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Darigaaz the Igniter's page

Pathfinder Society Member. 1,748 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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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.

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?

1 person marked this as a favorite.

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

Witches, Druids, summoner

I'm remembering some advice I think from the 3.X softback supplement for rangers and rogues.

Paraphrased: Humans, Evil Outsiders, and Dragons can be encountered frequently at nearly any point in an adventurer's career. Undead and Magical Beast also have a very broad range of CRs but tend to taper off at the higher levels.

I like the sacred shield archetype for 2-3 level paladin dips. The single smite you get from vanilla pally mainly be used only for bypassing dr. Whereas the bastion of good ability retains the Cha to AC aspect, but instead halves damage from the target of the effect vs any of your allies within 10 ft (but not you).

Aside: I thought most npcs had 8-13 randomly distributed, with the floating racial bonus (if applicable) also randomly allocated. Or maybe that was just a house rule, I forget.

That's what I was thinking of, weapon master not weapon adept.

cartmanbeck wrote:
Lemmy wrote:
Isn't there a Monk archetype that gets Weapon Training at 3rd level?
Not seeing that one. Sohei monk gains it at 6th level, but that's not helpful for this build cuz you wanna keep high BAB, so 5 fighter levels would be better.

Weapon Adept monk is what you're looking for

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Has Drider fashionistas been done yet? because drider fashionistas. These dresses are hand-made from pure silk.

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I've never seen it either, but enough cartoons and scifi specials lampooned it that I know about it.

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Darksol the Painbringer wrote:
Letric wrote:
Darksol the Painbringer wrote:
CON not so good

I always have 14 CON on any character, and usually do HP on FCB, unless it's something very good like extra spell known.

I don't know, I'm not the best player and I like feeling safe. I don't feel comfortable having less HP per level.
If you feel the increased Constitution is worth the investment, then go for it. I'm just saying that I haven't invested that much Constitution and I would have lived/died just as much than if I had 14 Constitution, or even more. Experiences differ, YMMV.

Void where prohibited

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Chemlak wrote:
Darigaaz the Igniter wrote:
I'm going to try to pull an occam's razor here and go "counts-as" =/= "is".
I'm going with "counts as" means "when applying other rules such as size increase stacking, this item counts as though it's already got shield spikes and just happens to do slashing damage so that it's a unique weapon, rather than piercing like a regular spiked shield".

Alright, let me try to clarify myself.

Attacking with a klar uses the stats on the table. Full Stop.
Do you have a feat/class feature/etc. that interacts with light spiked shields? A klar works with it too.

That's it.

I'm a fan of Paladin2/Bard3/DD, though this isn't as good on the blasting front.

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I'm personally a fan of 16 pre-racial as a good score. Bump with a racial bonus to 18 for a very good score. Going all the way to 20 has such an opportunity cost you often run in to diminishing returns, though. 17 pre-racial is good for SAD classes or higher point buys.

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Dante Kestrel wrote:
Awakened hawk ninja

Anthropomorphic awakened turtle ninja

I'm going to try to pull an occam's razor here and go "counts-as" =/= "is".

1 person marked this as a favorite.

I prefer starting at level 3. Everyone has at least 2 feats, they can afford some nice gear *cough*handyhaversacks*cough*, and they've at least gotten started on gaining their class features. Or if they want to play "X, but with a dip in Y" they can get that out of the way from the get-go and focus on playing their character as X.

CannibalKitten wrote:
blood_kite wrote:
CannibalKitten wrote:
Darigaaz the Igniter wrote:
Druidzilla sounds good for this
Sounds awesome, elaborate?

3.5 Druid wildshape works a little differently than Pathfinder. You don't modify your stats based on the size of the animal/animal you change to, you simply take all their physical stats. This can be pretty powerful since you can take the stats and abilities of any animal equal or less than your HD. Master of Many Forms prestige class opens this up even more creature types.

MoMF Example: Tendriculos is a Huge Plant (Lots of immunities) with a 28 Str and 22 Con (+14 Attack and 105 hp for a lvl 10 druid), a Swallow Whole that also can Paralyze (and deal acid damage), and Regeneration 10/Blugeon or Acid (so cast Resist Acid).

Druids in any kind of natural arena also have access to zone of control spells with large areas (entangle, spike growth, poison vines, wall of thorns)

What is a good books in 3.5 for Druidic stuff? Animals and such

The 3.5 Druid Handbook

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swoosh wrote:
Has anyone found that path yet?

I don't think so. They have an entire spell to aid the search.

CannibalKitten wrote:
Darigaaz the Igniter wrote:
Druidzilla sounds good for this
Sounds awesome, elaborate?

My 3.5 knowledge isn't great, but basically since 3.5 polymorph and wildshape straight up replace your physical stats with those of the target form, you can roll a druid with maximum Wisdom and little else and still have powerful stats. You need little in the way of magic items, since you can just greater magic fang yourself or rely on battlefield control. Your animal companion's stats are straight out of the monster manual with bonuses based on your druid level, and you can swap to more powerful companions that use a lower effective druid level.

Druidzilla sounds good for this

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Xexyz wrote:
Haste. Comes online at 5th or 6th level and generally never stops being useful - even at high levels. Improves the party's offense, defense, and mobility. Time Stop and Wish are more powerful, but by the time you get them you're already high enough level that they're not complete game changers.


Also Miracle is flat out better than Wish since it does everything Wish does but with no material cost.

Kolokotroni wrote:
SmiloDan wrote:

Do you think the fighter (and other martial classes) should have an Extra Attack ability (like 5th Edition) where they get multiple attacks as a standard action?

2 at 6th, 3 at 11th, and 4 at 16th?

Personally I think the solution is already there. Give martial characters more effective and interesting things to do with standard actions. Make it actually a choice whether or not you just full attack or take a standard action to do something.

So many problems are solved by unifying the underlying structure of the 'stuff' classes get between martial and non-martial options.

On the other hand, I'd prefer a different way of balancing things than just making the martials into casters* too.

Muscle Wizard is fun as a character concept, but not as a system patch.

Cold Iron arrows with silver weapon blanch. 12gp per 20, but they deal with both types of DR.
Durable adamantine arrows.
Ghost Salt blanched arrows for fighting incorporeals.

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