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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.
Look into pummeling style. There is currently debate on it's rules as intended, but as written it works with all weapons and balls all their attacks into one shot. Clear with your DM how it will work with your critical fumbles rule. I have a zen archer that, after applying pummeling style, lets him deal 36d6+324 (when all attacks hit and at least one crits successfully; he crits approx. 46.8559% of the time) with a longbow.
Do the people who advocate an "only punches work" side of the argument also require only hand attacks when using the following feats: Crusader's Fist, Dispelling Fist, Elemental Fist, Gorgon's Fist, Nightmare Fist, One Finger, Stunning Fist, Unblinking Flame Fist?
What about feet attacks and Punishing Kick or Vicious Stomp?
The way I believe the critical pummeling style full attack would work is each attack crits for itself then adds together. Lets say we are doing the kukri / heavy pick combo:
Total for 2 attacks, one with each weapon is 4d6+4x(bonuses)+2d4+2x(offhandbonuses)
This feat does seem a little powerful, but I selfishly hope it stays with flurry-able weapons because I have a zen archer who would love this.
I really like that I can finally make One-Punch Man, though!
have the PCs already cleared out the Old Light?
If so did they destroy the sinspawn-pool-thingy? *Edit* Runeforge was the word!
Maybe Nualia decides to make one last kamikaze run at Sandpoint with some sinspawn from the caverns in tow? Some patron of the hagfish alerts the authorities (the PCs) that something is going on down the beach near the old light. PCs arrive to find the remainder of Nualia's entourage plus some sinspawn/mutated goblin fodder.
For extra epic points have the combat be on the beach at night.
Extra style points are awarded for increasing the size and scope of the battle on both sides, higher CR baddies and reinforcements for goodies (like Sherif Hemlock, Shelalu, and Ameiko).
Last I remember, Pathfinders iconic wizard, Ezren, was an atheist. His philosophy (if I remember correctly) was that if gods can be born, can be killed, and any mortal could become one, what's so special?
Just because this player doesn't believe Pelor is a god doesn't mean Pelor does not exist. It sounds more like he is either anti-theist or anti-religious; he doesn't believe (or trust) in god or religions, respectively. You should clear up whether this character is atheist, anti-theist, or merely anti-religious by informing him of how those concepts would interact with the populous. Have him describe his philosophy and reasoning, which should help you determine how future events may unfold (and whether he's just trying to dick you around).
114 Witty Paladin Sayings
1. And now, judgement!
Core Rules wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity.
As both of you gain the grappled condition after the successful grab, I'd rule that you would stop moving if you wanted to maintain the grapple.
If a vampire has successfully pinned a creature, does he deal negative levels in addition to constitution damage on subsequent successful grapple checks so long as he is choosing the 'deal damage' option and using a natural weapon?
Does he have to make an attack roll with a natural weapon to deal negative levels or is dealing natural attack damage enough?
Creatures w/ hands (can use conductive weapons)-
Creatures w/out hands (can only us conductive amulet)-
This list only contains Bestiaries I,II, & III. will add more later.
These are all supernatural abilities; I didn't look at spell-like. A couple of these monsters have abilities that already trigger once per round through a weapon (lamia matriarch and toshigami from memory) which a conductive weapon would allow them to use a second time.
The weird one on this list is the pale stranger, as his pistols area supernatural ability that requires a ranged touch attack. You could give him a conductive rifle and his pistols will still shot them :)
Sorry to point out, but conductive won't work with a vampire's energy drain or the Talons of Leng because neither are touch attacks. Both effects occur when using a natural weapon (specifically the claws in the case of the talons) and are not independent from those attacks.
If a monk with the crane style feat tree decided on her turn to fight defensively while making a maneuver attempt for which she didn't have the improved feat, would she still benefit from fighting defensively / the crane style feats for the attack of opportunity even though she hasn't made an attack yet?
From what I've always seen, applying templates is a step by step process starting with a base race, then inherited templates, then finally acquired templates.
In this instance, you would select all decisions for the base race first, losing your Darkvision 120, then gain the template granting you darkvision 60.
Animal Archive, pg. 12 wrote:
At most, by Raw, the tiger would eat 2 sp in food a day.
The only issue I could see is that I can't keep a sweater on my dog, how are you keeping a tiger from ripping the armor it's not trained in off?
I guess that this tidbit might count as little known information: "You can fix a destroyed magical item with the Make Whole spell. There are some limitations (caster level and charged items)."
Not all items have to be gone forever. I know some people consider it badwrongfun when items are destroyed (You can kill my character, but please don't break my sword!), but sundering and failed saves are not only a part of the game, but remediable.
However, this only applies to lower caster level items, so the aforementioned +6 headband of mental superiority would require a Make Whole cast by a level 32 caster 0_0
I would like to thank whoever made the nightmare creature template (and whoever decided to translate it from the advanced bestiary). Up until now, I was having trouble with a character for a Way of the Wicked campaign that's coming up.
Now I can just play Freddy Krueger. Thanks again, Paizo!
You truly outdid yourselves on this one!
"Troll" is not a race, barring optional rules such as ARG. The ability for a monster to have class levels does not make that monster a race.
I have to disagree to this. I believe every creature in pathfinder has a race and a creature type, whether or not they are a PC. Creature type: Humanoid ; Subtype: Giant ; Race: Troll.
As written, not even a perception check could detect you.
This grants its bonded user the
ability to become utterly undetectable while invisible.
While invisible and in physical contact with this
item, the bonded creature can't be detected or
scryed by any method.
I would still rule, however, that people could get an idea of where you are by figuring out where your attacks or spells are coming from. I would also say if your verbal components couldn't be detected with a similar perception check then neither could your allies hear you talk.
Darth Grall wrote:
I allowed a cohort to get it recently... after consistently out performing 2 other Pcs and dealing the final blow to a mythic enemy. So far it's ridiculous yes, but makes sense imo. Though the mythic paladin duo does haunt my dreams...
So a paladin's mount...Cool! How did you rule it? I'm looking for ideas so other players' friends aren't left in the dust.
Keep me updated! I'd love to hear more "play-test" information on the idea!
Is there anything (other than GM fiat) that would prevent an animal companion, familiar, mount, eidolon, or cohort from ascending along with the PCs? I'd feel a little awkward if Mr. Ed dealt the killing blow to the source of power, then Wilber gets all the credit.
I've also seen some talk of companions being "incredibly useless" in mythic play. Would this be a way to solve that, or is the possibility too overpowered? What if companions had tier limits and restricted paths based on type?