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This is hilarious! Sonic the Hedgehog spin dash attacks.
...And thats why I take James Jacobs opinion on rules with a grain of salt. If this were true, than my Oread monk with Oread Earth Glider would have to strip naked and leave his weapon behind (Zen Archer) just to use his feats.
A shrunken party dungeon.
All the threats are normal stuff, just big. They could be fighting a regular house cat, but depending on how small they are you could use stats for a big cat, dire tiger, or something else (like owl-bear; just to mix it up). Judicious use of the giant template. The final challenge could be a "normal commoner" speced as a giant or titan.
My bad... I did indeed mean Magic Vestment. The problem I'm having is I have a character who can make temporary masterwork armor, but can't enchant it and has no spell casting. As a last resort, I could stock up on scrolls of the aforementioned spell, but I'd prefer something ... else. I was thinking something akin to armor crystals from 3.5 but with an enhancement bonus. I just wondered if they already existed.
Thread Necromancy! I am curious if anything was ever found for this question. I have a character who would like to combine Ascetic Style and Vicious Stomp; being able to put a fauchard in the monk weapon group would be quite pleasing. Anything (abilities, feats, etc...) added since 2013 that might facilitate this?
Chess Pwn wrote:
If weapon master's handbook becomes PFS legal you can pick up the trait, Aldori Caution combat-trait, which increases your fighting defensively AC bonus by 1. Giving you the full 5 with crane style.
I LOVE YOU! You are a brilliant individual and a pinnacle of your species! This trait was exactly what I was looking for. With Crane Riposte, 3 ranks in acrobatics, and this beautiful trait it will be -1 attack for +5 AC or +10/- DR. Now I don't have to wield the stupid rod or take combat expertise. You (v)rock!
How would one go about maximizing the potential for the stalwart & Improved stalwart feats? I have a character coming up who is looking to be one hell of a tank, and I'd like to get the most bang for my buck.
Is it better to use combat expertise or fight defensively (or both)?
How can we mitigate the penalties (particularly because I would like to use power attack as well)?
I'm already aware of some options, including: Aldori swordlord (archetype), Crane style tree (feats), Cautious fighter (feat), Threatening defender (trait), Rod of balance (magic item), Madu (mundane weapon). Is there anything else?
For those interested in the character, I will be messing with a bunch of Dreamscarred press stuff, playing a Half-Giant Aegis (War Hulk) // Warder (Sworn Protector, Zweihander Sentinel). Thanks in advance!
Found something interesting...
OG_slinger @ gamerswithjobs.com wrote:
Other than that, there's always The Command Stick..
What if he used to be a level 20 wizard that yolo mages disjunctioned an artifact and lost all his spellcasting.
CWheezy has the right idea. He could have even used a scroll of it.
Mages Disjunction wrote:
Ultimate Equipment Pg. 49 wrote:
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Is the additional 2,000 GP cost for cold iron reduced by half when crafting it yourself?
I second all the hubbub about inquisitor, but with that said, does your gaming group allow or have you read into dreamscarred press' psionics?
The Marksman can make an insane archery build in gestalt, especially with zen archer, and there is surprisingly little overlap.
Full Bab, Wisdom synergy, and the option of The Shroud archetype can make you even more of a tactical espionage beast.
Just a thought.
Do you have a reference for that? Not saying you're wrong, but most interpretations I've seen went the other way.
Core Rulebook, Pg. 12 under heading "Multipling" wrote:
When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.
Bold is mine. The rule only ever specifies what to do with multipliers on rolls, making an an acceptation altering normal math for the game balance. If a roll is not involved, normal math takes precedence.
I've followed the advice in the FAQ and I can't seem to find a way into my sidecart to make adjustments. What am I missing?
If at all possible, I need someone to remove all of the Star Wars miniatures from my sidecart, as I no longer have a need for them. I would still like to purchase the bank, medallion, and Pale Tower guard miniature, however. Thanks in advance.
What happens if you combine these? The obvious answer would be that if you double something twice, in 3e/3.5e/PF, you triple it, so you can make 3,000gp per day. The one counterargument I could see is that one of these is halving the time taken to produce 1000gp, not doubling the value per day, and the other is doubling the value per day, which would let you make 4k per day.
The rules on multiplying being added percentages (x2 = +100%) only applies to numbers and variables involved in die rolls. For static game numbers, such as carrying capacity, overland movement, and hours spent crafting, normal multiplication applies.
There is one part of the monster advancement section you are forgetting. "These values are not absolute." When the developers and editors look over the final product for those creatures, they skewed them for their intended role. That does not mean that the other numbers do not fall within the charts capabilities.
The spriggan and animal companions stat modifications for size follow monster advancement, with the stated variation, and most certainly do not follow the polymorph size chart.
The big eye opener for me: All my characters need to be self sufficient. If they have to rely on a party member for something, it's not an option for very long.
As a fighter, I will let the caster "fly" me once or twice, but if it becomes apparent that it will continue, I will spend an enormous chunk of change so I can fly by myself.
If I'm the caster I will still, somehow, find a way to have the highest AC in the party, cause I don't trust the front-lines to always be there.
And I think teamwork feats are a waste of a slot unless I'm playing both characters.
I love the idea of rogues, but I will not play one on the assumption of flanking being how I get sneak attack.
..I, Apparently, have trust issues... ('_')
Nothing in game that I can think of uses the first table, except during Monster Creation.
The spriggan is the only monster I can find with an (SU) size altering ability and its stat boosts are in line with the monster advancement table. Likewise, EVERY animal companion uses that table to determine their bonuses upon size increase. In fact, I've only ever seen the Polymorph size table used for spell and spell-like effects. Maybe the editors use the ability type as a rule of thumb for which table to use; polymorph for (SP) & spells and Monster Advancement for (SU) & (EX).
Just a thought.
The Spriggan is from Tome of Horrors Complete, a third party supplement. As denoted by the big "This product was created by a 3rd party publisher" tag on the top right of the page.
..and has a similar stat block in Bestiary 2, pg. 257.
Edit* altered previous link to more appropriate one.
I don't know if this helps or hurts the argument, but the Spriggan has a non-polymorph supernatural size alteration that has bonuses that vaguely resemble the stat changes from the monster advancements table, not the polymorph table.
Bradley Mickle wrote:
Damage isn't done until they roll a save. If they succeed at a will save, they take half damage. It's like a fireball, make a reflex save. If you succeed, you take half damage. Channel Energy is similar except that its a will save.
Then you see my problem. As written, mythic improved channel doesn't cause anyone to roll twice until AFTER they're damaged.
Improved Channel (Mythic), pg.66 wrote:
(1) It looks as though once its created, it's set. Your GM may be nice, however, and let you gain another 20-foot cube's worth of customization when your tier raises.
(2) "Conjuring the door automatically dismisses any other active door." Before you create another door, the first one would dismiss instantly, shunting out all creatures (save familiar) inside.
(3) As the object becomes a construct creature, I would say yes.
(4) Yes, Sanctum doesn't remove the food clause, Bon Appétit!. As for the amount, my guess is 32 people per tier (20' cube per tier is 33% more than 6 10' cubes per 2 levels, ergo, 12 people x 2 levels per tier x 33% increase = 32 people. Sanctum does not change the description of the unseen servants, so they are most likely visible.
(5) Unseen servants would most likely be able to repair any object created by the mansion, given time. However, if you furnished your Sanctum with elaborate mechanical apparatuses or expensive crystal everything, I might require outside help.
(6) As the rules would allow you to 'furnish' your Sanctum with a solid gold couch, I'm inclined to believe mundane traps would be fine.
(Bonus from Ultimate2099) Yes. It is not location based. It's your own hermit crab pocket dimension.
Also, though it's not in the rules, I would allow a character to cast a Mage's Magnificent Mansion spell on the sanctum to rearrange it's floor plan and fix any broken furniture (Imagine how bummed a player might feel if he accidentally left the oven on or something and burned his Mythic Sanctum to a crisp and the GM just said, "Too bad. Enjoy the desolate rathole you wasted a mythic path ability on." I would also let a player use a spell such as Dimensional Anchor, Dimensional Lock or Binding during the creation of a construct to bind it to the Sanctum, but it would have to remain inside.
Quick list of what I could find:
Damned; story feat - completion grants a +2 to stat of choice and a +2 to caster level checks.
All-seeing eye, wondrous item - +1 to dispel vs. divination.
Deep Magic, Duergar alternate racial trait - +2 to overcome spell resistance and on dispel checks.
Strength of the Land, Dwarven (magic) trait - +1 trait bonus on caster level checks while touching the ground.
Unusual Heritage, Changeling teamwork feat - +2 to concentration checks and dispel checks within 30ft of 2 other changelings; +4 if one of them also has this feat.
Innocent Blood; story feat - +1 unnamed bonus on caster level checks for 1 min after you kill an intelligent creature.
Mage of the Wild; Elf feat - +2 to caster level checks in chosen terrain.
Scepter of Heaven; magic rod - +2 sacred bonus on caster level checks to dispel magic against evil descriptor or effects by evil outsiders. must be good to use.
Otherworldly Kimono; wondrous item - +4 on caster level checks, +6 if someone is trapped inside it. Best option
Pipes of Dissolution; wondrous item - +2 on caster level checks in 30ft while played.