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Duskblade's page

680 posts. No reviews. No lists. 1 wishlist.


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Kuru are a race of cannibals from the Shackles...

Check them out here.

Ya know, as soon as I read this I REALLY wanted to make an amazing Kuru villian, but sadly that race is not allowed :(

The Brawler (like Chuck Norris) channels the power of MANLINESS into their fists. MANLINESS is power. MANLINESS is greater than magic. To be honest, when the brawler hits something, you should just be grateful that your players are still alive to witness the aftermath. ;)

Hmmm, if I look at a lot of the 'solid' spells out there, I would say that Cosmic Ray and Icy Prison are both very powerful. I mean, think about it: Cosmic Ray can deal up to 20d6 of 'untyped' damage and the fortitude save doesn't even cut the damage in half (really powerful for a level 6 spell).

In addition, Icy Prison is basically like Chains of Light, so it can end encounters very easily.

Also, Planeshift is absolutely bonkers when you think about it. It requires a will save that ISN'T mind-affecting, and if you fail, u basically just die (send them to the negative or positive energy planes and I'm pretty sure they won't survive for longer then 10 minutes). Heck, even the plane of fire or water could do the trick.

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So, after reading some of these comments, I'm afraid I must agree: I now despise Herolab! As such, I will be sure to log it away with all the other things I despise, such as the calculator, car, cell phone, and easy-bake oven.



So after looking over the advanced class guide, I finally came up with a great archetype for the anti-paladin class....

The Unholy Assassin

While most antipaladin's crave the power and protection provided by their dark patrons, others choose to forgo such gifts in order to slay their enemies regardless of their allegiance.

Class Skills: An unholy assassin gains survival as a class skill.

Skill Ranks Per Level: 4 + Int Modifier

Studied Target (Ex)

At 1st level, an unholy assassin gains the slayer's studied target class feature. He uses her antipaladin level as his effective slayer level to determine the effects of studied target.

This ability replaces smite good.

Slayer Talent

At 3rd level and every 3 levels thereafter, an unholy assassin selects a slayer talent. Starting at 12th level, he can select an advanced slayer talent in place of a slayer talent. He uses his antipaladin level as his slayer level to determine what talents he can select.

This ability replaces aura of cowardice, cruelty, and plague bringer.

Marked for Death (Ex)

At 11th level, an unholy assassin gains the quarry class feature; this functions like the slayer ability of the same name.

This ability replaces aura of vengeance.

Doomed to Die (Ex)

At 17th level, an unholy assassin gains the improved quarry class feature; this functions like the slayer ability of the same name.

This ability replaces aura of depravity.

Vassal of Darkness (Ex)

At 20th level, an unholy assassin gains DR 10/good and becomes a master of murder. As a standard action, he can make a single attack against a studied target at his full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any slayer) for 24 hours.

Ya know, after looking at the abilities, I've recently come to the conclusion that the magus can't use deeds like 'precise strike' or 'evasive', and here's why...

The magus doesn't actually have Panache Points.

It says in the abilities that he can use his arcane pool points as panache points to activate the abilities, but nothing actually gives the magus panache points to begin with. Therefore, since his arcane pool can only be used to 'activate' these deeds (by spending them in place of panache points), deeds like evasive and precise strike won't work since they specifically require panache points to work.

Okay, it says this question was answered in the errata, but I can't seem to figure out where the 'errata page' is? Can anyone help?

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Lathiira wrote:
Duskblade, I'm glad I didn't try to grapple YOUR succubus, that would be...difficult?

Difficult...or do you mean 'fun'? ;)

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Ya know, all this talk about a succubus in a grapple really has me wanting to make a succubus barbarian with the following rage powers...

No Escape (cause, ya know, we dont' want them getting away)

Swift Foot (For those with a fetish)

Savage Dirty Trick (Because one can only imagine what kind of trick this would be)

Reckless Abandon (In case she wants to get wild)

Animal Fury (For those REALLY kinky moments, and its also a prerequisite for the next rage power)

Savage Jaw (Because if a succubus isn't grappling with her mouth, she isn't doing it right)

Smasher (Because ignoring an object's 'hardness' is a VERY powerful thing)

Knockdown (Because sometimes position is key, and being on top of a prone target is a VERY dominat--er...I mean advantageous position)

Groundbreaker (Or, as I like to call it: dropping it like its hot)

Come and Get Me (Because who doesn't like a 'tease that aims to please')

Auspicious Mark (Because a tattoo on the lower back is pretty much required)

Body Bludgeon (Because I imagine a succubus would be very skilled with this)

Breathtaker (For all those 'naughty' enemies who think they can resist)

[Disclaimer: Please keep in mind that the 'extra rage powers' feat will definitely be required]

Also, the succubus must have the 'savage barbarian' archetype. After all, we cannot underestimate the benefits of 'naked courage' now can we?

Ya know, for all the ladies out there, I'm surprised no one has come up with the inverse of this discussion...

Incubus in a grapple!

I have to say, I don't think you're giving the 'spelleater' archetype enough credit. After all, fast healing is pretty much another form of damage reduction, and unlike a normal bloodrager, you gain access to fast healing earlier and you get more of it (6 as opposed to 5 DR, not counting any DR bonuses). Furthermore, its very easy for the bloodrager to get DR from other sources (spell list included).

Furthermore, raging vitality and blood of life make you very difficult to kill since you 'auto stabilize' due to fast healing always being active (provided you have enough rounds of rage).

And finally, while the spell eating ability isn't THAT powerful, it can keep the bloodrager alive for a heck of a lot longer (think of it almost like lay on hands...but for a BARBARIAN).

Personally, I think a spelleater is infinitely more powerful/useful then the steelblood archetype. After all, the steelblood archetype ONLY really gives you a little extra armor (which is kinda counterproductive since you lose fast movement, but can move normally in heavy armor). Furthermore, blood deflection is kinda pointless since the bonus doesn't stack with a ring of protection. Overall, the steelblood archetype is kinda lackluster compared to spelleater, which can REALLY go a long way to keeping you alive.

Alrighty, so my question is this: does the 'increase damage reduction' rage power give everyone in the party (including the skald obviously) DR 1/- whenever the skald activates his raging song?

I mean, I assume this DR stacks with the skald's damage reduction, but I was curious to see if it would also give the party DR 1/- as well.

Hey James, I got a quick question for you: does the shaman 'life link' hex function in the same way that the oracle 'Life Link' revelation does? For a quick refresher, here is what they do (and the bolded section is how they are different)...

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature’s hit points are reduced to –5 or fewer, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Now, my basic assumption is that both abilities are meant to trigger when an ally takes 5 or more damage, but the wording for the shaman hex is a little bit fuzzy, as it almost seems to suggest that it only triggers when an ally is already at -5 hit points. As always, any clarifaction would be greatly appreciated. Thanks again :)

Does anyone else find it slightly disappointing that the spirit summoner archetype doesn't gain the benefit of 'spirit animal' or the 'manifestation' ability for the shaman spirit? I honestly would have LOVED to replace the Twin Eidolon ability for the final spirit manifestation, and the 'spirit animal' ability would have been perfect for the eidolon as well.

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I'm honestly starting to think that we just need to rename the pummeling style feat into 'FALCON PUNCH!'

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Well, after going over some of the new features in the ACG, I finally stumbled across a little feat known as Pummeling Style. For those not aware, this is what it does...

Pummeling Style-As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.

Now at first I was like "hey, that's cool: clustered shots for unarmed strikes". However, after crunching a few numbers, I have to admit that this feat really does have me a little concerned, particularly when it comes to the amount of damage it is capable of doing.

I recently started experimenting with the Sacred Fist warpriest archetype, and needless to say, when I was forced to figure out which combat style I needed to pick for my bonus feats, pummeling style was the first to come to mind. However, after testing out a couple of ideas (namely using things like Divine Power and Ki flurry to gain 2 additional attacks whenever I use Flurry of Blows), I discovered that my character was dishing out 9 attacks at level 20 (along with a boatload of damage as well).

When combined with Pummeling Style, the character was easily dishing out 300-400 damage in a SINGLE strike (which is almost enough to kill...well, just about ANYTHING with one single shot!). Furthermore, because the feat states that if ANY of my attack rolls are confirmed critical hits, then the damage for the ENTIRE ATTACK is also a critical hit as well.

So essentially, 300-400 damage suddenly becomes 600-800 damage...which pretty much one-shots anything in the game (for the time being, i'm assuming u can only use this feat with unarmed strikes, so a x2 crit range seems appropriate).

I guess what I'm basically asking is...doesn't this seem a little excessive? I mean, granted I love a powerful character and all, but when you are able to deal out this much kinda seems a little absurd.

Part of me is inclined to believe that this feat might get hit (or at least SHOULD get hit) with a nerf bat much like how Crane Style did, but I guess I wanted to see what other people thought first. As it stands, the fact that you are adding up damage from a +5 amulet of mighty fists, power attack (+12 for 20th level flurry), your strength modifier (which in my example was +8), and any of the other extra 1d6s from things like flaming and frost just seems a bit over the top, but if anyone feels otherwise, I'd sure like to know about it.

Now granted, in my example I'm assuming that every attack hits, but even if we allow for miss-chance and all, the numbers still strike me as a little on the ridiculous side (but again, if anyone feels differently, feel free to post). In my opinion, the feat would be more balanced if a critical hit only applied to a single damage roll (so basically if you rolled 30 damage on a crit and you already had 100 damage from previous attacks, the crit would only add 60 to the total...making it 160 damage...rather than doubling the entire amount to 260 damage).

But again, that's just me.

Well, after doing an in-depth analysis of all the new hybrid classes, I figure I might as well throw in my 2 cents...

Arcanist-I know a lot of people have stated that this class can make the sorcerer (and maybe even the wizard) obsolete, but to be honest, I just don't see it. Granted, some of the archetypes are very strong (Occultist for summoning monsters as a standard anyone?), but there are still a lot of neat tricks that a sorcerer can pull off (animal companion from Sylvan bloodline for example). I certainly wouldn't call this class overpowered yet, at least no more so than any other spellcaster. 7/10

Bloodrager-This thing is a beauty, but in some ways almost makes the barbarian obsolete (at least if you add the 'primalist' archetype). The sheer amount of extra versatility from this class is staggering, and as far as I'm concerned, taking the 'crossblooded' archetype is almost required (it just opens up SOOO many more options). It certainly is nice to finally have a spontaneous caster with a full BAB, so this particular class is a welcomed addition. 9/10

Hunter-At first I wasn't impressed with this class, but after trying out a couple of builds, I have to say that its actually pretty good. Granted, the spell list feels a little clunky at times, but the overall synergy with the animal companion is simply astounding. Archetypes like 'primal hunter companion' and 'divine hunter' are the icing on the cake, and the class actually has the potential to fill a lot of party roles (support, archery, healer, and melee combatant just to name a few). 8/10

Shaman-This class was a bit confusing at first, but once I started messing with it, I pretty much concluded that its kinda like a swiss army knife. Most of the hexes add versatility, and the spell list and wandering hexes are also solid options. I get the feeling that the class should mainly be used for support, healer, or melee combatant purposes, but I'm sure other options are also available. 8/10

Investigator-Versatility for the win, but I would have liked to see bombs (or at least an archetype that gave them). I can't really complain about the class, so its mostly just okay for me. 7/10

Slayer-I know a lot of people like this class, but honestly it just feels kinda mundane. I'm not saying its weak or anything, but most of the options just feel a little generic and stale (bonus feats for the win mostly). Its certainly a nice addition, but its just not for me. 7/10

Swashbuckler-I honestly have no idea why people hate on this class. Granted, its not a mobile monster, but I really do think there's a lot of enjoyment to be had. The 'inspired blade' archetype is REALLY strong as well, and the fact that one-handed weapon builds are getting some love is really refreshing in my opion. 9/10

Warpriest-I have to admit that this class REALLY didn't do it for me. Everytime I look at it I can't help but say "why would I ever play this over an inquisitor, oracle, or cleric. 4/10

Skald-This class really just feels like an archetye to me. I will admit that it does have some unique qualities, but the archetypes all feel very watered down, and it doesn't really different from your standard battle bard. 6/10

Brawler-Kinda neat, but kinda dull. I'm sort of one the fence with this one, but like the slayer, I don't really find it all that unique. Mutagenic Mauler and Wild Child are cool, but the class once again feels like an archetype. 6/10

In my experience, the Destined and Abyssal bloodline combination is by far the best with the Crossblooded archetype (especially if your base class is something like a tiefling who normally can't benefit from enlarge person).

Essentially the benefits of fated bloodrager (along with the fate's favored trait) pretty much offset any penalties from being crossblooded. In addition, both bloodlines have an excellent array of spells and bonus feats to choose from.

I would probably agree Aberrant is VERY strong (its immune to A LOT, but most importantly fatigue and exhaustion), but in this regard, it also makes tireless rage a little redundant and therefore useless.

In all honesty though, the Arcane bloodline isn't really that impressive to me. Its not bad by any stretch of the imagination, but aside from greater arcane bloodrage (which lets you benefit from haste upon raging), there's nothing that really stands out for me.

After all, the bloodrager can eventually cast spells upon himself automatically whenever he bloodrages, and haste is something you normally want to cast on the entire party anyway.

There is no DM approval needed to use this ability just like the oracle life link mystery. The wording is almost identical in every regard, the ability is named the same, and to me the intent is very clear. In fact, I'd also like to bring up something that Sean Reynolds said as well...

Link Here

Basically in a nutshell, here is what he says: if it walks like a duck and quacks like a duck, it probably is a duck. Its a good general rule to consider the intent of something and the context of what it does. For me, this is pretty clear cut. Are there a few 'minor differences' in the wording? Sure. But is the ability virtually the same? Yes (right down to the friggin name in fact). If a dev would like to confirm this I'd be grateful, but as it stands, the intent seems to imply that they both work exactly the same.

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I would still argue that both abilities are meant to work exactly the same. The way I read is like this...

If the bonded creature’s hit points are reduced to –5 or fewer (as in, if the bonded creature hit points are reduced by -5 damage or more) then this ability activates.

Its fuzzy English, I know, but that seems to be the intent in my opinion (especially since they are basing it off of the life link oracle revelation).

Also, keep in mind that -6 is 'fewer' then -5 (which is why I contend that the intent of this ability is to function exactly like the revelation).

Kalvit wrote:

I'll explain a few of the spirits. Life is not as good as has been advertised. Life Link only affects dying characters so they are stabilized at a distance with a bit of health to get them closer to zero. Channels require you to be heavily invested in Charisma to get any use, and that causes MAD issues that I thought we had brought up to the devs during the second round of playtesting. Spirit magic is fair, since it is a copy/paste of the Life Oracle's mystery spells.

Heavens Spirit has a solid list of spirit magic (due to copy/pasta of Heavens Oracle Mystery spells), but there's only one genuinely must have hex for it. That's Heaven's Leap by the way, and you would most likely have that either at 2nd level by mainlining that spirit or at the first chance for Wandering Hex.

Lore Spirit is the other MAD spirit, as the most notable hex requires all three mental stats to have positive values for optimum effect. That's just so you can add Sorc/Wiz spells to your Shaman spell list. The spirit magic list is lackluster due to the same reasons the Heavens list is so good. There is another decent hex that lets you use Wis instead of Int for your knowledge checks, but the others aren't that good.

Battle Spirit may be the second best spirit for a Shaman to mainline if they aren't going for a specific archetype. Spirit magic provides a lot of combat utility, which given previous statements isn't that surprising. There's a couple of decent hexes that work if you want to be a more melee Shaman, as well as some debuffs to throw. And the spirit abilities aren't too shabby either.

Well, for starters, there is actually some debate regarding what the 'life link' hex for the shaman actually does.

For more information, click HERE

Now, my own interpretation is that it is suppose to function exactly like the oracle 'life link' revelation (I mean,'s almost exactly the same word for word).

Also, as far as MAD issues, I really don't see it. After all, investing in both Wisdom and Charisma really isn't that hard (and again, keep in mind that I'm not encouraging players to use a shaman as a battle oracle, but more like a supporter/skill monkey). My current Shaman is basically a healing and casting machine, using a few offensive spells and focusing mostly in wisdom, charisma, dex, and a little bit of con.

Having a few hexes like slumber, or using the new stricken heart spell, u really can provide a lot of useful skills in combat, while still maintaining a lot of versatility outside of it.

Now then, as for the Heaven's spirit, I think it all comes down to a matter of tastes. Phantasmagoric Display and Stardust are kind of lackluster in my opinion, and Void Adaptation is alright, but easily supplemented with spells. The capstone is good, but I think the spell list is kinda lacking.

I am currently experimenting with a Speaker of the Past Shaman, and I have to admit, it really is satisfying. I think the thing you have to understand is that while it is tempting to make most divine casters into some sort of battle cleric, the shaman (in my opinion) is a little different.

For starters, when it comes to hexes, I wouldn't play a shaman in the same way I would a witch. For example, where a witch can excel at de-buffing and such, I believe a shaman excels at versatility and support. Hexes such as tongues, disguise, flight, feral speech, and healing really make the shaman a great out of combat skill monkey (the spell list can also help with this as well).

In addition, having access to revelations from both the ancestor and time mysteries is EXTREMELY useful. Things such as Time hope, Phantom Touch, Rewind Time, and even Spirit Shield all just add a lot of fun goodies to what the Shaman can do.

Now yes, I imagine u CAN play a battle cleric if you really wanted to, but for me, I find that a support Shaman (or healer) is probably the way to go. Their spell list is kinda limiting in some regards (at least when compared to the oracle or cleric), but if u mostly focus healing/buffing the party you should be pretty good.

I personally enjoy the life spirit the most, which gives me access to the life link hex (which is very useful for keeping party members alive). Plus, the spell list is pretty good for the most part, and the abilities u gain are are very useful (channel energy as a swift action for the win).

Ironic really. In my experience, the things that typically bog down combat are combat maneuvers, as it is normally just better to hit something rather than trip, bull rush, or grapple it. On the other hand, animal companions should not slow down combat in the slightest (at least in the hands of experienced players). In addition, there are of new feats in the advance class guide (evolved companion and spirit's gift anyone) that can really power up ur animal companion to make it a much more effective partner.

I know a lot of people are gushing over the daring champion cavalier, but honestly I'm still amazed by the 'inspired blade' swashbuckler. I mean, good lord...13-20 crit range (granted, it only occurs at level 20...but dear lord...NOTHING in the game can do that!)

I'm also a big fan of the mutagenic mauler and wild child archetypes (which stack by the way) for the brawler archetype.

I mean, think about it: giving up a few bonus feats for an ANIMAL COMPANION...the ability to use skirmisher tricks (that can be swapped out no less)...and also gives more tricks to ur animal companion.

In addition, the mutagenic mauler trades out martial flexibility and a small AC bonus for a VERY powerful mutagen and a several useful discovery options.

I mean, sweet mercy that's strong.

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Does the game need polishing? Sure. Are some of the older classes showing their age? Yes. Can the rules be simplified? Absolutely.

While I will contend that the game is flawed in some small aspects, I do believe that the overall quality is still very good. I know a lot of people would like to do away with alignment restrictions, and I personally would like to see that as well. Also, I think many of us can agree that some of the monsters in the bestiary kinda need a power boost to keep up with the growing power creep.

That being said, the system is still very solid. Oh sure, we could probably do away with a few of the useless class skills ( we really need profession, perform, or knowledge nobility), and also clean up a few of the more 'difficult to define' spells, but aside from a few tweaks, do we really need an overhaul yet?

I don't really think so.

Now granted, when Pathfinder 2.0 does come out, I will happily start buying the books. Honestly though, I'm kinda hoping Pathfinder Unchained starts polishing up a few of the problems.

Either way, I have confidence in the staff at Paizo, and I hope they continue to give us even more of this wonderful game we love.

Pretty much what the title says: if a swashbuckler uses a weapon that can be used as a throwing weapon (lets say, a trident), does the swashbuckler weapon training bonus still apply? Currently the bonus states that they get +1 to hit and damage for all one-handed or light piercing melee weapons, but I wasn't sure if these bonuses applied to the weapon if it was thrown (which is a ranged attack, obviously...but the swashbuckler is still using a melee weapon so...yeah...not really sure).

I know it doesn't eliminate the two-weapon fighting penalties, but I wasn't sure if the benefit only applied to the 'normal' amount of iterative attacks or not.

For example...

+20/+15/+10/+5 would change with precision to +20/+20/+15/+10

However, if we add two-weapon fighting into the mix, what happens then?

Do the off-hand attacks benefit from precision, or does precision not effect them?

Or in other words...

+18/+18/+13/+8 for main-hand with precision:

A) +18/+18/+13 for off-hand (if precision applies)

B) +18/+15/+10 for off-hand (if precision does not apply)

Which is it?

Again, sorry for being hard-headed, but I'm basically asking to see if hero lab needs to make this change or not, as the benefits from precision currently apply to off-hand attack when two-weapon fighting.

I'd actually like to know the answer to this if possible, so if anyone has any further thoughts please feel free to share.

Ever since the anti-paladin class came out, I have always wanted to create a character that pretty much used the powers of evil in order to crush other forms of evil. Think of it as a radical paladin who dabbles in the 'forbidden arts', believing that the best way to combat evil is to use evil against itself. The paladin in question willingly puts their soul on the line in the hopes that obtaining greater power through patrons like demon lords will help them to quell other forms of wickedness in the world. They are keenly attuned to the dark desires that lie within every creature's heart, and as such, they are exceptionally gifted in understanding how to thwart the plots and plans of tyrants, murders, and cut-throats alike. They disdain the methods of 'goodly' warriors (like paladins), believing that their methods are far too conservative to make any real progress against the forces of darkness.

Such anti-paladins have no reservations about lying, torturing, or betraying other creature's in order to get the job done. Where a normal paladin might scoff at the notion of breaking their word or harming a captured prisoner, the anti-paladin understands the necessity of doing 'small evils' in order to obtain a greater good. After all, what good does it do to keep your honor if evil is allowed to thrive because of it?

Because of this mentality, such anti-paladins are far more difficult to predict and manipulate, which is seen as a common 'weakness' among most other 'good-aligned' creatures. Patrons of these 'radical paladins' often view their servants as amusing, misguided, but useful tools, and often employ them to thwart the plans of other rival deities. In some cases, such deities can even call upon these anti-paladins to test the worth of their own followers, or use the anti-paladin as their personal enforcer to punish those who have displeased them.

[Side note: Yes, I realize that this is starting to sound like an introduction to a new archetype, but to be honest, I really do hope that paizo eventually starts releasing 'expansions' for some of the more underused classes like the anti-paladin]

Anyway, this was just one idea I had for giving the anti-paladin a little more flare, but I was also curious to see if anyone else had any other cool ideas for expanding upon the class as well. Basically what I'm looking for are creative ideas that support the 'cool' kind of evil rather than the 'eat babies and kick puppies' kind of evil. After all, if a hero fails, then perhaps it is time to call upon a villain.

Okay, while I realize this might be a question for a developer (or at the very least a GM), I figured I'd go ahead and ask it anyway...

For a standard dhampir, the 'dayborn' alternate racial trait gives up the dhampir's spell-like ability in order to eliminate their dhampir weakness (which is, in this case, light sensitivity). However, when selecting one of the 'alternate racial heritages', a dhampir gains a different spell-like ability and weakness that is not specifically mentioned in the dayborn alternate racial trait (in other words, you no longer have detect undead or light sensitivity).

However, my question is this: would it still be permissible to select the 'dayborn' alternate racial trait for the dhampir in order to give up the new spell-like ability and dhampir weaknesses gained from the new heritage?

For example, in the case of Svertocher dhampirs, could I select the dayborn alternate racial trait to give up 'obscuring mist' in order to eliminate 'weakness to positive energy'?

As always, any and all help is appreciated. Thanks.

So here's an interesting question: for those of you who are not aware, there was new spell released in the Inner Sea Gods called "Spawn Calling" (or Call the Godspawn). Here is what it does...

Having attained the highest and most profane form of magical achievement in your god's service, you are able to call forth his most dreaded creations: the godspawn.

Casting this spell requires a week-long ritual involving the sacrifice of one or more sentient humanoid creatures that between them possess a total of at least 15 Hit Dice. You may not eat, sleep, or cast any other spells for the duration of this ritual. After the third day of the ritual, you must succeed at a Constitution check on each remaining day of the ritual (DC 10 + 1 for each previous check) or take 1d6 points of nonlethal damage from hunger. At the end of the ritual, you gain the exhausted condition from lack of sleep.

Upon completion of the ritual, the ground rumbles in a 100-foot radius centered on you. This effect lasts for 1 round. Any creature on the ground in this area that attempts to cast a spell during this round must succeed at a concentration check (DC 20 + spell level) or lose the spell. Any creature on the ground in the area that attempts to attack or move during this round must succeed at a DC 15 Reflex save at the beginning of its turn or fall prone.

At the beginning of your next turn, a massive fissure full of dark fire and shrieking cries appears at a point you designate within the spell's range, and a godspawn emerges.

This creature takes the form of a thunder behemoth with the advanced and entropic simple templates. Unlike with summon monster or similar spells, the caster has no control whatsoever over the called creature. The spawn immediately heads in a random direction or toward an obvious target such as a population center, destroying anything in its path, yourself and your allies included.

Any creature may attempt to control the called godspawn via spells like dominate monster or binding.

However, if such an attempt fails, it draws the godspawn's attention, and the monster immediately tries to destroy the creature that attempted to control it. Because the godspawn are all magical beasts native to the Material Plane, spells such as banishment or dismissal have no effect on the called spawn.

Okay, the part in bold is what I wanna draw your attention to, because under normal circumstances, Behemoths are actually immune to mind-effecting effects. However, this spell seems to suggest that 'mind controlling' the one you summon with this spell IS possible.

I guess my question is...does this mean that this particular behemoth is not immune to mind-effecting (or does it just apply to dominate monster). Furthermore, the mythic version of this spell seems to suggest that you could also use dominate monster to control a friggin Tarasque (and again I I reading this right?)

The very first sentence of the ability indicates the 'passive' effect (in that it bypasses all armor). The rest of the abilities are 'active' effects that require legendary power/mythic power to activate.

Or am I just reading it wrong?

Pretty much what the title says: for the Legendary Item ability 'Unstoppable Strike', it states that the weapon bypasses all armor, so my question is this...

Does this include natural armor, shield bonuses, and armor bonuses granted from any source (such as bracers of armor)?

Here's a Link if anyone needs references.

I was just curious if there were any guides/advice that helped with constructing golems. I've been looking around so far, and the only thing I've been able to find is this...


What I am hoping to find is a more in-depth analysis that explains which golem is the most efficient to build, along with the best sort of upgrades a caster can give them. For example...

Is giving a golem the Shield Guardian Template really worth the cost?

(From what I can tell, it basically adds 25 days to the construction and 45,000 gp to the cost, and increases the craft check to construct the golem by 4 and the caster level needed to make it by 2...along with needing the 'discern location' spell and either 'shield' or 'shield other' spells as well)

In addition, the processes of adding hit die, increasing the golem's size, or giving it the 'advanced template' also raises questions on efficiency as well...

1) Adding additional hit die = costs an extra 5,000 gp per hit die (which also adds 5 extra days to the construction time)

2) Increasing golem size = costs an extra 50,000 gp (which also adds 50 extra days to the construction time)

3) Adding the advanced template = costs an extra 15,000 gp (which adds 15 days to the construction time)

From what I can tell, the advanced template probably isn't worth the cost since golems are typicall not intelligent and gain no benefit from an increased CON score either. However, the additional hit die and increased size CAN be worth since golems don't exactly get a lot of hp, and the increase in size can dramatically increase their strength and damage output.

In addition, the shield guardian template also seems worth it considering how it gives a golem fast healing 5, and also makes the golem easier to control (and more versatile with things like 'shield other' and 'spell storing')

As for deciding which type of golem to construct though...I honestly can't say which is the best (at least in terms of cost efficiency). I will admit that the Stone Golem does seem like a pretty solid choice (pun intended), but as I said before, I'm curious if anyone else has any thoughts on the matter.

I would personally like to see a Malebranche make an appearance. They've already been described in several books as 'evolved' versions of horned devils with near God-like power, but I would love to see what one actually looks like and what it can actually do.

I know that a monk gains Damage Reduction and is treated as an outside for the purpose of spells and magical effects, but I was curious if the Perfect Self ability gave him anymore additional benefits. For example, does the monk still age, sleep, and eat? Any help would be greatly appreciated :)

Elbedor wrote:
So you can damage Incorporeal with it?

Not sure why that's relevant. After all, if you hit an incoporal with a flaming, frost, or shocking weapon, the elmental damage will still apply. I'm not suggesting that ALL the weapon damage becomes force damage. I'm just saying that my group considers the 2d6 to the enemy and 1d6 to the wielder as the only source of force damage.

Meh, my group and I always believed that the Viscious property was dealing FORCE damage (which can't be resisted by any form of DR). I realize that there is nothing in the description to support this, but basically 'untyped' damage and 'force damage' are technically the same thing (at least in terms of resisting the damage since nothing in Pathfinder has Resistance/Immunity to Force damage).

Okay, so let me see if I'm understanding this correctly: the duration of the suffocate spell specifically states '3 rounds' and NOT instanteous + 3 rounds, and the saves are always made on the caster's turn. So it goes like this...

Round 1
Caster casts Suffocate
Target makes the save = target staggered on there next turn
Target fails the save = goes unconscious

Round 2
On the caster's turn, the target makes their 2nd fortitude save
Target makes the save = target is staggered on their next turn/target remains unconscious (if they failed the previous save)
Target fails the save = target drops to -1 hit points and starts dying

Round 3
On the caster's turn, the target makes their 3rd fortitude save
Target makes the save = target is staggered on their next turn/target remains unconcious (if they failed only one of the previous saves)/target continues dying (if it failed BOTH the previous saves)
Target fails the save = target dies

So in a nutshell, what some people seem to be suggesting is that this spell, AT THE VERY LEAST, guarentees 3 rounds of the staggered condition against its target (assuming that the target makes all 3 fortitude saves), or ends up knocking the target unconscious and/or killing them if they fail their saves.

I won't lie, that kinda seems a bit overpowered for a 5th level spell.

I'd love to have the Director's Cut if possible:


Well see that's the thing: my character is basically using a Talisman of Soul-eating to collect souls for a very dear 'friend' of mine (a horned devil no less), and we recently ended up fighting a horde of Proteans (This is actually from the Legacy of Fire campaign).

Anyway, once we killed the leader of the Proteans (the 'chick' named Lahapraset), I decided to use my talisman to take her soul.

But of course, the question obviously came up: can you take the soul of a dead outsider? Again, because an outsider's body and soul are 'one', then it kinda made my group scratch their heads in confusion. We decided to let it slide for now, and thus far I haven't found anything to say that you "can't" use the talisman (or the Create Soul Gem spell) on outsiders (as the requirement only seems to be that the target is a 'sentient creatures' who possess a obviously no constructs or 'mindless' undead unless said creatures specifically say that they do in fact have souls).

Anyone else have any other thoughts.

I guess the real question is: what kind of creatures actually have souls (and if said creature does have a soul, is it actually possible to steal it with a Talisman of soul-eating or a Create Soul Gem spell)?

This is a little tricky since an outsider's soul is not 'separate' from its body, but if you are using spells like 'Create Soul Gem' or the 'Talisman of Soul-Eating', are such abilities even possible against outsiders? (such as devils, demons, genies, etc)

Here are a few references for those who need them:

Talisman of Soul-Eating

Create Soul Gem

The Soul Trade

The text obviously implies that you can create soul gems out of the souls of mortals, but I wasn't sure if the same could be said for the soul of an outsider. Any thoughts?

I guess my original question still stands: does immunity to crits negate vorpal, or does the ability to negate a crit negate vorpal? (or do both of them do/don't)

In addition: does greater resolve negate vorpal?

Okay, I've been looking around the forums and I haven't found a good answer yet, so I was hoping you guys could help me out...

Pathfinder SRD wrote:
Vorpal- Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll.

Now, the question I have is rather obvious: does negating the crit negate the vorpal effect? For instance, would the Greater Resolve ability from the Samurai class negate it...

Pathfinder SRD wrote:
Greater Resolve- At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Also, do other abilities like heavy fortification, jingasa of fortunate soldier, or immunity to crits also negate vorpal as well? As always, any help is always appreciated. Thanks again.

Okay, here's the scenario: my buddies and I are eventually planning to play Serpent's Skull together, and we all want to play evil worshipers of Lamashtu. Our plans include befriending our allies and capturing our enemies (some of them at least), and basically using magic, torture, drugs, and other tactics to break their minds and make them slaves to use as breeding stock for monsters (we also plan to capture animals as well, and as a side option, we can also cook them for food and buffs too...cook people hex for the win, lol).

Now, each of our characters have a role to play, and because I am a witch (a scarred witch doctor half-orc no less), my job is to act as the enchanter/mind breaker/'diplomat'.

However, after getting my spells together and figuring out my build, I still can't decide if the 'Charm Hex' is worth it. My main problem is the 'duration' of course, because I'm not sure how useful it is outside of combat (or in combat for that matter). I realize that I can cackle for HOURS to keep someone under my 'control' but I don't really think that's the most effective thing to do.

Anyway, I was hoping you guys could help me out with this, cause to be honest...I'm not really sure if the charm hex is worth it. I mean, it would be nice if the target of the hex STAYED helpful after the duration ended, but aside from that, this hex only seems good to ask an npc for a VERY brief favor before the hex ends.

I mean, I guess I could politely 'ask' an npc to voluntarily 'fail a save' and simply use another 'charm spell' on them, but even then, I'm not exactly sure if such a request is possible. Thoughts?

Like, for things like abominate or eternal sleep, or other such abilities: can a witch simply dismiss their effects if she so chooses?

Jim Groves wrote:

After sleeping on it, I wanted to add one quick thing.

The word "trait" is one of those crazy sound alike words that confounds the rule system sometimes. After consideration, the OP is referring to an optional race ability. One in which you trade for drow immunities. I was starting to make the point about traits being a half-a-feat, and while there is some validity to that.. the same level of parity does not exist with a racial ability.

I wanted to call that out before someone else does and uses it as a means to try to dismiss my point out-of-hand. I think my logic holds notwithstanding.

When it comes right down to it, I believe the seducer alternate racial ability is a fair trade for drow immunities. It may not be the best suited for all drow characters, but that's why it is optional.

Let's talk about why I made that trade-off. Thematically, by exploiting the desires of others, you open yourself up to the same kind of temptation. The struggle then becomes for you to always maintain control while bending and breaking the will of others. Also, mechanically, offensive bonuses are usually considered more valuable than defensive ones. This combined with the ability to stack with the Spell Focus feats, I still maintain this is fine the way it is.

I think I have said all I could! Thank you! Good luck with and to the Design Team!

And this is why I love these forums :) Thanks again for the input. And while I understand and respect your reasoning, I must admit that I still wouldn't be opposed to the idea of changing the 'seducer' trait to key off Charisma rather than Wisdom. After all, drow oracles, cavaliers, and ninjas would certainly enjoy reaping these rewards (which reminds me...there REALLY needs to be a cavalier archetype that lets a drow ride a friggin spider).

12 people marked this as FAQ candidate.

So, while looking over a few of the alternate drow racial traits, I discovered that the 'Seducer' trait ability is keyed off of wisdom to use the 'Charm Person' spell for some reason (my initial thought was that it keyed off Charisma). For anyone not familiar with the trait, here is what it does...

Seducer- Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities.

So, my question is this: was the 'seducer' ability meant to be keyed off of Charisma rather than Wisdom? I mean, that would seem to make the most sense, and I kinda hoping we can FAQ this if possible.

This issue has been coming up a lot in our sessions, so I was hoping to try and get a few clarifications:

1) Does a PC or NPC 'remember' the events that take place when they are charmed/dominated (we are basically curious to see if PCs or NPCs 'know' what they did while they were charmed/dominated, or if they simply have a very big memory gap)?

2) Does a PC or NPC 'know' that they are charmed/dominated (basically do they ever recognize that they are under the spell during the duration or after the effects of the spell wear off)?

Thanks again for all the help :)

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