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Supreme Hunter

Eridan's page

743 posts. No reviews. No lists. No wishlists.


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The sorcerer casts 'mage armor' on the monk, stays out of trouble and uses ranged attacks.
The monk keeps trouble away from the sorcerer and kills everything in melee.

Due to the fact that you play RotRL with only 2 PCs i think your GM modifies the game. I like that but in general all adventures are made for 4 PCs and some encounters in RotRL are really deadly even for 4 players.

For additional meat shields the sorcerer should learn 'Summon Monster' or buy a wand as soon as possible. Additionally you can buy some dogs or hire a fighter (or learn leadership at a higher level) as a guard.

For Erylium: A combination of 'Daze' and grapple can solve your problem. Catch it, pin it, kill it :)

Dark Immortal wrote:
If the necromancers wealth is part of his cr and he has used that wealth to make his army, then I would consider the cr the same. If the undead were not detracting from his wealth and that wealth instead went toward equipment he was using against the PC's I would count the undead as an additional cr adjustment.

You consider wealth for NPCs?

For 2000 gp i can buy a +1 weapon or 80 HD of undead. What affects the CR more ?

What about spells/abilities like 'Blood Money' that replace material costs for animate dead ?

Dispel Magic wrote:
Target or Area: one spellcaster, creature, or object

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The undead are part of the necromancers CR if he creates the undead during the fight. The necromancer starts the fight with 100% of his powers, uses 20% (example) of his power to create undead and has 80% of his power left for the rest of the fight.

The undead are also part of the necromancers CR if he creates them today without chance to recover his powers. So he starts the fight with 80% of his power (20% are used to created the undead) and an army of undead.

The undead increase the CR if they were created a few days before the fight. The necromancer starts the fight with 100% of his power and an undead army.

Thats how i rule it without RAW support, only common sense.

RedPickerel wrote:

Also, are there spellbooks with more than 100 pages (other than blessed book)?

There is no spellbook with more pages in the rule books but in the books are only standard items. I think is no problem to buy a book with 300 pages, a rope that is 200ft long, a waterskin for 2 gallons, a large piece of soap (weight 3 pounds), etc.

You use the price and the weight of the listed items as a baseline and than you have your 'custom mundan item'.

What are 'special purpose powers' ?

Every Command word, Use-activated or continuous magic item can be modified with the special 'charges per day' that lowers the base price.


Charges per day

Base price: Divide by (5 divided by charges per day)

Short and simple.

The HP of the enlarged person are not increased so items HP are not increased too. The spell dont say it, the spell is called 'enlarge person'(intend is clear) and it would cause some follow-up problems.

You are correct.

There are one or two magic items that increase your sorcerer level for your bloodline powers but i dont remember their names.

Is a normal attack action = standard action to fire a siege engine. You cannot perform a full attack because you need some actions to reload the weapon.

A light balista can fire every three rounds (2 full round actions to load, one standard to fire).

With the master siege engineer feat you can fire every 1.5 rounds (2 move actions to load, one standard to fire).


Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed.

I would say yes.

Are there special reason why you use a scimitar? Otherwise i would retrain your scimitar based feats and use a kukri without the -2 penalty for inappropriately sized weapons. Same damage, crit-range and proficiency as a small scimitar.

You get access to the 'Aspect of the Beast' Feat without meeting the prerequisites. That is a huge advantage.

All primary attacks use your standard BAB. Correct.

Animal companions have their own magic item slots (limited by their physical form, no gloves for a snake etc. (GM fiat)).

Ok maybe iam wrong but i dont think it is OP to allow a Mammoth Rider with more than one animal companion /steed. One AC with 20 HD is always better than two AC with 10 ..

There is no restriction by RAW how many animal companions a mammoth rider can have. All animal companions are steeds for a mammoth rider as long as they are part of the 'steed animal list'.

Maybe this thread helps. Informations about the lashunta are really rare.

In general i see no problems for beastmasters 'animal companions' and 'steed'.

A beastmaster can have more than one animal companions and can choose from any animal of the world. The 'steed' ability allows some more animals as companions.

'Gigantic steed' increases the size of animal companions. This animal companions must be from the 'steed' list of animals! You must choose at least one animal from the 'steed' list to get a benefit from 'Gigantic Steed'.

So a beastermaster/mammoth rider can have a pack of huge wolfs or one huge horse and a couple of 'normal' sized birds of prey or one huge camel, a huge wolf, a huge horse and a normal bird of prey as long as he has enough levels..

Immunity to X is a special ability with its own rules.

Universal Monster Rules - Immunity wrote:
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

It has nothing to do with Spell Resistance.

Universal Monster Rules - Spell Resistance wrote:
Spell Resistance (Ex) A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, although the creature is still allowed a saving throw.

So the answer is 'No a golem cannot lower his immunity against magic by RAW'.

Dont buy X bottles of wine for 1gp each. Buy only one bottle of really good wine.
Save a one gp every month and when your liver is old you have enough for a cleric and a heal/regenerate spell.

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Can the attacker see the target?
Under what light conditions can the attacker see the target?

In your example the drow gets no penalties because he has darkvision 120ft. There is no cover/concealment for the PC because the drow sees him.

The PC can shot at the Drow without penalties too because the drow is standing in a light. The PC sees his target .. no concealment.

Hawktitan wrote:

Step 1) Add water

Step 2) Transmute mud to rock
Step 3) Stone Shape
Step 4) Stone to Flesh
Step 5) Raise Dead

A chunk of flesh is not the same as a body of a creature.

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The money is for the wine you need during the hours of writing and learning :)

Ok this formulas are a little easier :)

Wound points = 20 + (4 x CON bonus)
Wound threshold = 10 + (2 x CON bonus)

Note: A CON score of 15 results in a CON bonus of 2.5 for this formulas.

Regarding Toughness:

As Odraude said there is a rewritten version of he Toughness Feat for Wounds & Vigor



You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.

I would use this rule for favorite class bonus HP too.

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While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.

A body cut into X pieces has X wounds that are all closed by the spell. So basically during the casting the body is put together and everything is fine as long as you have 100% of the body available. If something is missing it is still missing after the completion of the spell. That can be serious if it is essential for survival.

Dont think so complicated. Use your common sense and talk with your GM.

In my opinion only Darkvision, Low Light vision (debatable) and Scent (via race trait) are abilities of the common races that are effected. Some other abilities are useless is you shapechange to a non-humanoid form like an animal (Weapon Familiarity as an example). You dont loose this ability but you cannot use it anymore because it is physically not possible.

Abilities that give you a bonus to skills, attributes, saves etc. are never effected. Only EX or SU abilities that are listed in the books (see bestiary - universal monster rules or CRB - glossary for a list of abilities)

Your Wound points and Wound threshold depend on the Constitution score.

Wound points = 2 x CON
Wound threshold = 1 x CON

Due to the fact that the CON bonus is hidden in the CON score and a high CON score/bonus is important!

If you like the CON bonus then use this formulas for wounds and threshold:

Wound points = 2 x (10 + (2 x CON bonus))
Wound threshold = 1 x (10 + (2 x CON bonus))

Note: A CON score of 15 results in a CON bonus of 2.5 for this formulas.

Bob Bob Bob wrote:
Sure, dude dual wielding shields.

A nice 'see what i can do' video but is this fighing style effective ? He is doing some kind of kata and it looks unbalanced and slow. He has some problems to stops moves or change the direction of an attack. An attacker will easily outmaneuver this guy. He should use two tonfa for faster attacks and some defensive abilities. Try to search for a two shield fighting style and you will find only a few hits.

Two shields are possible but really uncommon.

Now PF come into play. With some feats an enchantments a two shield fighting style is the best fighting style in the game. Shield bonus, no TWF penalties, best One-Handed Damaged.

All higher level fighters should use this fighting style!

Shield spikes and the Bashing enchantment dont stack by RAI.

Search the boards for comments like this:

James Jacobs wrote:
Karui Kage wrote:
They combine and are treated as a shield 3 sizes larger. This was covered in the 3.5 FAQ and the wording hasn't changed with Pathfinder, both the spikes and the Bashing quality improve the 'shield bash'. So a spiked heavy shield with Bashing does 2d6 base damage.

Which is more damage than any other 1-handed weapon, which is not really the intent of the ability. Especially since shield spikes are weapons. And the bashing quality is an armor quality; it's meant to be put on a shield, not a weapon.

It's certainly an issue that needs to be cleared up in the FAQ (which we made strides toward getting done last week). In any case, if a GM is fine with someone basically getting 2H weapon damage with one hand for a mere 9,000 gp, I guess that's fine.

Now BBT comes with his 'Shields are weapons'..

When a mythic creature creates a legendary item (using the legendary item universal path ability), the item can have up to three additional abilities, but no more than the number of tiers possessed by the creature bonded to it.

Ok i missed this so Onyxlion is correct.

Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

You get more spells if you take 'Spellcasting' more than once. The amount of spells is not influenced by your mythic tier. It depends on how often you choose 'Intelligent - Spellcasting'.

The spells DC depends on your tier so it is influenced by Mythic Paragon.

The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

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Seeking: Only ranged weapons can have the seeking ability.
Hearthseeker:This special ability can only be placed on melee weapons.

Some weapons are ranged and melee weapons and that causes problems. I would read the enchantment description in another way:

Seeking: This ability only works for ranged attacks.
Hearthseeker: This ability only works for melee attacks.

Problem solved.

..such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach..

The rules say 'a weapon' .. singular. You need more than one weapon for TWF.

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Use it as a weapon with HoA -> Yes
Combat Maneuver with HoA -> No
Bull rush is a combat maneuver. It comes from 'Shield Slam', is a follow up action and it is a combat maneuver. HoA forbids combat maneuver. The rules are clear.

You use this combination and the last GM said that is not possibile. Now you search the boards for someone that is your opinion. Correct?

Breaking long sentences into partial sentences is not a good way to read the rules but i will do it too.

'..under the influence of magic that usually impedes movement..' says everything and solves most of your 'problems'.

1. Maybe a result of magic but no magic at all. Broken bones are not part of the PF rules.
2. Maybe a result of magic but no magic at all. Totally silly.
3. no magic
4. no magic
5. no magic
6. no magic
7. see Jasons tpost
8. see spell description, grapple fails, trip and bullrush is possible
9. a to d no magic
9. e to g yes it is magic
9. h to i no magic
9. j magic? dont have time to look in the books
9. k to l no magic
9. m magic? dont have time to look in the books

At first you cannot use the ability to perform combat maneuvers. The rules are very clear here. They say ability and not attack. The only thing you can to with this ability is an attack. One attack, no follow up actions like combat maneuvers, fighting styles or tricks.

Secondly you use an ability to make the attack with a range of 30ft. So the weapon is not directly under your control and due to this fact you cannot use 'your' special fighting abilities.

Thirdly a shield is strapped to your arm. By RAW the quickest way to remove a shield from your arm is a move action. A weapon can be dropped to the ground with a free action.

You cause your melee weapon to fly from your grasp ..

Some GMS may argue that you dont hold a shield in your grasp. It is strapped to your arm and the use with HoA is not possible.

No is my answer.

In the 'game master guide' you can find rules for 'chases'. Maybe you can uses this rules for a hunting scenario.

Fighter Archer wrote:

Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip.

Grapple is available at 11th level as a trick shot. You use the same actions as you use in melee.

You can use a 'wound' system similar to the 'Earthdawn' roleplaying system.

You define threshold for damage per hit. Everytime you get more damage than your threshold you get a wound in addition to the damage. If the damage dont ecxeed your threshold everything is fine and you only get damage. Every wound is a -1 penalty to dice rolls.

The threshold can be CON, 10+lvl, ..

A wound is healed with a healing spell in addtion to the damage.

We tested this in the past with D&D3 and it worked good. You only count wounds and use penalties. That is not much paperwork.

Try it if everyone in your group wants more realism.

blackbloodtroll wrote:

A Longsword is made of steel, but could also be Mithral, Cold Iron, Adamanitine, etc.

Every item has a material descriptor. A normal longsword is made of steel so it is a [steel] longsword. Same for [mithral] longsword or [adamantine] longsword. Can you create a mithral adamantine longsword? No. Can you create a crystal adamantine chakram? No.

BBT wrote:

What happens if you choose a Crystal Chakram as your Blackblade?

The item breaks if you hit (100%) or miss (50%). The unbreakable ability dont prevents this because it breaks completly.

Do it but it is a really bad choice.

Come on BBT give us some more 'What happens ..' questions.

I would say it is only one charge. You hit the target (+charged spell) and hold it on a successful grapple check (grab).

Acid is a 'material component' that is drawn during the casting. Thats why you need one free hand to cast a spell. Otherwise you need two free hands for every spell that has a material component. One hand free for casting and one hand to drawn the component.

I use the 'feat' rules as a general rule for prerequisites. So yes a 'full BAB class 6/stalward defender 1' is possible (on my table).

Otherwise i found this rules for prestige classes so maybe i am wrong.

Prestige Classes CRB wrote:
If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class.

To be honest .. i have a problem to understand this rule text. Maybe an native english speaker can help :p

Jayder22 wrote:

A 10 ft square of grease is conjured within 35 feet of the caster. First, any creature within the square takes 1 point of acid damage, no save, no spell resistance (this triggers dazing). The spell allows a reflex save to avoid falling down in the grease, if the creature fails this save, it falls prone, and is dazed for 3 rounds. If it makes the save, it does not fall and is not dazed.

Sounds correct.

Creatures can move into the grease at half speed with a dc 10 acrobatics check, if they fail this, they stop moving, must make a reflex save to avoid falling and the dazed condition.

..and they get one point of damage.

If they succeed at the acrobatics check, then they do not need to make a reflex save, but they do take 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct.


Any creature that is in the grease and does not move on it's turn (probably from being dazed) takes 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct but one thing: The dazed duration dont stack with itself.

Answer to your additional question: Got question. On my table the damage hits the target on your turn.

Some GMs will say no to your idea because the damage is coming from the acid and not from the spell. In this case 'dazing' and 'grease' dont work together.

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

The answer is 'Yes'.

Weirdo wrote:
I'd go for one additional HP in the first round.


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We are talking about custom magic items so you need a GM approval and the item is not PFS legal.

By the item creation rules you need a lot of gold for such a powerful item.
Use-activated or continuous, Spell level × caster level × 2,000 gp x 4 (for a spell duration measured in rounds)

= 2 x 3 x 2000 x 4 = 48.000 gp

Then you have a magic whip with a permanent ghoul touch spell (CL3) on it. You can add other enchantments like a weapon enchantment bonus.

A wand of 'Reach ghoul touch' is cheaper and easier to obtain. It is a lvl 2 spell altered with the 'Reach' metamagic feat that changes the 'touch' range to 25ft + 5ft./2level for 11.250gp.

All performances require audible and visual components that are created with a performance skill. So the bard is talking, dancing, playing an instrument etc. as long as the performance is active. That is a requirement for a bardic performance but it dont require a performance skill check.


A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.

Each bardic performance has audible components, visual components, or both.
Rage wrote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Performance is a CHA based skill. So by RAW you cannot use bardic performances while raging.

The rules are badly written but the intent is clear. In the past (D&D3.5) bardic performance had a minimum performance skill rang as a requirement.

Sunburst is an area spell and you make a caster level check for every monster in the same way as every monster makes a REF save.

1 person marked this as FAQ candidate.

@Paizo team
Please write an errata/FAQ for 'Inappropriately Sized Weapons'. We need a more detailed clarification for all the players that want to use biiggggger weapons. There is at least one thread per week with topics related to Inappropriately Sized Weapons.

When you do that please add rules for Inappropriately Sized Armors and Shields!

Thanks :)

Why should i define a definition ?

A human starts his adventurer live with 16 years, an elf with 114. Both are teenagers from their mind and experience but the elf lived ~100 years longer.

1 elf year = 7,125 human years

In what a rate passes an elf the different phases of live as a child? A human baby learns walking with ~1 1/2 years. An elf needs over 10 years ? Humans learn speaking with 2+ years. An elven baby needs 14+ years ?

Titan mauler barbarian
Phalanx Soldier fighter (limited to spears/polearms)

Try to use the search function. There are a lot (really a lot) of questions regarding two-handed weapons in one hand or Inappropriately Sized Weapons.

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