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Darigaaz the Igniter's page

Pathfinder Society Member. 1,408 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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First ones I remember came out a little after the APG.

28: Slay baddies, animate the corpses, make said undead carry the loot for you as you clear out the dungeon.

1 person marked this as a favorite.

This is why an adamantine heavy pick is my weapon of choice on most of my characters

Presumably flurry of blows, sub bite for unarmed strike, add pummeling charge

Yeah, that kinda stinks compared to what it used to be able to theoretically do.

prototype00 wrote:

As an interesting aside, the Conqueror Ooze's natural attack damage went from 14d8 to 16d6 with the newest faq, meaning 12d8 (which is roughly equivalent to 16d6) is now quite possibly a hard maximum.



I'm more irritated that 16d6 tops out at 96 damage instead of 14d8's 112. Furious Finish ftw.

Faq 1 is a welcome consolidation of the resizing rules, its faq 2 that's the real nerf. Now we can't combine all our favorite buff effects. Heck, i'm pretty sure you couldn't even combine the bashing enchantment with lead blades now.

I weep for Nudel.

The carnivorous crystal cave druid still manages 24d6 I think. I have to double check the faq about diferent size bonuses stacking.

EDIT: Rats, only 16d6 without some way of increasing their actual size once transformed and strong-jawed

Start as an orc and get that +4 racial on top on an 18 for 22, then add everything renegaeshepherd said

EDIT: Dragon Disciple gets a non-typed permanent bonus to str at certain levels.

WombattheDaniel wrote:
This ranger/sorcerer/eldritch knight with the young template is always busy using his +2 longsword and heavy steel shield to save kingdoms, while his annoying pixie familiar tags behind, giving useless advice.

Link, ocarina of time




Str: 3d6 ⇒ (5, 6, 4) = 15
Dex: 3d6 ⇒ (3, 2, 1) = 6
Con: 3d6 ⇒ (2, 3, 6) = 11
Int: 3d6 ⇒ (3, 1, 1) = 5
Wis: 3d6 ⇒ (4, 2, 5) = 11
Cha: 3d6 ⇒ (1, 3, 3) = 7
I could make this work for a Dwarven barbarian. Might need to grab quick draw for shield shenanigans though.

Don't forget escape route. As long as you're mounted both you and your mount never trigger attacks of opportunity for moving through enemy's threatened squares.

Life oracle definitely, especially if you can grab a favored class bonus to jack up the effective level of your channel. Aasimars and Ifrits both have that, to my knowledge.

Yes, the second domain must be from that list as well.

The entire country of Ustalav.
The temple of the starstone.

Detect magic is a great treasure finding spell. Also the rod of mineral detection.

I'd say Inquisitors come in to their own at 3rd and really come in to it at 5th. For the former, they've gotten monster lore, stern gaze, their first teamwork feat, and some of their judgements have ticked up to better than +1. For the latter, now they have 2 judgements per day, all of them are +2 or better, and they have just gained their bane ability.

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My roommate tried to let me let him play an artificer EVERY FREAKING TIME I suggest a pathfinder campaign. He staunchly refuses to look at it as anything but an extension of 3e.

pinny0101 wrote:
Rynjin wrote:
25 gp is expensive?
No, but I dont want to have to carry 10 bottles with me, and this is more of a backup plan for emergancies, so not worth 2 feats and some noesistant weight.

You only need the one bottle when using it with ray of frost. It acts as a focus, not a material component

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Tiny Coffee Golem wrote:
Raymond Lambert wrote:
Some people would.just use (sp?) Prestidigitation to "shower" themselves each day. Makes me think that thread about a 20 level pc being jumped while.bathing seems silly to me.
I would do the same thing IRL given the option.

It's like a magical sonic shower. You don't even have to bother getting undressed.

Inquisitors, Druids, Paladins, Bard with some careful archetyping, Alchemists, Summoners, and I like the witch ideas above but it would be harder.

Going to +1 quick draw and quickdraw light shield. For one feat and the difference if damage between a greatsword and your longsword, you add a non-negligible boost to your ac and can get some nice extra enchants put on it.

There is no spells/supernatural weapon category for the fighter's weapon training. The list of fighter weapon groups is limited to: Axes, Bows, Close, Crossbows, Double, Firearms, Flails, Hammers, Heavy Blades, Light Blades, Monk, Natural, Polearms, Siege Weapons, Spears, and Thrown.

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Rays and splash weapons are under the category of weapon-like things that weapon focus, for example, could apply to.

Maybe he had the rich parents trait? PFS only starts you with 150.

Depends on starting level but I'd lean toward zen archer

Here's how I'd do one, 20 pt buy.

A swarm can be comprised of ~300 non-flying tiny sized creatures.
Cats cost 3cp each
you can train multiple animals at a time with handle animal

make your own cat swarm for 9gp

Chengar Qordath wrote:
Ascalaphus wrote:
Honestly, Vital Strike isn't bad, it's just not as good as a lot of people hope and the disappointment has embittered them. The feat is basically meant as a consolation prize for situations when making a full attack isn't possible.
Yeah, I think the long string of FAQs restricting what it could do really turned people off the feat. At this point it's a pretty safe bet that if you FAQ any question to Paizo about vital strike, the answer is "No, you can't." Heck, Paizo brought back RageLancePounce because the alternative was letting mounted characters vital strike with a lance.

I don't know where you've been but lancepounce is still nerfed 'because realism'

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Or a bottle of air

Akari Sayuri "Tiger Lily" wrote:
Rennaivx wrote:
I haven't been playing long, but I can already tell that's probably going to be my biggest quirk. I know it actually gives higher long-term flexibility, but I might need that second remove paralysis or bestow curse that day...
Likewise - I hate playing Wizards because, even though they are theoretically more powerful, it's extremely dependent on spell selection. I can deal with druids and clerics because they have spontaneous spell substitution to at least not have the slot be useless. But I generally prefer sorcerer and oracle.

Exactly my problem as well

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Another nice feature of the portable hole is that it's nearly weightless compared to 15 lbs per tier of bags of holding.

Arbane the Terrible wrote:
Darigaaz the Igniter wrote:
This CG human barbarian/transmuter/eldritch knight travels with a LG warforged quinggong monk on a quest to defeat a cabal of Sin mages and develop an epic level polymorph any object to use on themselves.

Ed and Al Elric, from Full Metal Alchemist.


arcane primary casters are usually last pick in my groups for some reason. It doesn't help that I suck at daily spell selection prediction.

This CG human barbarian/transmuter/eldritch knight travels with a LG warforged quinggong monk on a quest to defeat a cabal of Sin mages and develop an epic level polymorph any object to use on themselves.

Mechagamera wrote:
Rabbiteconomist wrote:
since it hasn't been shared yet , see some re-imaginings of Dragon hoards. Who says it has to be coins or magic?
I have used the book one before, but now I have a strong desire to use the stuffed animals and the yarn ones. The party's wizard better keep a close eye on his cat familiar or there might be trouble in the yarn one.

Better yet, hoard of cats. Someone find me a swarm template, cats are tiny therefor can be a swarm of 300. (worth ~9gp on the open market. convert a dragon's cash allowance to THAT)

Just hit him with some suffocation spells. I just read hit stat block and he's got nothing that'll stop that. His regen doesn't even have the tarrasque's "does not ever die from anything" clause.

Arbane the Terrible wrote:

(A classic)

A Ranger/Bard and a Rogue/Wizard. Rather a famous team, back in the day...

Batman and Bird Bo- I mean Robin

Jaunt wrote:
Second, it writes off healing as a kind of buff. That's neither more nor less legitimate as writing damage off as kind of debuff, because dead creatures do no damage. A lack of combat healing presupposes a combat model in which the PCs have already won, and we're just trying to see how many resources they have to spend to get through the fight. I'm not saying a cleric should ONLY heal in many or most fights, nor am I saying a cleric should not be able to fill other roles, but if you're having many encounters in which no character will die, or stand a significant chance of dying with no combat heals, then your encounters are probably just too easy. No sane amount of battlefield control can replace the ability to undo the enemy's attacks in a tactical and selective manner. Eventually, some BBEG will fail to be shut down by solid fog/icy prison/a grappling T-Rex, and a member of your party will be put on 4 hp. Would you rather buff everyone and hope the BBEG dies before his next turn, hit him and hope he dies? Debuff him and hope his turn is made useless? Hope the GM plays the villain dumb and attacks someone else? No, the right move is to push the PC on death's door back into two-shot territory.

THANK YOU for putting that into words for me

Hammer and pitons. Also usually rope.

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I'm glad Ashiel is around to put down my arguments in this thread much more intelligently and eloquently than I can.

ohako wrote:

yeah, maybe it's me, but I was thinking of mixing

a) mutagenic mauler X
b) some form of alchemist 2
c) the feat Eye of the Arclord

speaking of, do you qualify for the Eye of the Arclord feat with just alchemist levels?

so, any discussion of 'you look weeeird', is not really helpful.

so, most of these involve holding things. let's see

a) hold a metamagic rod, a weapon, a shield, and have a hand free for casting
b) hold a close weapon and a reach weapon
c) hold multiple bows/crossbows/guns

not so much about using those arms, or 'one hand free' goofiness.

I like the multiple guns/crossbows stuff.

Can you TWF with crossbows, and use your extra arms to 'fire with two hands' on both of them?

RAW yes. The extra arms are specifically called out as not letting you gain any more attacks than your normally could have. But you can already dual-wield light and hand crossbows* so having the extra arms isn't breaking any loop holes.

*the attack penalties for doing so are pretty bad though
*also RAW you couldn't reload them unless you dropped one
*also also RAW you could carry a lot of pre-loaded crossbows and use quick draw to fire, drop, pull another, repeat; should one wish to combine improved/greater TWF with crossbows
*if someone says the above point is ridiculous and unrealistic, cite the fact that pirates and others did that exact thing with braces of flintlock pistols before the invention of the revolver and magazines

Oddman and the OP are both referring to Lion-O

Arbane, I have no idea

A one-level dip in oracle is great for a variety of reasons, depending on mystery and curse.
see through fog (waves mystery)
cha to ac (nature or lore mystery)
immunity to fatigue (lame curse)
+10' movement speed that's not an enhancement bonus (flame and metal mysteries)

Paladin 2 is still a good dip, even with Divine Protection around.

As previously mentioned, fighter 1-2 and MoMS monk 2 for extra feats.

Archaeologist bard 1 can be a nice dip if you already have Fate's Favored and are willing to spend a feat on Lingering Performance.

I know there's an entire guide to dipping 1 level of cleric for grabbing domain goodies.

Aelryinth wrote:
Darigaaz the Igniter wrote:
Demoyn wrote:
Darigaaz the Igniter wrote:
Ascalaphus wrote:
Have we discussed the Cave Druid/Carnivorous Ooze monstrosity yet?

Not yet but it's pretty horrendous.

Either 6 level of cave druid, the rest barb, + shaping focus. Or druid 10 rest barb. Carnivorous crystal has a 7d8 slam attack. Since that's a weird point on the progression scale we can be conservative and assume it scales as 6d8. Meaning it would go to 8d8 with INA, 16d8 with strong jaw + INA, and 48d8 with strong jaw, INA, and improved vital strike. Toss in Furious Focus and that's 384 damage before modifiers.

You could honestly have the best build design in the world, but the second you suggest furious focus every person who's even remotely interested in optimizing is going to stop paying attention, because even the most novice optimizer knows that furious focus is useless by now.

Derp, I meant Furious Finish, the one that maximizes your damage dice at the cost of ending your rage.

Aelryinth wrote:

For the 7d6 Carniv Crystal, I'd go 9d6 then 12d6 to get it back on progression. You could also treat it as 4d10 and go 6d10, 8d10.


Carnivorous Crystals are 7d8, not 7d6

Gak. What a crazy damage figure.

The closest base figure would be 9d6, 9-54 vs 7-56 is actually identical. So the increase would be to 12 or 13d6, then 18d6.


sorry for the thread necro

Well, thanks to the new faq we can now do an official calculation.
7d8 converts to 8d6, then goes up by two steps on the chart for each effective size increase. So 12d6 with INA, presumably 24d6 with strong jaw on top of that due to going off the chart and the wording of the spell. Total everything up and we get 144+misc damage plus another 144 for every vital strike feat. Not quite as good as my initial calculations, but still pretty decent imo.

If a series of size increases takes the damage off the end of the chart (carnivorous crystal + improved natural attack + strong jaw comes to mind) should one assume a similar progression for each effective step or do things cap at 16d6?

So you can still flush them down the toilet

Cory Stafford 29 wrote:
It is pointless to try and keep your AC high enough to be worth anything, especially if you are going to be raging and enlarged. AC builds require heavy armor and a shield and are incredibly expensive and inefficient. You should have no problem getting you attack bonus up. I would focus on shoring up your will save and getting as many hit points as possible. You also want to make sure you have good ranged options or a good way to get to far away opponents.

I'm going to have to disagree here. A shield spell, or better yet a quickdraw light shield if the OP is willing to spend a feat on Quick Draw, plus a decently enchanted mithral breastplate along with the usual suite of other ac boosters keeps one's AC well within 50% against primary attacks as you level.

Hexcrafter. You get Brand automatically so you can spell combat all day every day, and you have access to the witch's hexes (hello~ slumber).

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