the craft skill is not a trained only skill and the cost of a quaterstaff is -.
Which means any one can make one in no time.

The same is true of clubs, wooden stakes, and slings.
(though slingstones are only free if you use rocks, which drops your damage 1 size category and gives a minus 1 to hit)

Meaning you don't have to use improvised weapons if you've got a few minutes and access to wood, leather, and stone.


Viking fighter archetype gives you fighter and rage.
You go weapon group axe for theme (and the variety given above- I like heavy pick for the crit multiple).


For your melee types, redcaps are CR6.
The write up is brutal sadistic killers who would jump at the chance to attack a loggers camp.
60' move (making a literal jump of +27), stealth of +19 (meaning a double 1/2 move of 60' with full stealth could work).
AC is somewhat low at 20, but fast heal of three and dr10/cold iron can help.
Switch feats from cleave to furious focus and they will hit hard, but not too hard with scythes (one attack)and a secondary kick.
High AC could be a problem for them (with an as written +10 with scythes), but the built in spring attack could mess with casters.
Switch weapons to say long spears (for pole vaulting over walls and reach) with, say, punch daggers (to keep with the high crit multiple theme) or go cestus for higher crit range.

The irreligious ability makes them not too tough, needing an 8+ on the die or be frightened away.

They're 2400 xps each, so fairly cheap for your army.

Also, attacking dwarves with even smaller bearded men just sounds cool, especially when you compare movement rates.

Throw in advanced template or class levels to add to individuals like leaders or slingers and they might make your treant led army very dangerous.

I could even see a roleplay moment when the treant realizes what kind of monsters he's brought to the battle.


If there were such an archetype, I haven't seen it.

I'd love to see one but nothing yet.

Best we've gotten is domains.

edit: I checked the Archives of Nethys, but all the archetypes that focus on elements delay wild shape and aim more toward wind, water, or weather.


Here's a section of what I use for your viewing pleasure:

example:

0 levels

• Create Water: Creates 2 gallons/level of pure water.
• Detect Magic: Detects spells and magic items within 60 ft.
• Detect Poison: Detects poison in one creature or object.
• Flare: Dazzles one creature (–1 penalty on attack rolls).
• Guidance: +1 on one attack roll, saving throw, or skill check.
• Know Direction: You discern north.
• Light: Object shines like a torch.
• Mending: Makes minor repairs on an object.
• Purify Food and Drink: Purifies 1 cu. ft. /level of food or water.
• Read Magic: Read scrolls and spellbooks.
• Resistance: Subject gains +1 bonus on saving throws.
• Spark (APG): Ignites flammable objects.
• Stabilize: Cause a dying creature to stabilize.
• Virtue: Subject gains 1 temporary hp.

1st level

• Air Bubble (UC): Creates a small pocket of air around your head or an object.
• Alter Winds (APG): Increase/decrease strength of natural winds. 1 hr./ level
• Ant Haul (APG): Triples carrying capacity of a creature. 2 hrs./level
• Aspect of the Falcon (APG): Gives bonuses on Perception checks and ranged attacks.1 min/level, polymorph
• Bristle (APG): Trade natural armor bonus for a bonus on attacks with natural weapons. 1 min/level
• Call Animal: Makes an animal come to you.
• Calm Animals: Calms 2d4 + level HD of animals.
• Charm Animal: Makes one animal your friend.
• Cloak of Shade (APG): Reduces effects of sun exposure and heat. 1 hr/level
• Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
• Damp Powder (UC): Ruins ammunition loaded in the targeted firearm.
• Deadeye's Lore (UC): Gain a +4 bonus on Survival and move full speed while tracking.
• Decompose Corpse (UM): Turn a corpse into a clean skeleton.
• Detect Aberration (APG): Reveals presence of aberrations. Concentration, up to 10 minutes/level
• Detect Animals or Plants: Detects kinds of animals or plants.
• Detect Snares and Pits: Reveals natural or primitive traps.
• Diagnose Disease (UM): Detect and identify diseases.
• Endure Elements: Exist comfortably in hot or cold regions.
• Entangle: Plants entangle everyone in 40-ft. radius.


Refering to the original question, yes, a druid played well can be extremely powerful.
Just like any class, the player ultimately makes the character powerful.

How does banning a class past a certain level help?

I've seen a particular player dominate several games, regardless of whether he plays a fighter, a cleric, a sorcerer, or a goblin rogue.
And he's sharing the table with experienced players all doing "tier 1" classes.
And another player running only wizards who are marginal at best, delaying every round of combat while they decides what they should cast.

Players make the difference as does play style and table variation (especially house rules, money, and gear).

Personally, I love playing druids, so I admit I may be biased about bannig them.

to derail abit

DM-aka-Dudemeister wrote:
A Druid isn't impossible to challenge: Earthglide doesn't work through worked stone.

Actually, it matters where you get the earth glide ability.

If it comes from the ability of the earth elemental, there is no restriction about worked stone.
If your earth glide comes from another source, worked stone may or may not be prohibited.

Here's some quotes:

from the bestiary description of the earth elemental:
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

from the prd description of the spell:
Svirfneblin have access to the following spells.
The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge or run. Casting move earth on an area containing the target flings the target back 30 feet, stunning it for 1 round (DC 15 Fortitude negates). This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.

from the stone oracle:
Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.

from the deep earth sorcerer:
Earth Glide (Ex): At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.

from the earth school wizard:
Earth Glide (Su): At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.

from the kobold bloodline:
Earth Glide (Su): At 15th level, you gain the earth glide universal monster ability with a speed equal to your base speed. This does not give you the ability to breathe while passing through earth, so you must hold your breath or use some alternate method to breathe while using this ability.

from the grey disciple:
Earth Glide (Su): At 12th level, as a swift action, the gray disciple can spend a ki point to walk through solid stone for 1 round. This functions as the earth glide universal monster ability. The gray disciple may continue earth gliding as long as he spends 1 ki point every round as a swift action. If he ceases earth gliding within a solid object, he is violently ejected and takes 5d6 points of damage. The gray disciple is not harmed by damage caused to material he is earth gliding through, but a stone to flesh spell cast upon it causes violent ejection as described above. This ability replaces abundant step.

from the universal monster ability:
Earth Glide (Ex) When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Of course, this is up to individual DM's to determine if they want to limit earth glide so that all the user's have the same rules.

And if you want to open another can of worms, ask what happens when an earthgliding druid pins a foe and wants to move him undergroud and leave him there.


I did a cut and paste from the PRD for druid spells and use it for a 'spellbook' for my druid.

It works.


Would it be possible to do a variant of the switch hitter ranger using daggers?
The idea of switch hitter, as I understand it, is to be a double threat by using ranger bonus feats for one style, but using your standard feats for another.

If you went with quick draw and point blank shout instead of combat expertise and butterfly's sting and went with weapon focus (dagger) and the river rat trait as was mentioned, you'd be using feats and a trait that would work for both combat styles and would add together.

You'd be trading the higher threat range of the kukri for a dagger that would work with both ranged and melee.

Your build seems to already be leaning towards magic use more than the standard ranger with the archetypes giving up all but one favored enemy and one favored terrain, so concentrating on a single wepon might fit the build.

Obviously, you wouldn't have the range of a long bow weilder, but you could still use the bow for long range , drop it for middle range with thrown daggers, the melee with the daggers as well.

By the way how will your ranger spells work with dual wielding?
I don't recall if most ranger spell require somatic components or not.


thorin001 wrote:
Also, elementals can talk. This means they can cast spells without the Natural Spell feat.

Yes, they can speak, however you still need the natural spell feat for access to your spell component bag, which would unavailable to a polymorphed character.

It should be up to the GM whether "roughly humanoid" equals "has normal humanoid hands and can use weapons".
It is also up for GM determination whether an earth elemental or a druid in earth elemental form can earth glide while carrying anything, including a weapon, shield, or armor. (If the GM says "yes", that opens up the grapple-pin-and-trap-enemy-underground gambit.)


Take at look at these:
Skull and Shackles- Master of Gales
Shattered Star- Xin


These are the feats that have been mentioned:

Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.

Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.

Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Sap Adept (Combat)
You know just where to hit to knock the sense out of your foe.

Prerequisite: Sneak attack +1d6.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.

Sap Master (Combat)
You knock the sense out of foes with a well-timed surprise attack.

Prerequisites: Sneak attack +3d6, Sap Adept.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

The thought is, using these feats, scout + charge (or move after 8th level) = opponent is flat-footed, so takes 2 x sneak attack damage, plus bonus damage equal to number of dice, from an attack with a bludgeoning weapon used to do non-leathal damage, with no minus to the attack.
It costs you 4 feats, but you can use a rogue talent for one of them.
And it's legal to two-hand the weapon for added damage, even if you strength isn't high enough for power attack and furious focus.
You can use a Merciful missle weapon for this combo after 8th.

The effects from enforcer are just a bonus.


from Scout:
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

I notice neither ability says you have to make a melee attack.
I believe there is some way to make a thrown weapon attack as part of a charge (though that may be a barbarian ability) and the eighth level ability just says move and attack, so a ranged attack should work.

Merciful make any weapon non-leathal and adds a d6 of damage.
Improved Unarmed Combat is leathal or non-leathal, at will.

Getting back to the blunt requirement, sling is a simple blunt ranged weapon.


Yes, Vital strike can help, too.

But know that, per the Faq, vital strike can't be used on a charge.

That means it wouldn't help with the bonus sneak attacks given by the scout archetype til at least the 8th level ability.

(which may be when you can afford the feat anyway)


I can't tell you from my own experience, but I've read several times that a two-handed weap rogue will out damage the two weapon rogue by hitting more often and using power attack when hitting is easier.
If you use this feat :
Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

You can charge (or move), swing a two-handed weapon with power attack, and take no minuses to attack.

Another option would be to get pounce, which would let you make a full attack on a charge, though that would take dipping into a class that lets you get pounce.

The previously mentioned sap adept line of feats would add more to the initial effect of your sneak attack which could be done by two handing a Merciful blunt weapon, such as a mace or staff.
As a rogue, you are proficient in all simple weapons meaning you are already proficient in staff, mace, and club.

Taking improved unarmed combat (possibly from a ninja talent) would let you get style feats such as the dragon style ability to charge through other people allowing more opportunities to charge.

Hell, now I want to make this character.


It would cost 214,302 gp's (including the cost of the masterwork weapon), but yes.


PRD wrote:

Dueling

Price +14,000 gp; Aura faint transmutation; CL 5th; Weight —

This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

Construction Requirements

Cost +7,000 gp

Craft Magic Arms and Armor, cat's grace

Dueling is a straight cost enchantment.

It isn't a matter of the +4 or +5- it just adds 14,000 gp to the cost of the magic weapon.
So it could be +1 Dueling and cost 16,000 gp or be a +5 Dueling and cost 64,000 gp.


Druid: Wild Shape (by far my favorite ability)

monk/barbarian/cleric with travel domain/fighter with armor training: bonus movement

master of many styles monk: access to style feats


Atarlost wrote:

Cleric of Caiden Caylean 1 Martial Artist Monk 11

Crusader's Flurry is the key here.

Crusader's flurry gives the monk quality to your deity's favored weapon, allowing it to be used in flurries.

Besmara's favored weapon is the rapier, as is Cayden Caylean's.

With monk levels. I might suggest using mantis style- a stunning fist followed by the rest of your flurry of rapier could be effective.

Another option would be go light armored and use the ever popular glamered armor, to have your light armor look like a loincloth.


I didn't realize you were talking about such a thick piece of rope.

Now I can't picture how you could possibly use a 50' length of 1 1/2 thick rope in combat, but I'm remembering an old Palladium book (I think) that gave a list of weapons from around the world.

One description concerned a chain or a weighted chain which was used not as a flexible weapon, but in the same manner as a staff. (I pictured lots of spinning.)

How much would 50' of cable weigh?


Maybe
Exotic weapon prof (rope): rope data and damage (non-lethal, whether it provokes like a whip, reach, whether it can be used two-handed, whether it can be a double weapon, etc.)
followed by
Rope Master -treat a rope as a whip for any feat describing whip
(that lets you use the whip mastery feats instead of writing new ones- that way special abilities become available as feats at set levels. Though you could give an archetype or such that breaks the preq. rules as you see fit.)


Lasso: This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Lasso 1 sp — — — — 5 lbs. — see text

Why not just give prof(exotic weapon):lasso?

Otherwise, the first bit that I see is- why a bullrush that knocks down?
Wouldn't that be a 'free trip action' instead?


Yep, you are reading it the same as I did.
(though I had forgotten spring attack was a single attack- that's why the question was confusing)
Thanks for the conformation.


The redcap has this ability:
Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Just to make sure I understand this, the choices are:
1)make a kick attack as a secondary attack combined with the regular attack
2) when making a move action, make a kick attack as if using spring attack and make no other attacks this round
3)get the spring attack feat normaly and use it for both the regular attack and the secondary
Also, the kick attack is never primary, even if no other attack is taken.

From the fluff description:
Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.

The redcap has a +19 stealth, but the fluff describes a clanging noise is heard when running, but says nothing about a noise during a normal move. (Note the normal move of a redcap is 60'.)
The boots have no mechanical penalty in the creature description and thus do not affect the stealth roll.
The normal stealth rule that prohibits stealthing while running and gives a -5 to the roll when moving more than a 1/2 move are the only rules which apply.
Correct?


Also, past 8th (when you count as 10th for wild shape), this feat can get you into a fast and combat worthy wild shape as a swift action (Dienonychus).

Quick Wild Shape
You sacrifice power for speed in changing form.
Prerequisites: Wild shape class feature, caster level 8th.
Benefit: You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a swift action.

So your round is standard action summon, quick wild shape, and still move.


You'll have these:

Allosaurus for when you need a T-Rex substitute
Huge animal
Speed 50 ft.
Melee bite +14 (2d6+8/19–20 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)

A huge, swift hunter, the allosaurus measures 30 feet in length and weighs 10,000 pounds.

Deinonychus medium, 4 attacks and pounce
Medium animal
Speed 60 ft.
Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1)
Special Attacks pounce

Elasmosaurus for swim and reach- also works well with vital strike with strong jaw
Huge animal
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 15 ft.; Reach 20 ft.

Compsognathus for stealth and scouting, with a minor poison that's based upon your level-see polymorph rules
Tiny animal Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.


From the PRD:

Flame Blade (Mythic)

Source flame blade

The blade's damage increases to 2d6 points of fire damage + 1 point per caster level (maximum +20). The blade threatens a critical hit on a natural 18–20 as if it were an actual scimitar.

Augmented (3rd): If you expend two uses of mythic power, the blade threatens a critical hit on a natural 15–20, and bypasses hardness, fire resistance, and fire immunity.

edit:This seems to me that you count as using an actual scimitar, so improved critical would work, giving you a crit range of 15-20 without augmenting.
But, no, by standard rules useage, you can only double the crit range of any weapon, never triple it.
Multiple ways of increasing crit ranges do not stack.


Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature's ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman's totemic summons ability.

Totemic Summons (Su): At 5th level, a dragon shaman may cast summon nature's ally as a standard action when summoning lizards, and summoned lizards gain temporary hit points equal to her druid level. She can apply the young template to any lizard to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.


With saurian you won't wild shape till 6th level, but I disagree with the 'slow wild shape progress'.
At 6th, you count as 8th for dinos, so you already have all the available dinosaur shapes.
You won't even miss the others so lacking regular animals, plants, and elemental shapes for levels won't seem like a problem.

I would recomend wild speech.
It lets you talk in dino form, so you won't have to use up your uses of wildshape turning back into a human to talk to your party or give scouting reports.

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