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Maghara

Darigaaz the Igniter's page

Pathfinder Society Member. 1,478 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Zhayne wrote:
Nobody, anywhere, simply has magic items on shelves in shops. They'd be too tempting a target for thieves, plus 99% of the populace would never even be able to afford a frickin' Potion of Cure Light without saving every spare copper for like a decade. You'd have to get an item custom-crafted, providing half up front then the rest on completion ... assuming the crafter is even willing to make it ("A nine lives stealer? Aw HELL no.")

I run it much the same, for any settlement of sufficient size. Especially if there's a mage college or major temple of some kind in the area. "Need some wands of cure light wounds? Sure, we can put you on the waiting list and have some of the acolytes make those for you in say, 6 days."


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Abrisene wrote:

I have long wished to confront a group with a Treant druid lich.

It's phylactery could be one of its seeds it keeps planted somewhere in the forest. Every time it dies it jut animates a new tree nearby. Only way to find the thing would be to keep killing said Treich until a clearing starts becoming evident. Even then, it could probably just Plant Growth to keep the cover.


11th level adept lich.

Or my personal favorite - Bard lich with a phylactery built in to their instrument of choice: an adamantine vuvuzela.


Monk, Empyrial Sorcerer, Eldritch Knight

Slayer 2, Horizon Walker

Vivisectionist Alchemist, Sage Sorcerer, Arcane Trickster

Paladin 2, Archaeologist Bard, Dragon Disciple

Fighter, Sorcerer, Arcane Archer


Spell/power points are a favorite of mine. Works great for Savage Worlds and pretty much every video game out there.

Alternatively, I've been toying with a vancian-like system where slots of each level recharge after a number of hours equal to spell level. 0 level spells, available immediately. Cure light wounds, you can do it again in an hour. Cast miracle? Gotta wait 9 hours for that sucker to refresh. This system would have to come at a reworking of the spell system, however. Massively reign in certain spells, probably delay access to higher spell levels. Like 9th level spells as a capstone.


Before the ACG started playtest my banlist was: anything not on the prd*, mythic adventures, gmg, UCam (except for traits)

*certain sections of some books are default=no, make your case. Like advanced firearms, race builder, downtime, alternate rules, etc

But ever since ACG it's been a whirlwind of new information, and now major revisions to pre-existing books, that I can't process it all. the ACG, Occult Adventures, Unchained, the extensive revisions masked as errata. I'm just so overwhelmed I get burned out even trying to catch up.


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Chess Pwn wrote:
The thing I find funny is that not only is crane wing changed, but the reason it needed to be changed is gone. The fact that the MoMS can no longer get fast access to things means that the abuse case is gone now that you have to wait all the levels to get the deflect.

Seriously, can we just get it back to the way it was originally written? Now that the early-access is gone all the issues with it are cleared.

Oncoming_Storm wrote:

The original version of Deflect Arrows was too strong even without MoMS. The ability to simply negate one hit when combined with a good AC meant that they could save such deflections for Crits and normal hits would just miss. And with lower AC they could simply avoid 1 attack a round. No roll, no save no nothing just auto deflect. This would be capstone ability rather than something acquired at level 1, (or two).

PS: wildcard feats should be able to skip style-path prereqs since you don't even get your first until 6th level.


A community of tree-dwelling driders who sometimes barter with passing ships. Trading silk clothes or new sails for supplies they can't access on the island.


Gummy Bear wrote:

I'm pretty sure cross blooded can't be stacked with any other archetype :(

Spell perfection just has the prerequisites of three metamagic feats and 15 ranks in Spellcraft, no?

That makes me feel way better about the spell progression, thanks Wolin!

I thought it was caster level 15. woops


Is your game likely to get to 15th level? If so, try to fit in magical knack for wizard so you can still qualify for spell perfection at 15th.


Arbane the Terrible wrote:
An Oracle with a familiar who's teamed up with three Kineticists and a Chosen One Paladin to save the world from a variety of otherworldly menaces.

Aang from Avatar, the Last Airbender?


1 person marked this as a favorite.

Natia Dalmadur - killed by the loss of con-casting and loses her fetish mask of stony demeanor due to price gouging.

[no link available]
Valerian, half-elf separatist cleric of nethys/wizard/theurge forced to lose two levels of arcane might due to the curse of Er Ra Ta.


Personally I almost never make a half orc without fate's favored and sacred tattoo. Those 2 are the equivalent of 3 feats and since are luck bonuses stack with darn near everything.


SmiloDan wrote:

What would an anti-magic witch hunter class be able to do?

Would it combine the Spellbreaker chain of feats with Evasion and Stalwart? An ability to cause extra damage based on the highest spell the target can cast? A way to absorb or deflect spell energy?

Would it be able to dispel magic? Project an aura of anti-magic? Counterspell?

reroll saves, develop immunities against certain effects like a paladin, something similar to spell-sunder would be practically required, and that vigilante ability posted earlier in the thread. At least, those are good starting points. Perhaps mimic other things like a tetori's ability to negate freedom of movement and teleporting.

Heck, now I'm envisioning a whole slew of antispell maneuvers. Steal spell, spell sunder, no escape grapple, spell-turning parry, etc.


I've been meaning to draw up a whip warpriest, probably of Calistria.


Well, with the new arg errata, I'm probably going to have to scrap this character.


Buy bison or trained mammoths once you get your technique down, they should be available for purchase in any metropolis.


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They made the pummeling style clarification months ago


chocobot wrote:

For races, I like human and plane touched:

Human
Aasimar
Tiefling
Ifrit
Oread
Sylph
Undine

Alternately, you go with a no-humans thing

Catfolk
Lizardfolk
Vanara
Gnoll
Ratfolk
Tengu
Kitsune? kinda doubling up on the canines, then


Took me a while to think about this

Non-casters:
Slayer- the 'tons of feats' martial plus the skill guy
Swashbuckler- The dex-based martial

Arcanes-
Bloodrager- counterpart to the paladin, sadly replaces barb
Bard- refluff them as closer to Red Mages
Sorcerer- nice counterpart to the witch
Witch- still a full caster but far less spell shenanigans available than wizards

Divines:
Paladin- modify to be any good/antipaladins [rename to blackguard or reaver or something cool like that] any evil
Hunter- The animal companion character, also only nature-caster
Inquisitor- Divine counterpart to the bard
Oracle or Warpriest- I'm still deciding this one. Oracle has pros for being a spontaneous caster, warpriest has a niche for filling the punchy guy/suboptimal weapon role.

Alchemy:
Alchemist- might up the number of bombs/day they can do to make them able to be a faux-warlock
Investigator- for someone wanting to play a rogue but not wanting a slayer

---------

Races:
Humans- because it's a default
Elves- but no half-elves
Dwarves- another fantasy core trope
Nagaji- Replaces the half-orc for the monstrous/bestial race, and forms a nice trio with elf and dwarf with there being boosts to all 6 stats represented among them
Gnomes- Small race without a dex bonus, that's rare
Ratfolk- I like these guys for 'sneaky small race' much better than halflings
Wyvarans- I like kobolds, but these are much more in line with adventuring race needs. Again forms a power-trio to have bonuses to all 3 mental stats available and while there's not a boost to str here in the small races, at least the wyvaran doesn't have a penalty.


I'd skip the bastard sword and just go with a scimitar unless you're a human or half-elf and can pick up the exotic proficiency as a bonus at lv1.

Edit: that being said, I do have experience with the quickdraw shield 'style' and I have to say it is awesome. Mine was melee-focused, but I think it could work pretty well with the switch hitter since that build already includes the main thing you need to make shield dancing work; ie quick draw.


kobold paragons that are more in line power-wise to halflings and gnomes. Maybe with some draconic heritage alt racials.

dogfolk so the other players I game with can stop griping that there isn't one.

If there are centaurs, or any kind of taurs, I want some feats/archetypes that lets them act like a mounted combatant on their own.

Dragonkin race that's not just a human with a draconic head and scales. I want teeth, claws, wings (even if they don't allow full flight for a while), tail, breath weapon (preferably usable more than 1/day).

Half-dwarves. Because they really should be a thing.

Dryads or half-dryads, plant and/or fey race. I saw a thread in the homebrew section a while back about a race that was the result of a dryad selecting a treant as her home and the results of that relationship. I like that idea.


Umbral Reaver wrote:
104. A piece of heavy furniture with a magic weapon enhancement bonus.

110) An extremely heavy, and nearly undecipherable, book with a weapon enhancement bonus.


89) A side room containing several owls, several bears, and some juvenile owlbears.

90) A side room containing a tank of piranha, a large cage/run for several bunnies, and another cage containing several baby of these.

91) A 10'x10'x10' pit that several bits of debris strangely floating in it.

92) Doorways that are actually gates to other parts of the complex on different planes.


I had a similar idea, though I go with a rapid-shot-style approach. At bab 6+, you can make two attacks at full bab -2. At bab 11+, you can do that or make 3 attacks at full bab -4. At 16+, you gain the option of 4 attacks at -6. The twf tree would add a second set of such attack routine options for the off hand.


Charon's Little Helper wrote:
Bandw2 wrote:


that's a mid air collision, which is a DC 25 fly check to not plummet to the ground. an ancient dragon has a +11 to fly.

It depends which one. Against an Ancient Blue it'd be a total waste of time.

Red has +11
Black has +17
Blue has +32
Green has +9
White has +16

Frankly - most of those of too low - it makes no sense that a dragon wouldn't have max ranks.

Those might actually be at max ranks. The fly skill is dex based (goes down as dragons get bigger), takes a size penalty (natch), and also takes an additional penalty based on maneuverability (oh look, as dragon speed increases, maneuverability decreases).


Snowblind wrote:
Orfamay Quest wrote:
DeusTerran wrote:

as for crafting constraints 1/3rd the price in materials and an alchemy lab is all you need to make it, with a big enough wagon to hold all the barrels this gnome technically could do it in the back of a wagon.

That's a quite impressive wagon if it will hold 250,000 pounds of beer.
Just push the wagon around as the gnome crafts. The population of the gnome's resident country can leave beer kegs outside their houses to be refilled.

So instead f leaving jugs out for the milkman you leave barrels out for the beerman?


I've already made it into a mask of stony demeanor, and I plan on adding much more to it. I'm not sure if we're getting our next feat at 5th or 6th, but I plan on taking the flight hex with it and grabbing misfortune as my 6th level hex. Dispel magic sounds good though.


False Life would probably be easier to do without. Next time we get some scratch I'll try to work with the artificer to make a wand of mage armor. He's got a lot of discounts, I think he makes things for only 3/8 of market value. Then I'm thinking Glitterdust, See Invis, and an open slot for 2nd level. Now to figure out 1st level slots.


pipedreamsam wrote:
Honestly it just looks like bad luck so far. You prep a list and it doesn't really work so you tweak it to cover a weak point but then you fight something else that you weren't prepared for. Just carry and and if it keeps happening then well ... maybe its not your luck.

It not being my luck is kinda why I made the thread. Similar situations seem to happen whenever I try to play prepared casters.


pipedreamsam wrote:
You picked good spells and hexes. What kind of challenges are you running into where having spells/abilities that target all three saves are ineffective or hardly effective? Is it simply a matter of not having enough spells for the day or something else?

examples I've had include: having charm person, web, burning hands, and fog cloud when we get ambushed on a bridge; Fog Cloud, Blindness/Deafness, Charm Person, Ray of Sickening, and Reduce Person prepared when skeletons and a drowned attack our ship from below; and mage armor, ray of sickening, false life, blindness/deafness when we got attacked at an inn trying to have a conversation with our contact.

@Rerednaw: we didn't start with traits, so I had to use the extra traits feat at first level to get fate's favored and reactionary


How about vs those pesky warforged?


Currently plying in a chatroom-based game that's a blend of 3.5 and pathfinder set in eberron. I'm a half-orc scarred witch doctor (endurance patron), but I'm finding myself with a selection of spells and abilities that's half or more not useful to the situation a bit too much. So far, we've run into/against warforged minions of the Lord of Blades several times, and my slumber hex doesn't work on those. So far our encounters are usually ambushes either in the middle of a city, on a boat, and one that we had exploring a ruin.

Rest of the party includes shifter flame oracle, changeling bard, human swashbuckler, warforged paladin, and human artificer.

We just recently hit level 4. I've got Evil Eye, Slumber, and Cackle as hexes (one from spending a feat). The spells in my mask are as follows:

2nd (3/day): bear's endurance*, blindness/deafness, false life, fog cloud, glitterdust, see invisibility, web

1st (4/day): air bubble, beguiling gift, burning hands, charm person, command, comprehend languages, hex vulnerability, ill omen, mage armor, ray of sickening, reduce person, unseen servant

0th (4/day): arcane mark, bleed, dancing lights, daze, detect magic, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, tough of fatigue.

I'm looking for advice for what spells would be good to prepare on a day-to-day basis. I like leaving a slot of each level open, but that means going in with only 2 level 2 spells and 3 level 1s. I know false life and mage armor are good, but the one time I had a situation suited to prepping them 9the ruin), we had to leave the day of learning about it to keep ahead of our adversaries, so I didn't have time to refresh spells.


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Schrodinger's wizard


The Amazing Spider-slinger

Also works with bolt ace instead of pistolero.


Chengar Qordath wrote:
gamer-printer wrote:
Chengar Qordath wrote:
In my experience, the only reason "Magic Marts" exist is so that players can spend their gold with a relatively low amount of fuss and in-game time. I can understand the appeal of that after having one or two GMs who made shopping such a long, convoluted process that it could easily eat up an entire session.
Or you can simply find the artificers you need, contact them, pay them up front and get a date when the commissioned item will be ready. Then go to your next adventure (because it will take some time, possible delays, before its ready to pickup), and on your next trip home between adventures pick up the item you ordered - easy peasy. Many commercial services work that way in the real world. No need for long sessions, just don't expect to pay for something and get to use it today.

Depends on how involved the process of finding an artificer and putting in the order is. After all, if the process takes a couple minutes per piece of gear you order the time needed can easily add up once you have 4+ PCs all ordering multiple items.

As long as it's kept to the simplicity level of:
PC: "I go to that blacksmith I'm friends with and order X, Y, and Z."
GM: "He takes your money and says he'll have that ready in two weeks."
Then it seems to keep the simplicity of the "Magic Mart" system while adding an extra flourish some gamers enjoy. Personally, I'm not picky about how shopping is done so long as the group doesn't spend a ton of gametime playing Sales and Shopkeepers instead of Pathfinder. After all, shopping's usually just a distraction from the main plot of the game.

That's pretty much the way my groups do it. Sometimes subbing "you put in an order at the mage's college, they'll whip those up as part of next week's exams"


beer, wenches, stalking the streets in full black garb ready to pounce on muggers and rapists with the full fury of the butterfly's sting.


If you like the fighter's tons of bonus feats but want access to out-of-combat abilities as well (or just more than 2+Int skills per level), Slayer is there for ya.

Do you want to play a ranger but don't want the nature theme, weakened animal companion, or spells? Slayer.

Want to play a combat-focused rogue but want to do better than medium BAB? Slayer.

A slayer can grab terrain mastery several times then go into horizon walker to get massive bonuses to hit and damage vs anything native to that terrain. (note this does not actually give the favored enemy class feature and does not function with instant enemy at all)

Basically, the slayer (in my opinion) is the near-perfect purely-nonmagical combat class counterpart to the barbarian. One being all about raw numbers and cool rage powers, the other being all about skills and training (feats).


I had an inquisitor who got great mileage out of Precise Strike, Outflank, and Escape Route; switching out for Stealth Synergy whenever needed. Combining Distracting Charge and Coordinated Charge could be fun. Tandem Trip has its niche and would fit nicely with the other flanking ones.


There's false armor in ultimate equipment for this exact purpose, I think.


GM Lamplighter wrote:
1.
PRD wrote:
It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on the following weapon tables), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
2. Damage from Falling Objects should provide some guidance - not exactly the question, but I'd use this as a GM to guide me.

This bit of rules text right here is all you need. It calls out everything that changes. Damage die is not one of those things, so a thrown greataxe will require a full-round action, a ranged attack roll at -4, do 1d12+str slashing damage, with a crit mod of 20/x2, and have a range increment of 10 feet.


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I've got a magus build, tldr of it is magical lineage+rime spell+frostbite+enforcer+whip+spell combat+spell strike.


My fix is to just have ki strike grant an actual enhancement bonus to unarmed strikes. +1 at 4th and increase by +1 every 3 levels after, to a max of +5.


Now I just need to think of similar ways to make arcane trickster and eldritch knight work.


If not for PFS see if your Gm will let you buy a customized Flame Tongue that's an axe/guitar instead of a longsword


Since early-access-via-spell-like-abilities is gone, I brainstormed a bit and think I've come up with a way to make entering MT less painful and similar to the early entry method.

NEW REQUIREMENTS:
Ability to cast arcane spells
Ability to cast divine spells
Ability to cast 2nd level spells
Knowledge (arcana) 3 ranks
Knowledge (religion) 3 ranks

So one could go, say, wizard 3/cleric 1/MT or oracle 4/sorcerer 1/MT. If you REALLY wanted to, you could even go something like bard 1/inquisitor 1/kineticist 3[?]/MT. (not recommending that route, just pointing out that it's a possibility)


Ravingdork wrote:
Xethik wrote:
As if Spell Perfection wasn't strong enough as-is!

At 15th-level with a busload of prerequisites, the feat better be strong!

Honestly, we need more high level feats like that one.

for martials too?


I might throw in a wilderness-themed party:
barbarian: face smasher
guide ranger: skill guy, built as archer or switch hitter (add in trapper arch too if you feel the need)
druid w/ domain: divine caster
skald: knowledges/face/umd


Note that they revised the SLA qualification faq. SLA's no longer fulfill requirements for any spellcasting except the ability to cast that specific spell.


Isn't the beginner's box designed for younger players? Pretty sure it has a short adventure in it.

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