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Devilkiller's page

2,699 posts (2,704 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I think that the rule against dragging foes into dangerous areas are a major drag (and now the source of a terrible pun). I’m also not sure why Drag and Reposition deserve to be separate maneuvers. Is there a doctrine of “Separate but Useless” in play?

If the Trip weapon property gave you a +2 on Trip attempts that would not only make you less likely to fall down but more likely to succeed. I guess maybe somebody was concerned that Trip was too powerful though. Maybe that's the same reason you can't Trip flying creatures in Pathfinder. Grapple is another combat maneuver that tends towards "Dominant or Useless", but I'm forgetting this is actually a thread about improvised weapons...

@Artfix - The fact that there are a few class abilities which make improvised weapons a bit better doesn’t change my opinion of how they are “in general”. I’m not sure that making improvised weapons as useful as “regular” weapons is something every table would want although Sean K Reynolds’ opinion on water balloon based PCs has apparently changed a bit over the years.

@Fig - I may indeed have seen a movie featuring such a character! My PC was a from an Asian themed nation around Tian Xia and ate with chopsticks but found a use for forks too.


I choose "C": Succeed at a Knowledge check. I think that's the way PCs are supposed to know about stuff like a creature's DR. Depending on the situation options B or D might garner the creature's alignment and allow you to guess about DR. As an aside, I've seen a lot of DMs house rule away the ability to overcome metal and alignment based DR using a weapon's enhancement bonus. I'm not sure if that would ameliorate or exacerbate your concerns though.

I do agree that the Law vs Chaos axis seems a little ill defined for roleplaying purposes. I sometimes wonder if being Chaotic is more about not making plans or if making plans is fine but you won't necessarily stick to them if something else strikes your fancy. I've been kind of taking the latter approach lately.


Dark Creepers being wrapped in layers of dirty cloth and smelling like spoiled food makes me think that maybe bugs could live on their person. Besides centipedes I guess another sort of bug known to dislike light is the roach. Dirty little dark creepers infested with roaches could probably make an adventurer sickened if not downright nauseated (perhaps with a swarm-like aura)

If there were baby giant centipedes eating the roaches I guess you could end up with a whole ecosystem in a dark creeper's clothing. Maybe there would be big, fat dark folk be called Filth Wardens or something. They could be infested with maggots and surrounded by clouds of flies, kind of a final Herod-like bloated stage of the dark creeper life cycle which lives for a while in a "royal" state before bursting open to release something nasty - maybe lots of horrible grubs with humanoid faces which slowly grow and molt into new dark creepers?

I guess another pet/mount dark creepers might keep would be giant cave crickets (aka "sprickets" since they look like a cross between spiders and crickets). Somehow that also reminds me of rust monsters though I guess dark folks who want to ally with those would need to use weapons made of bone, stone, etc.


I'm glad to see Improved Familiar has been clarified and even more glad that my girlfriend's PC who would no longer have qualified to have a faerie dragon after the FAQ was in a campaign which finished up a while back.


It is nice to get an official answer regarding Improved Familiar.


Ok, it is good to know that. It makes me feel a little better about having Bloodrager levels on a PC with a 5 Charisma. He's also a Hellknight, so Barbarian wasn't a viable way of embracing Hell's Fury.


I've gained the impression over the years that Michael Moorcock's work probably had a big influence on D&D's concepts of Law and Chaos. For some reason I'd never read the Elric stories up until now, but I'm currently in the process of doing so. Maybe when I'm done I'll better understand what folks were thinking when they made Law basically good and Chaos basically evil in Basic D&D. Obviously alignments were a lot more nuanced and confusing (perhaps even advanced) in AD&D and subsequent editions. I remember when I first saw a copy of the AD&D Monster Manual and was slightly fascinated by the concept of creatures who were Chaotic Good or those noted to have "good tendencies".

I can't help but notice that some of us (me included) have a tendency to put Law before Chaos just as we might tend to put Good before Evil even though that's not how they'd appear in alphabetical order. Maybe this is why Lord Arioch wants our blood and souls.

Back to the actual subject of the thread, I have no idea what the OP is talking about. Is there some special rule which makes it harder to ID a Lawful or Chaotic outsider with Knowledge (Planes) than it is to ID a Good or Evil one?


I agree with the Bard/Skald advice, and it is worth noting the two could combine to buff any Str based melee characters present. That might be nice for the low level sailor types. Another Bard archetype which can stack bonuses is the Archivist, who could help cover even more Knowledge skills.

Also, nobody would expect a Mammoth Rider. If you can get the DM to permit an animal companion with a Swim speed it might be thematic and effective. If not then a Druid could still make a mammoth (or a mammoth sized tiger) Air Walk.


This seems like an important question for folks with Sneak Attack. Even if you can't use iterative attacks I'd kind of expect that you could make an extra attack due to Haste though (as with a natural weapon)


It was interesting to see the artwork though I found the red hair a little unexpected. Older artwork emphasized the Dark Creeper's big nose and bushy eyebrows.

As for pets, centipedes are pretty weird and tend to be blind or have limited vision, which seems like it would fit with dark places.

SmiloDan wrote:
Flightless crows and ravens that have evolved forearms and claws, like mini-kenku?

Are you aware of Dire Corbies? Whether they're allies or enemies they might fit in pretty well with the areas Dark Folk tend to inhabit.


@Vidmaster7 - If you're using touch attacks you'll hit much more consistently against most enemies. It is pretty easy to do some basic math for this stuff. If you just take your percentage chance to hit and multiply it by your average damage you'll get a reasonable estimate. I guess you could compare that back to the chart JDLPF posted.


On a somewhat related note, can a Barbarian use a wand while raging? If not then can a Bloodrager do so? I have a PC with a few levels of Bloodrager and lots of wands, so this will probably come up for me at some point. My assumption is that the answer is "no", but maybe it doesn't hurt to ask.


I once had a PC who threw silver forks as improvised shuriken, a tactic which was marginally effective against low CR devils.

My Feral Gnasher sometimes throws random objects when he can't get into melee and often attempts to use his grappling hook to "go fishing" for underwater monsters. That has produced some fun moments since the DM got creative with it, but in general the inability to enchant improvised weapons makes them suck in terms of effectiveness, and Catch Off Guard doesn't really fix that.


The concept of making skills more useful during rest periods seems like a good one. It might be nice to expand that beyond Survival though.

-Stealth: While hiding a campsite might rely on Survival I think that hiding the campers themselves should be aided by Stealth.
-Knowledge (Engineering): I'd think that this class skill for Fighters might be helpful for setting up impromptu fortifications.
-Heal: This seems like it would be a good skill for the "infirmary" aspect of the camp.


I think the Lakesidefantasy method sounds kind of interesting though certain players might be more likely to question enemy stats than treasure sourcing, like, "How did that guy have a 28 Str without a magic belt?" It might be pretty nice if the party's treasure scribe didn't have to track dozens of +1 items though.

On the flip side, in our evil aligned Goblin Game the DM warned us that we wouldn't easily be able to buy items in town of from friendly NPCs. As a result we've become quite self-sufficient.

As far as crafting feats reducing an enemy's effectiveness, I don't think that will prove true if you allow the enemy who has the feat to have items of the associated type for half their normal WBL price.


Quicken is good for buffs but also good for blasting and even battlefield control. Unless you're on some kind of marathon adventure it can be helpful to have a way to unload your spell battery faster and get all that power deployed into the encounter (go nova). Of course you might not have enough spell slots to go wild in every fight, but being able to do it when needed is a big plus.


As people have said, Fireball is a classic spell, and I've enjoyed using it with several PCs. A spell I like the idea of and have always hoped to cast is Magnificent Mansion, but the one time I played a Sorcerer able to cast 7th level spells the DM banned Magnificent Mansion and Rope Trick with the comment, "You're not hiding from my monsters!"

Still, the idea of designing a custom extraplanar mansion seems pretty cool. I guess Create Demiplane could be fun in a similar way. Maybe I'll play a Wizard next campaign - probably not though...


This is one of those cases where it might make sense to let certain skills stand in for others, perhaps with a penalty in some cases. I mean, even if you decide that Disguise is the "right" skill for this maybe you should allow a Bluff or Perform (Act) check with a -2 penalty instead.


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The Kineticist isn't a Sorcerer, Wizard, or Alchemist but can do AoE. With average BAB, light armor, and high Con you might be able to step up and do some fighting too.


If you have multiple similar miniatures or pawns you can number their bases with dots of paint, just like the pips on a standard 6 sided die. If there are 5 ghouls with identical minis I might note them as G1, G2, etc.

One guy I used to play with used plastic "army men" style toys for minis:
-black, white, and grey Ninjas for Large monsters
-yellow, red, green, etc Indians for Huge monsters

It sounded a little silly to say, "I attack the green Indian!", but at least people knew which monster you were going after.


I kind of imagine domed cities and sea caves/tunnels being popular fortifications for underwater settlements. I guess certain domes could also support air breathing races, which reminds me of the Vincent Price film "War Gods of the Deep" (not a great movie but possibly a good inspiration for adventure modules)


I had fun putting 3 levels of Shadowdancer on a caster who mostly hid in the shadows allowing his pets to do the work but a few times per day would come out and make a big impact with a metamagic rod. I'd be willing to try it again on a different sort of PC though I wish the punishment for losing the shadow weren't a month long - it is a great pet but tough to use confidently...

When I saw a Mystic Theurge join a 3.5 game at 18th level he seemed pretty cool. When somebody played one from 1st level in a more recent Pathfinder game it seemed like a tough path to be on during the mid levels though. I think metamagic rods could probably help a lot though (as they did for my PC above)

@UnArcaneElection - Regarding the PrC vs GM problem, I guess the problem with a PrC (or mythic path) which relies heavily on an animal companion is that animal companion is one of the class features which many GMs frequently abridge access to. I guess I thought that with “by the rules” ways to fit the animal into dungeons it would be allowed to come on most adventures, but I was wrong. As for people "getting hosed", there are a few people who took cohorts but no longer bring them on adventures since some new players joined the group and the DM felt the party was getting too big. I guess that some of those folks might consider it unfair if the Druid got to bring her pet along when their cohorts have to stay behind. Honestly the mammoth already was already getting barred from coming on many adventure even when the cohorts were still active though (perhaps due to the idea of a mammoth coming along just clashing with the GM's imagination?)


I suggested Mammoth Rider to my girlfriend for her Viking themed PC (perhaps thinking of the frost giant riding a mammoth D&D mini, something which I might customize for her PC). Unfortunately the DM has very rarely allowed her animal companion to come along on adventures.

I think maybe the mammoth annoyed people by being effective in combat a few times, but either way it seems like there’s always some reason why he can’t come along:
-the rickety wooden floor would break
-the mammoth would sink into the muddy marsh
-he wouldn’t fit in the narrow underground tunnels (despite the fact he has Narrow Frame and the PC can cast Reduce Animal so that the mammoth could basically fit through the same space as a human if he had to)
-we’re too far underground for somebody to Teleport the mammoth to us now (at 100 miles per level for Teleport that’s kind of odd)
-etc

It feels almost like I tricked her into a trap option, especially since it is a Mythic game and she took the Guardian path to help enhance the animal companion rather than the seemingly much more powerful Hierophant path to boost her Druidic spell casting.


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Folks have already done quite a lot of work on E6/P6. I'd think if you use that with very slow XP you should get something close to what you're looking for with a lot less work. On the other hand, maybe I don't understand what it is you're looking for...


I think a non-PFS Druid can take Improved Natural Attack (Claw) even if he's not always wildshaped into something with Claw attacks. The feat just wouldn't be usable when he didn't have the natural weapon which serves as a prerequisite.

Based on that I'd guess somebody who has Power Attack or perhaps Improved Unamred Strike (from the Brawler rage power) only while raging could use those feats to qualify for others but those also would only function while raging (like Vatras said above)


The difficulty of sleeping in armor is something I've seen a fair number of tables gloss over. I like to at least let folks sleep in reduced/partial armor (reducing chainmail to chain shirt or full plate to breastplate, for instance)

Mithral breastplate, which counts as light armor, is probably the most common armor at mid to high levels, but my lower level PCs will often keep a chain shirt or leather lamellar handy as pajamas.

Rings of Sustenance can be a good investment for campaigns where the DM pulls no punches regarding encounters in camp. Getting attacked while you're flat-footed and in light or no armor can be pretty deadly.


Yeah, Xidao is all I see too. There's also a town called Outsea which is partially underwater, but that's around all I turned up. I'd think that surely there must be other underwater nations which just haven't been detailed yet.


If the situation pushes the PCs to keep on adventuring for days on end it can make the Bard's Mass Invigorate spell pretty cool.

In most games I'm in there are 3 watches and some wandering monster rolls when the party rests, typically one per watch, one per PC, or whatever the module/AP recommends. If something shows up the DM rolls randomly to determine which watch it appears during. We try to pay some attention to making sure there's somebody with a good Perception on each watch.

My Monk/Druid from several campaigns ago often used to sleep wildshaped into an elemental so he'd be immune to sneak attacks and crits (and therefore coup de grace)


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Since I don't see any rules for determining the size category of the Whirlwind I'm guessing that it has the same size category as the creature which created it. If that's not correct I'd be interested in a link to whatever chart is used to calculate this so I can use it in the future.

If you get pushed or pulled through two different Walls of Fire I'd think that you'd take damage twice. Since standing in a Wall of Fire all round would only do 2d6+15 damage I wouldn't be inclined to award extra damage for moving somebody in and out of the same WoF repeatedly though.


Here's the ability which allows you to change the shape of another creature:

Share Transmutation (Su)

At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures.

This ability replaces the arcanist exploit gained at 9th level.

That's potentially a pretty powerful ability if you consider Monstrous Physique and later Giant Form, both of which allow the subject to keep using his or her equipment. I guess even Form of the Dragon might be useful if you grant some Mage Armor first. An Improved Familiar wand jockey could potentially apply the Mage Armor via wand with the UMD skill.


If you make the Wizard a lich and figure out a way to make the 1d10 roll for the number of days it takes him to reform after being vanquished you could potentially have the party face him several times. The trick would be for him to keep his equipment (probably including an artifact as phylactery) in the "inner sanctum" so that the PCs only witness his full power and glory when they get there.

If you prevent the PCs from moving between levels magically you could force them through various challenges including puzzles, riddles, etc to gain access to the next level. If this will run for more than one session as a mini-campaign perhaps there could be a few smaller towers which each hold a magic key in their highest level and all the magic keys need to be used together to open the door to the final tower, underground crypt, etc.


If you're really into grappling you might give your eidolon Improved Grapple, and then you can grapple things at least up to your size, probably at least one size larger, and possibly of any size (the Pathfinder rules don't really say if there's a size limit on Grapple, so the groups I play with use the old 3.5 rule of up to one size larger)


Polymorphing the Fighter and Ninja sounds fun, but you might want to check with the players first to make sure they'll accept your buffs. Sometimes folks might not want their PCs to become gargoyles, giants, etc.

Since your DM is already allowing some stuff from Unchained you might want to ask about Variant Multi-classing. As an arcane caster you can probably do pretty well even without a lot of feats, and some of the VMC options can expand your PC's scope. VMC Bard or VMC Wizard (Diviner) could be nice for a buff/support PC. VMC Sorcerer or VMC Wizard (Evoker) could potentially help your blasting.

I'm a big fan of familiars and other action economy enhancers, and even something silly like having an Improved Familiar play a goblin fire drum could help you blast things a little better while also adding some RP flavor.


If you and the player want the PC to change classes then whatever story you like to explain it should be fine. On the other hand...

Wizard won't improve the situation with memorizing spells. Prepping spell lists for general situations ahead of time might, stuff like: Town spells, underground dungeon spells, wilderness adventure spells, etc. Honestly he could also just build a generally useful spell list and roll with it, especially if he focuses on summons (which can be cast spontaneously) or wildshaping and melee (in which case spells will be more for utility and between combat). Opting out of Druid just before getting into the fun of wildshape seems like a shame to me.

Monk has some pretty decent synergies with Druid if the player might be interested in multi-classing instead of completely retraining. If alignment is a concern there's a Martial Artist archetype with unrestricted alignment. You can get pretty good at grappling, tripping, or even just high damage unarmed strikes this way.

If the player wants to be extra Evil for some reason you could check out the "Shade of the Uskwood" feat.


Regarding other dwarf games, I had a 1.5e dwarf (the DM used the 1e DMG with the 2e PHB) who had enough hit points to survive any fall and used to joke about him going cliff jumping. With the increased HP in Pathfinder we thought up a challenge kind of like the Polar Bear Plunge where you jump off a 300' cliff into a pool of lava.


There are plenty of good reasons to take the 4th level in Unchained Rogue if you've already got the first 3:
- Debilitating Injury: Can be used to overcome TWF penalty and help iterative attacks hit or debuff enemy attacks - I haven't seen this in action yet except on an NPC monster I built, but it seems kind of like Evil Eye Lite (granted just for attacks or AC)
- Rogue Talent: Probably around as good as a feat (and can be used to take certain feats)
- Uncanny Dodge: A pretty good ability which can help make getting surprised and or losing initiative much less painful
- Skill Points: not a big deal but helpful

4th level is also the last level you can take without suffering any additional BAB loss. If you're stuck looking at a Core Rogue you might want to press your group on why they'd make you play an outdated class which got rewritten. The Unchained Rogue is much better.


Ok, they couldn't have possibly written it any better.


I'll admit my complaint is rather a petty one, but they could have explicitly stated that you gain all abilities normally granted by the spell in question except for the ability score changes.


Getting summon down to a standard action is critical. Limiting yourself to a single summoning spell at a time is a good plan, and I'd suggest trying to summon a single creature rather than 1d3 or 1d4+1. The various Pit and Wall spells can be fun, especially if you use Force Punch or somebody with Bull Rush to force people into them.

Regarding Craft Wondrous Items, it is definitely a worthwhile feat. It ranges from OK to fantastic depending on how much downtime the DM will let you have. One CWI+Summon trick which might work depending on how the DM feels about it is crafting some cheap (2k) amulets of mighty fists with the Bane enchantment on them. Summon a monster, put the Bane amulet on it as a Move action and let it go attack with bonuses to attack and damage. When the monster disappears the amulet should drop so you can recover it. RotRL is an AP where some sorts of enemies are common enough that this could be pretty effective.

I'd personally advise against Dazing Spell since my experience with the feat was that it was too powerful and disappointed the DM. I feel like a house rule to give the victims a new save each round to stop the dazed effect would make it better balanced (the save would take the full round so that you always lose at least 1 turn if you failed the initial save). If you don't care or think your DM likes PCs to "go for broke" then Dazing Spell could definitely be very strong in RotRL.


It can be easy to get carried away with cohorts, companions, familiars, and summoned monsters. I'd certainly endorse not using more than one summoning or calling power at a time as a general point of decorum. For Summoners and Druids I think it makes sense to allow a single Summon spell in addition to the eidolon or animal companion since this seems to be "expected" especially in the case of a Druid with spontaneous Summon spells. Even within that framework I usually try to summon stuff with a single attack. In a previous campaign I definitely noticed other players reacting much differently when my PC brought in a Dire Lion or Tiger which attacked 5 times as opposed to an Ankylosaurus or T-Rex which attacked once. The dinosaurs were generally tolerated while the cats caused people to roll their eyes, sigh, and engage in some mild ridicule.

It sounds like you went way too far. On the other hand, if people are making anti-paladin protest characters that seems like a pretty bad sign to me. It seems like it could be the sort of game where folks want to run around with their pants off going crazy* and flexing their 18th level powers to disrupt the game world and whatever story the DM wants to tell. That the DM felt the need to insert an NPC nanny into the game implies to me that he feared as much though perhaps didn’t understand how difficult 18th level PCs not bound by alignment constraints could be to control.

*Why bother to have pants in Pathfinder when there’s no magical item which goes in that slot and no penalty in the rules for failing to wear pants? Flaunting the fact you’re not wearing pants when you walk down the street or perhaps have an audience with the King could be amusing for some folks like, “Nobody can force me to conform to cultural norms!”


My Viking PC has a horned helmet for this purpose.


There are lots of other good suggestions on classes and archetypes already in the thread. Since you’re 11th level you could also easily multiclass though, and it might be worthwhile if the DM allows material from Unchained.

4 levels of Unchained Rogue on a Dex based combatant could be pretty nice. For the cost of -1 BAB you'd get Weapon Finesse, Evasion, Trapfinding, Dex mod to damage with one type of weapon, and the ability to give your enemy a -2 penalty to attacks or AC (-4 when dealing with you directly)

Using the variant multiclassing option for Rogue would be another option and would net you Evasion, Trapfinding, and +2d6 sneak attack (which could be a nice situational bonus even if you don’t want to rely on it)


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I didn't know Troll was on the SNA list.


I can see why somebody would pick Sense Motive. I’ve watched a lot of boxing and MMA, and you don’t have to be trained in medicine to see when somebody is hurt or ready to go down. Some fighters seem to have an especially good sense for when their opponent is hurt or ready to be taken out, and I doubt it is because they have lots of first aid training.

Guys sometimes react to blows which hurt them by acting as if they didn’t. Other times they act hurt when they aren’t. Sense Motive seems like it would cover watching an opponent’s movements and expressions to make conclusions about his internal state, and I think that seems very appropriate for figuring out how your opponent is feeling. Even if somebody isn’t trying to mislead you regarding how hurt they are a skill like Perception might be more appropriate than Heal for noticing that a guy’s legs are wobbly or he’s blinking, wincing, beginning to turn away, etc. I guess there’s a little overlap between Perception and Sense Motive when it comes to observing other people or creatures in general.

Obviously there's a big difference between a boxing match and a sword fight, but I don't think you'd need a skill check at all to notice stuff like, "You just chopped his leg off". I suppose Heal might be more useful for evaluating potentially progressive injuries like, "His femoral artery is cut. Just back away and let him bleed out." -vs- "That head wound might look deadly, but scalp injuries are known to look bad even if they're superficial. You'd better keep attacking."


As TOZ mentioned, stuff which physically weakens you is generally resisted with a Fort save rather than Will or Reflex.

Anyhow, the spell is pretty effective. Figure, 1d6+5 has an average result of 8. As enemy who fails the save would effectively get a -4 to hit and -4 to damage(-6 on damage if using a two-handed weapon or single natural attack). Even one who makes the save will end up at -2 and -2(-3), which is still a meaningful debuff.

At higher levels metamagic is also an option, and the average Empowered Ray of Enfeeblement would inflict a Str penalty of -12. That's a whopping -6 to hit if you fail the save and -3 even if you make it. That's similar to the debuff on attacks you'd get out of the 3rd level Ray of Exhaustion spell if the target FAILS their save. Of course Ray of Exhaustion also debuffs the target's defenses, but which spell is superior might depend on the foe at hand.


I think "No FAQ needed" might be a poor response here since different people would likely interpret it in different ways (caster level -vs- effective wizard level). I suppose that leaving it vague could be a way to let both methods work, but it also seems likely to create table variation and make players a little uncertain about whether Improved Familiar is right for their PCs.


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Oddly enough I’d say that several of the more troublesome items I’ve come across are all in one current campaign.

- Demon Skull: gave the Barbarian +10 Stealth and some other powers, but also made him fight babau demons in a nightmare to maintain control

- Daemon Skull: My Viking wore this as a helmet for a while. It disguised itself as a horned helm, but it also tempted him with Evil powers like the ability to use Fear once per day or exhale a swarm of flies to devour enemies. He only ever used the fly power once, but Fear synergized too well with his Terrifying Howl for him to ignore it completely. The “helm” also began forcing him to make Will saves to avoid killing NPCs who annoyed him or even turning on the party when they ended up fighting daemons. Luckily he was finally able to remove it recently.

- Magic Rod: That same party’s Bard is currently carrying a magic rod which transforms into any type of melee weapon the user desires. At first it seemed pretty cool since it is highly enchanted, holy, disruptive, and bane against undead and evil outsiders. Lately it hasn’t been quite as beneficial though since the item has been forcing her to make Will saves to avoid spending mythic power to destroy undead foes faster (surging to turn misses into hits, spending a point on Amazing Initiative to get into melee range or make an extra attack, etc). We’re on a quest to return the rod to the tomb of its rightful owner (some ancient servant of a Pharaoh), and by this point the Bard can hardly wait to be rid of it.

The Deck of Many Things is pretty infamous, but I’ve got kind of a “teaser” method to get folks hooked on it. A fortune teller with a name like “Madame Fortuna” shows up in town (usually at a festival or circus). She offers a PC the chance to draw 3 cards from her Deck. If the PC accepts only the “best” result applies, as picked by the PC. Later on in the campaign the fortune teller can show up again to offer more draws, but at that point the “best result only” rule won’t be in place. The fortune teller or other wagons in her caravan can offer similar games with lower stakes, and there’s usually a guy named Sergei who sells discounted magic jewelry which may or may not be cursed.


As Alex Mack suggested, if you're planning to dip Paladin for 3 levels you should probably go on ahead to 4th and take Oath of Vengeance. Get yourself a Silver Smite Bracelet and soon you'll be smiting every Evil foe in sight. Unless your DM avoids using Evil foes this is a great power since it boosts your attacks, AC, and damage. That damage boost could also help out some of your spells (say Force Punch - BAM!)

The particular combination you're trying seems like it might not fit together very well though. I wonder why you want to be a Psychic instead of maybe a Sorcerer who has spell casting based on Charisma, the stat which would maximize your benefit from those Paladin levels.


Ok, that's pretty much what I thought, but the "although it gains any other abilities of the creature it mimics" was vague enough it seemed worth asking in case anybody had heard of a different ruling.


I'm wondering what abilities an Imp Consular would or wouldn't gain when using Change Shape to assume the form of a Tiny or Small animal. The rules for Change Shape say that you gain "any other abilities of the creature it mimics", but I'm not 100% sure whether that means you get all of the creature's physical abilities or just whatever the spell equivalent power you're using would normally entitle you to. For the Imp Consular that's Beast Shape II and the list of abilities is: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

I'm guessing that the latter interpretation is what's intended, but the former would be pretty cool since it would let an Imp who turns into a skunk use Musk. This would make the roleplaying angle of turning my PC's skunk familiar into an Imp work a little better. If that won't pan out I can probably figure out a way for him to cast Drunkard's Breath (only not "breath" exactly). This doesn't need to be effective. I just figure that a skunk should be able to stink. This particular skunk just died and needs to come back from Hell better this time though ("Ah! Smell the brimstone! Mr. Stinkums has returned!")

Anyhow, here are the rules for Change Shape...

Change Shape (Su)
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Format: change shape (wolf, beast shape I); Location: SQ, and in Special Abilities for creatures with a unique listing.

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