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Brass Dragon

Darigaaz the Igniter's page

Pathfinder Society Member. 1,033 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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BigDTBone wrote:
Pop requires you to 1) retrieve the item 2) use the item 3) stow the item (unless you just intend to drop your magic bauble on the ground like a hooligan).

My slotless pearl of power earrings beg to differ


Step 1: have 14 or better Str
Step 2: have a x4 crit weapon like a scythe or heavy pick
Step 3: have a caster in the party with hold person/slumber/color spray/whatever
Step 4 (optional): laugh maniacally at all solo monster encounters


I'll have to check that when the ACG gets printed.


2 people marked this as a favorite.

Well it's certainly not reliable, but a witch getting forced reincarnation to stick would be HILARIOUS. Reincarnate turns it from a great wyrm back into a young adult.

Assuming the draconic reincarnate table looks something like

d10:

1-black
2-blue
3-green
4-red
5-white
6-brass
7-bronze
8-copper
9-gold
X-silver

Going from a cr22 to a cr 9-14 depending on the roll and only a 10% chance to stay the same color.


Needs more cowbell. Or an admantine vuvuzela.


Druid is alright. Witch and Wizard can also do plenty of battlefield control without doing any damage. Pick up merciful spell for any really good control spells that would deal damage, like black tentacles, it's a +0 level adjustment.


The extra treasure awarded is assumed to either be consumables or magic items that will be sold for half price instead of kept


Pages 398-399 in the core rule book or here on the prd.


Dimensional Anchor, Dispel Magic, and Blistering Invective all help my inquisitor do things other than 'hit things with style'. Litany of Sloth can be helpful too, preventing a target from taking attacks of opportunity for a round.

It helps he's a half orc, the alt favored class option means that with no more investment than 1 skill point a level he's got a +36 intimidate at level 16 despite having an 8 Cha.


1 person marked this as a favorite.

If you're not going to contribute to the topic at hand please stop posting here.


For the last time, Instant Enemy doesn't work with Terrain Dominance. See here for a better explanation than I can give.


Mathwei ap Niall wrote:

Not quite understanding what you are trying to say here.

The accepted way this works is you cast instant enemy on a target and choose to consider it of type humanoid (Gnoll). At this point it's normal terrain is flagged as Desert so your favored terrain (Desert) kicks in and you now use that bonus as a favored enemy bonus against that target.

That's not the way it works at all. The desert terrain is a part of the Gnoll creature entry, not an inherent quality of the Humanoid (gnoll) creature type. It'd be like trying to instant enemy some thing as a dragon and say that your terrain dominance (forest) applies because green dragons live in a forest.

Just because you instant enemy one creature type does not mean you pick a specific example of that creature type to count it as, even if there's only one printed example of that type.


I want to start with Ranger 6 because of the combat style feats and getting the favored class bonus of +1 skill point for those 6 levels happens to perfectly coincide with the 6 ranks of Kn: Geo needed for HW.


Quote:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

I have no favored enemy types. Either find me a rules thread about it or make one, but please stop cluttering up my thread with an argument about a moot point.


Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.


Guide doesn't have favored enemy anyway, so instant enemy is a moot point

EDIT: I might go Rgr6/HW3/Rgr4/Hw3/Rog4. Depends on how I feel when I get to that level.


I'm still thinking Guide 6/HW 3/Guide 4/HW7 is the most appealing to me. The rogue dip is cute but I don't know how many extra feats I'll have for extra rogue talent.


Stealth synergy is already amazingly powerful without much more focus than you already described. Assuming 4 lv1 pcs each have a trait that makes stealth a class skill and gives a +1 and all put 1 rank into stealth, your group stealth roll is (best of 4d20)+20 before counting dex modifiers and acps. At level 1.


Marshmallow, I think you need to stop looking at the class disparity and focus the discussion back on the stats.

If it helps, assume two members of the same group both want to make a fighter as you compare point buy to rolling.


Ah, I see. Well then do you recommend going straight HW or breaking it up after HW3 to get the other ranger benefits before going back to HW?


Sindalla wrote:
The trick was trying to keep up with whatever terrain we were in.

Fortunately I have until at least 7th level before choosing the first terrain to be at +4. Which again leaves one pondering which order to take the levels in.


Race: Dwarf; Alt Racial: Sky Sentinel
Favored Class Bonus: +1 skill point (for the knowlege: geo needed to qualify for HW)

Ranger (Guide) 6/Horizon Walker 10/Ranger 4 OR Ranger (Guide) 10/Horizon Walker 10.
Not sure which of these to go with. Early HW gets me my first terrain dominance faster, staying ranger first gets me +6/+6 focus 4/day and 3rd level spell access. Could go with a crazy Rgr6/HW3/Rgr4/HW7 progression I suppose. And before anyone suggests otherwise, I am set on using Guide.

Combat style: Either Archery or Weapon and Shield.
I really wanna try W&S because of that level 6 no-prereq Shield Master and dual wield the suckers. On the other hand, Archery is always strong and dwarves are slow.

Stats: 20 pt buy
Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 8 for archery
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 8 for W&S
W&S would probably grab a +Dex item to qualify for ImpTWF, otherwise I could theoretically lower Dex to 14 on it since shield master means no TWF penalties. I'd just be stuck with the single offhand attack.

Traits: Don't have the book for Glory of Old, so pretty much limited to the stuff in Ultimate Campaign.

Feats: I really want to squeeze Steel Soul and Iron Will in here since neither ranger or horizon walker have good will save progression. Though with the Wis I might be able to go without Iron will until later. Deadly Aim or Power Attack depending on combat style. Quick Draw would really help the shield build, probably good for the archer too with a backup weapon.

I'm looking to have all the basic feats out of the way around level 10, earlier if possible. I just need to pick a good order to take them in.
Thoughts?


I do not recommend the Lore's Sidestep Secret with Paladin levels. If I recall correctly, there's a post from James Jacobs around that says you can't add the same stat to a roll twice, so SS replacing dex and Divine Grace adding Cha to reflex would be a bit wasted, only addding Cha once with no dex.

However, the Nature mystery has Nature's Whispers which replaces dex to ac and cmd with Cha.


I can tell you plenty about rolling terrible stats. Like the campaign where I went through 5 characters where the single highest roll preracial was a 13 using 4d6-drop-lowest.


"Big Knife, big fish."

Urban barbarian w/ greatsword. Actually the basis for a character I ran once. Including heart of the fields boost to profession: sushi chef.


Damian Magecraft wrote:
Arachnofiend wrote:
Well yes, in a controlled environment such as point buy people will generally use the spreads that are good. I don't see that as a bad thing though, it allows for much greater player choice in what you want to build compared to rolling and potentially getting stats unsuited for the character you want.

When the fighter/rogue/mage/cleric/bard in game A has the same exact stats as the fighter/rogue/mage/cleric/bard in game B and the fighter/rogue/mage/cleric/bard in Game C and the fighter/rogue/mage/cleric/bard in game D, Ad nauseaum...

It gets old... Fast.

But are they really the same? What races are (insert class here) A, B, C, and D? Archetypes? Combat style/spell list? Alignment?

As many have pointed out, if they're set out to optimize they'll do so regardless of stat method. You may not see the exact same values. But you have a pretty safe bet the fighter who rolled a 9 as their lowest and the wizard who rolled a 17 as their highest are going to put them into Cha and Int respectively. Seems like a pipe dream to hope the player who wants to roll a caster doesn't get higher than a 16 or the martial doesn't roll lower than 10 every time.

sarcasm:

All the iconics were built on an array of 15, 14, 13, 12, 10, 8. Oh look, an 8. How DARE they give characters that will become familiar to a large part of the fanbase a dump stat! Even more, now all of them will have the exact same stats! So boring and unoriginal.


"I'm looking for someone to share in an adventure"


Thymus Vulgaris wrote:

It's a great and wonderful spell, but speaking as a bard player, I do not want to see Haste level-adjusted. Getting it at 7th level is late enough, but I can agree 4th level access for summoners as a second level spell seems wrong.

Is it the best spell in the game? I don't know actually, I often find myself not knowing whether to start with Good Hope or Haste if I haven't had time to get the former up beforehand. Because +2 to attack, damage, all skills, saves and ability checks might be worth giving up the extra movement, attack, +1 reflex save, +1 dodge bonus to AC and +1 to hit.
Maybe my priorities are just off, but I can indeed find it hard to choose, and I'm not even sure which one I usually end up casting first.

Off Topic:
Good Hope first while the beatsticks move into position, Haste after so they can make use of the extra attack

I like 6 levels of ranger to pick up Shield Master without needing all the prereqs.


I have a plan for the first part of their career, if they survive to double digit levels then I start winging it. I also don't assume I'm gonna get any specific magical items unless I put an appropriate craft feat in there.


Oracle levels are easy for this. Have a few weird dreams during the downtimes, one day wake up with your eyes cloudy for having caught some divine entity's attention.


I have to disagree with you, Aziraya Zhwan. Kamina was some form of bard, maybe arcane duelist. His biggest ability was inspiring courage in the Dai Gurren Brigade.


My half-orc inquisitor of Desna refers to his admantine heavy pick as 'the can opener' but when the campaign ends he might go with something like Piercer of the Shadows or Butterfly's Sting.


I've been wanting to try hexes but our gm uses modules with maps printed for grid.


Wow, that was a 0.0094% (rounded) chance of failing all those rolls, not counting the saves.


Jack Assery wrote:
Been trying for years to make a SAW type trap, I guess I suck because my PC's usually make short work of them.

It helped that we got a bit gm-fiated into all being unconscious and spearated


Paulie Dingle and McSquizzy, gnome cross-planar tranportation specialist (summoner) and the thing that followed him home one day (biped eidolon that looked like a cross between a squirrel and a wookie). He got caught up in his cousin Molly's group on an adventure to stop Cheliax from opening what would basically be another worldwound but to hell this time. His exploits include having McSquizzy go vorpal squirrel on a kellnight and then stuffing him into the knight's armor via reduce person in order to get them past a blockade. He turned the mole in the resistance into a gerbil because it would make it harder for the goon squad we were fighting to target her. Took out 5 summoning traps at a node of diabolic energy by summoning in a quintet of Axiomatic Triceratopses. Defeated a SAW style trap labyrith with dimension door. Found and kept an alchemical giant (post campaign he painted it red and attached two adamantine lances enchanted with the ability to use plane shift). But he never did find any duck eggs inside that T-rex. Or the jar of infinite pickles.


Twitch Plays Pathfinder


It's not much of a stretch, but I have a kitsune ninja planned for an upcoming campaign that will insist up and down that he's a human 'specialist' ie rogue. If caught in his (gray) fox form? "By the gods, I've become a werewolf!"


Detect Magic wrote:
You guys wanna start another thread about lava already? ~_~


Carnox wrote:

I know this is an old thread. And my question is possiply covered elsewhere, but...

The MT reqs say, "Able to cast 2nd-level divine spells and 2nd-level arcane spells." That is "spells" plural. Is it official anywhere that a single SLA counts as "spells."

This faq says it works.


jlighter wrote:
It is possible to get slightly earlier access to AMF using Magical Knack. Means you're casting at 2 levels higher, and you'd have AMF available by level 11, possibly before taking AA levels.

You might want to reread that trait again. First, it only increases your caster level for spell effects, it doesn't increase your spell access. Second, it doesn't raise your caster level above your current character level.


I may have to steal the immovable rod + culverin idea


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blahpers wrote:
Cheburn wrote:

I'd answer in that it is an evil act to kill innocents to keep yourself alive.

Whether or not someone who would do this would have an evil alignment is another question altogether.

So much for non-vegetarians.

I have an all-vegetarian diet. I keep in great shape chasing them down.


Gregory Connolly wrote:
I like an adamantine heavy pick. It does 4d6 on a crit, 4d8 if you enlarge yourself. Sure it costs 3,008gp but this thing is the answer to a lot of problems other than how to coup de grace someone. Many GM's in my experience balk at using a sword to cut through walls even if by the rules it should work.

This man, he knows what he he talks about. I too am a member of AHPSE. adamantine heavy picks solve everything


Gluttony wrote:
williamoak wrote:
Gluttony wrote:

I would really like to find a GM who will let my character specialize in flamethrowers. I tend to run games more often than play in them though.

I have an elderly fighter in mind. A man who rains fire upon his enemies.

He probably rains crossbow bolts upon his enemies as well, come to think of it, because flamethrower fuel is too expensive to use on every mook to cross one's path (and also because things with fire immunity are frustratingly common).

I've yet to hear of non-magical (or magical) weapons that are close to flamethrowers. Though I have thought of a "launching crossbow" build that launches alchemical fire.
Flamethrower stats are in the fourth book of the Reign of Winter Adventure Path. :)

Does abundant ammunition work on a tank of fuel?


toxicpie wrote:
XMorsX wrote:


For the best blaster in general, be an Admixture wizard with one lvl dip in crossblooded dragonic sorcerer for a free energy substitution and +2 damage per dice rolled. Never worry about elemnt again.

Thanks a lot! I think I'll go with this.

How do I get +2, as I thought the Draconic bloodline only gave +1?

Crossblooded Draconic and Orc


Use a hex grid instead of a square one.


1 person marked this as a favorite.

Blackblade magus with a whip for a blackblade. Spell combats true strike and combat maneuvers. Also has a flaw for obsessively striking his initial into enemies as a calling card. Also has a proclivity for masks.


2 people marked this as a favorite.

Half-dragon Gelatinous Cube. It flies.

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