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Darigaaz the Igniter's page

Pathfinder Society Member. 1,770 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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1-10 of every mundane item here that has "-" for weight.

Well a lot of swashbucklery things require your offhand to do be empty.


The Sideromancer wrote:

Chinese could easily be Undercommon, since its the other winner of "most common language"
Japanese, by relation to Chinese, could be something like Terran or Alko.

Good point there on Chinese=Undercommon.

Sylvan and Aklo I feel should be two similar languages since both are used by fey. Or at the very least Aklo should be something like Esperanto.

I tend to go with
Elvish = French
Drow = Romanian
Dwarven = Russian
Draconic = German
Common = English (heavily stunted)
Gnomish = Indian
Druidic = Gaelic

and I'm still deciding on some others. I want to use hawaiian, chinese, japanese, and I need to research some african or native american dialects.

EDIT: Goblin and Orc def need some references. Actually, I could see Orcish being similar to Japanese with the trouble differentiating between R's and L', trying to talk around those tusks.

Cevah wrote:

I have used the stand-off placed in the center of a delivered pizza. Wash em off, and they work well, except of you use a tall miniature. I have also used a die placed beside a figure to indicate how many squares up it was.


+1 to the pizza stand flier

Storm Druids (and vanilla ones) can be flying 24 hrs a day at level 8. Just stay wildshaped into an air elemental, or flying critter of your choice if you have wild speech.

Grumbaki wrote:

Goblins, gnolls, intelligent undead...if they are sentient creatures then it counts.

I wouldn't count animals though, as (except for the definition of a very small group of people), animals aren't people.

And Darigaaz...that's quite the body count.

well when your adventure takes you through several tribes of goblins, gnolls, a pack of araneas, one group of kobolds, a buried city full of undead, a pack of lamia and evil werelions, etc. it starts adding up.

EDIT: Oh yeah, one encounter was like 16 dretches at the same time

My half orc inquisitor has probably killed over 200 sentient beings to get to level 15. to be fair most of them are hard-coded evil and didn't accept the chance to surrender.

There was a list for this in 3.5

Frost giant were-mammoths

2 people marked this as a favorite.

Hammer and Pitons Need something propped open or closed? Would be really handy to have a nonmagical (thus longer lasting) solution.

Cory Stafford 29 wrote:
You want to either keep it at just one level of sorcerer or go sohei monk/sorcerer/eldritch knight. Dragon disciple is another interesting option. Boosts to natural armor and physical stats plus a breath weapon is nothing to sneeze at. With the seeker archetype for sorcerer, you get even get trapfinding. That is some good versatility.

Unfortunately wildblooded (empyrial) will be incompatible with DD and seeker.

Tangent question: Can you make an unchained sohei?

HyperMissingno wrote:
To be fair I don't desire "can only be hit on a 20" defenses. I desire "the big enemy misses me on a 7 with a full BAB attack" defenses for a frontliner.

I usually aim for "Needs an 11 to hit me with their highest attack bonus" but otherwise agreed.

Deadmanwalking wrote:
Ashiel wrote:
Darigaaz the Igniter wrote:
Spending enough of my wealth-by-level to have a decent AC.

In my campaigns people learn to appreciate this very quickly. A popular build theory is speccing offense and the extreme cost of defense, but then complain that the game becomes rocket tag.

My players have learned that a solid line of defense can allow you to survive long enough to beat damn near anything they put their minds to.

Oooh, I like this one, too. And yeah, keeping AC up is totally doable if you're willing to put in some effort.

Bolding for emphasis. My points exactly.

There's also the Construct Armor modification for golems

Spending enough of my wealth-by-level to have a decent AC.

I'd rule it like how extra channel works with paladin's channel. The warpriest gets extra fervor dice that can only be used on channels.

Anywhere from the size of a st bernard to a bit under 4 feet at the shoulder (small horse size).

Java Man wrote:
Celestial blood rager and paladin don't seem to hard to picture together. Monk/ druid is a proposed build I have heard that strikes me as odd.

I have the framework for that one. Druid 2/MoMS1/druid X. Go snake style. Be a snake (or a snake shaped elemental).

I saw one build that was fighter into shadowdancer, using a two handed weapon. That's certainly odd.

Then of course there's any kobold (or human using racial heritage) using scaled disciple to go divine caster into dragon disciple.

Yup, it works.

Kobold Cleaver wrote:
Daylight actually just dispels deeper darkness, so dispel wouldn't do anything—both spells cancel each other out. Can't dispel a dispel.

Sure you can. Have you ever seen two blue decks go at it in Magic: the Gathering?

Favorite: Judgement. Customize your bonuses to the situation at hand while only using a swift action.

Least Favorite: Trapfinding. Oh look, a situational 1/2 level bonus to perception that's used over and over as the reason you need a rogue in the party/game.

They fixed titan mauler to let you do this, iirc.

1 person marked this as a favorite.

1 level dip in fighter for proficiencies and the extra feat. 2 arms for a reach weapon (horsechopper thematically appropriate), 1 arm for a shield, 1 arm for chucking bombs.

Cao Phen wrote:
Darigaaz the Igniter wrote:
Wand of Reincarnate

That would be fun, but the craft/buy price will be really high.

Crafting Wands wrote:
The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge).
Since it cost 1,000 gold per casting, you will need an additional 50,000 gold on top of a minimum caster price of 21,000. So 71,000 for that, but some people might not have that gold to use for that.

22,000 gp actually. The oils are a focus so you only need to provide 1 set.

EDIT: Nevermind, seems that spell has been fixed/errata'd recently.

Darigaaz the Igniter wrote:

Adamantine heavy pick.

Good for coups de gras, fighting constructs, fighting underwater, fighting while grappled, breaking into places, breaking out of places, breaking things in general, lockpicking (pun only partly intended), can be 2-handed for best returns from power attack, and much much more. Side effects include a d6 damage and only critting on a 20. If problems persist, you're not hitting them hard enough

You too can have one for just one easy payment of 3008 gp. But wait, act now and we'll include a free holster for it! just pay additional shipping and handling

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master_marshmallow wrote:

I'm sad I just now read this.

I'm on mobile, so relevant links are inaccessible, but there is a long standing anime trope that fits the dynamic perfectly in the traveling companions who refuse to let each other die because they plan on one killing the other.

I believe this is what you're referring to.

Damage: Potion of Fly, so your beatstick can actually get on with the beating

Utility: too many definitions to narrow down to a single effect, but Fly would probably be applicable here too

Favorite: Wand of Maximized Magic Missile

Funniest: Wand of Reincarnate

Mechanics: 3.5, I used to be a 4 but to be honest I haven't been fully able to keep up with the hardbacks since ACG, and know very little about the the softbacks
Lore: 3, I know a pretty good amount
RP Experience: 4, Had 2 Good campaigns and several ones that stalled out
3rd Party: 1, I know nothing here
Adventure Path: 1.5, I've done book 1 of Second Darkness and a couple of the free one-shots

Level 12, I guess?

Power Attack, Flyby Attack, Multiattack if it has wing or tail attacks, they're spellcasters so Extend Spell is nice for having buffs up ahead of time.

Seconded on looking at the dracomonicon. Metabreath feats are especially nasty, at the cost of requiring a longer recharge time after using them. But if you only plan for the breath weapon to be an opener anyway, well you get the idea.

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jeremiah dodson 812 wrote:


1. What's your favorite core race and why?
2. What's your favorite race overall and why?
3. What's a race you can't stand as a player and why?

1: Half Orcs. Darkvision, Sacred Tattoo, access to all the human's favored class options in addition to its own, and I get an excuse to play a surly snarling brute.

2: Dragons. Unfortunately most of the time the closest you can get is technicolor lizardfolk aka dragonkin.

3: Halflings. They just seem completely unnecessary, like the only reason they're in is because of LotR and to have child labor without actual children laboring. Gnomes, Kobolds, even Goblins all make much more interesting small races.

2 people marked this as a favorite.

Schrodinger's "God" wizards. Admittedly more of a problem here on the boards than irl. I've never seen a campaign with enough downtime or at high enough levels to abuse things like gate, simulacrum, wish, or the various iterations of create demiplane.

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tony gent wrote:
Do you think that there might be to meny classes

I do, a bit. We went from 20 classes (not counting alternate classes) to 36 (not counting alternate or unchained versions) in the space of 2 books. Especially with the 10 from ACG, there's a bit too much overlap in a lot of them.

MeanMutton wrote:
It's odd to me that we're now up to nearly 200 posts in this thread and people are still looking at something that is clearly labeled as GM Advice and assuming that makes it a rule. It's not a rule. It clearly, unambiguously says that it's merely advice.

Were you here for the only 4 free actions per round faq debacle? This is that all over again.

Top 10, no particular order:
BARBARIAN - "crazy awesome" the class
Bard - A little song, a little dance, an lotta pain piling on your opponents' faces
Slayer - everything I want from the fighter and ranger (bonus feats, skipping feat prereqs, and open-ended flavor)
Inquisitor - I get to customize my bonuses to whatever I need them to be every round
Alchemist - sooo many build options
Cavalier - smite without the alignment restrictions. The required mount is a bit of an issue though, wish there were more archetypes that replaced that
Magus - because dual wielding spell and sword is awesome
Witch - so what if I have less spell slots per day, I have hexes
Oracle - for having so many build possibilities based on which mystery you choose
Summoner - for build-a-pet hilarity

Bottom 10:
Rogue - sorry buddy but except for your alternate classes you don't do the things you advertise; and a lot of other classes can actually do all of that and better
Arcanist - Sure, lets just take all the best features of 2 of the arguably most powerful classes and stick them together into one base class -_- Honestly I feel this should have been a prestige class
Hunter - This could honestly have been an archetype of druid
Warpriest - Oh goody, ANOTHER d8/medium bab class dedicated to serving a specific god. And THIS one comes with a lot of extra complicated rules that don't mesh well together all the time
Shaman - So, you took the oracle, increased the number of options available to it, and replaced the curse with the witch's hexes. Right...
Unchained classes - Other than the unrogue (still on the fence for that one) I do like the idea of unchained from a design standpoint, but I'm disappointed in the execution of what we have so far
Psychic casters - mainly down here because to me they came way too soon after the huge glut of classes from the ACG, I'm still reeling from class overload. that and I'm disappointed that psychic magic is vancian

Quentin Coldwater wrote:
Go-LAIR-ee-on is how I do it.

Same here

Well for your criteria I'd immediately suggest something that's evil (or at least non-good) and breathes water. Black, Brine, and Green all fit the bill.

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Charon's Little Helper wrote:
Drahliana Moonrunner wrote:
Unlike the two axis system of D+D Alignment, Warhammer's alignment graph ran on one axis in this order. Law, Good, Neutral, Evil, Chaos.

Well - it has a substantially different world from Golarion. Especially with the Chaos gods all basically being variants on Rovagug.

Though I'm a bit surprised that there was a 'Good' alignment at all in Warhammer. :P

Well the rpg has a slightly higher moral potential than the tabletop. The latter is generally gray, dark gray, really really dark gray, black, and green(da best).

Even a vanilla bard can be good at combat et all. Between arcane strike, heroism/good hope, inspire courage, and haste (gets all 3 of the latter after level 7 with a quicken rod), they add a lot to attack and damage that make up for smaller base numbers. They're not going to be doing as much damage as the 2 hander barbarian, but they shouldn't be.

Just remember to let them retrain skill ranks whenever they pick up a new versatile performance.

I had a human archer bard who's typical combat routine was round 1 double/triple buff, rounds 2+ arcane strike and full attack.

If going the melee route, you want to start with a 16-18 str and 14-16 cha depending on what you roll/the point buy. Dex and con what you can get. Remember you can let go of your weapon with one hand as a free action, cast a spell, then regrip your weapon as another free action. Power attack is a good damage investment once you start getting multiple buffs available.

Morgan Champion wrote:

I'd say that you can think of examples of Lawful Neutral and Chaotic Neutral characters. I'd say that Judge Dredd is Lawful Neutral, for example.

As for Chaotic Neutral characters, I'd say that they emphasize selfishness in most cases. I think that both Lina Inverse and Nick (who is from Deep Secret and The Merlin Conspiracy, both by Diana Wynne Jones) would be classed as Chaotic Neutral.

If you want a chaotic neutral character, look at Captain Jack Sparrow. Yes, he makes lots of deals and bargains and even sticks to them. But he is always willing and trying to twist the letter of the agreement around to suit himself later. He understands the concept of a law/contract/obligation perfectly, yet he always goes in lying through his teeth and manipulating the other party to believe him till the last second.

Lemmy wrote:
Convince Paizo that good Fort saves are slightly stronger than they should be... And soon we'll have an errata that says everyone has low fort and contracts all diseases ever during character creation. XD

Nah man, you gotta go a step further. You gotta repeatedly mention how Good Fort saves are one of the things martials have over most casters. THEN it'll get nerfed.

Dragon Disciple and Arcane Archer for me.

Power attack, maybe dragon style for pouncing through terrain. You'll probably end up spending a lot of them on extra discovery/rage power.

Natural attack builds only start getting ridiculous when you start looking for even more natural attacks, like finding ways to get horns, wing buffets, tails slaps, or hooves in addition to the basic claw/claw/bite.

All natural attack builds really need is 3+ primary attacks (bites and claws are easy), high str, an amulet of mighty fists eventually, and make sure to pick up pounce asap (greater beast totem/beastmorph mutagen both come online at lv 10).

Dhampir beastmorph alchemist. Some of the variant dhampirs from Blood of the Night have Int bonuses, and the racial favored class effectively doubles the duration for a beastmorph's mutagen.

I prefer electricity, since it's usually in evocation. Acid is usually in conjuration and doesn't do as much direct damage.

Why UnNinja and no love for Ninja?

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Mad Monkeys, because siccing a horde of screeching monkeys on your enemies is hilarious
Blistering Invective, for AoE intimidates but more importantly the visuals of swearing at your enemies so hard they catch fire
Prestidigitation, because screw needing to strip down to get clean during adventuring

but my absolute fave is FIST

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