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749 posts. Alias of CursedFrogurt.


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You're side tracking the main question, however...

Does the creatures natural elemental resistance confer to their possessions?


So I know most spells that offer elemental resistance specifically state that that resistance is extended to any equipment the target might have.

But does this apply to racial resistances in general that don't specifically have that language?

Would an Erinyes devil's fire immunity apply to her bow?
A salamanders immunity apply to their spear?
A marilith's fire resistance and their swords?

Does an aasimar's PC's acid resistance apply to their weapons?
Or a tiefling's fire resistance?

Etc, etc.

The reason I ask of course, is if a fire elemental risks destroying anything it possesses due to its general nature.


Blinding a witch is the best defense, so the fact that your enemies are doing so makes perfect sense... especially if they know your tactics ahead of time.

Try approaching it from the other side... ie: what means are they blinding you? There are not alot of options for it, but the blindness/deafness spell seems the most likely... and there are lots of ways to protect yourself from that.

a ring of counterspells (with blindness/deafness therein). They're pretty inexpensive.

spell immunity (lvl4 cleric spell). Though the duration isn't perfect and would require some foreknowledge of an upcoming fight.

Also

Remove blindness is a 3rd level spell, so can be made into potions. Have a few of those. Or make a wand of the same.

Hell, just use dispel magic.


Also, Fly-By has no prerequisites, so it not being quite as good as spring attack or ride-by from an AoO perspective is not out of line.

Though it does allow any standard action (not just attacks) which is nice.


A masterwork obsidian weapon is not enough to ignore the fragile quality.
It has to be magic... as per the description of obsidian itself.

Other fragile weapons masterwork is enough, but not for obsidian.

Also, a gun is neither a slashing nor a piercing weapon, and as such, is not eligible to be made of obsidian. (The bullets are, the gun is not)

*

Am assuming we can still offer ideas here!

Would love to see a boon that allowed one to purchase (or add to an existing item) an effect equivalent to that gained when creating items using the Create Reliquary Arms and Shields feat?

Normally, this is just a 250 gp cost adjustment on an item, so seems like it might be in the range for a boon.


If I want to have my bonded item to be a quarterstaff with one silver end. (I'm picturing a silver tip on a regular wooden shaft)

Is this doable, and how does one get there?

The quarterstaff, being a double weapon, would require both ends to be masterwork... does the basic level 1 arcane bond cover that, or is just one end of it masterwork?

Making one end alchemical silver of course is not possible at level 1 as the arcane bond description states no special materials at level 1.

But that seems to imply that special materials would be possible later.... how does one go about that?

Can one have a quarterstaff where one end is wood, and the other metal?

Could I just get the masterwork quarterstaff (for free) via the class feature, and then pay the extra 90 gp to have one end silvered?


Other then Magical Knack, what other ways are there to get a +1 caster level for an entire class?

Am making a mystic theurge, and would really like the caster level on both the arcane and divine sides to be equal so I don't have to worry about making math errors! =)


Ya, I almost instinctively do a select all, and a Cntrl-C copy, before I hit the Submit button if I've been typing for a while now, just to try to avoid that sort of thing.

All that literary gold, lost to the internet gods!


A few problems still.

Quote:
Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Note the bold part.

You are applying claws to legs three times. You can only do it once.
You would need to have 4 arms, along with your four legs, to get 3 sets of claws on a quadruped.

Not to mention you're over your attack limit by 1, as others have pointed out (you can't ignore the bite you get for free)


Are there an archetype or the like that replaces the channel energy class feature for clerics?

I know about the Forgemaster dwarf-only archetype does so. Are there any others?


You have the choice to use it to replace a d20 roll you are required to make not one you have already made.

Tense is important =)

So ya, once you roll the dice, you can no longer replace it.


Lifat wrote:

oups. I just looked up keen weapon just to make sure. The CL 10 is indeed not a crafting requirement, so it doesn't need to be met.

And as mentioned, you are missing a key phrase on the crafting of weapons.

The caster level of the Keen property DOES have to be met as it is a requirement.

See posts above.


The CL is indeed a requirement for crafting the item.

If you look in the magic crafting rules, under weapons, it says:

Quote:
Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

So the CL 10 prerequisite does indeed need to be met.

Now whether you can bypass this with a +5 to the DC, that's a different thing. Just wanted to point out that the CL for weapons is not just to determine the DC.


Because then it would have just said 'druids'... just like every other line on that same table.

Instead it says: only druids, and is the only line in the table to make that very important distinction.

Why do you not agree that it might be different for a reason?

Since you're the only one here arguing the contrary... I'm going to just assume you're not going to change your mind, and leave it at that.


As it is the only source of languages in the Core book... its kind of necessary to list all languages there.

Again, the fact its the only one that specifies 'only' is kind of telling. There would have been no reason to state that otherwise.


Anyone ignoring the 'druid only' portion of the linguistics skill is not following RAW or (IMO) RAI.

There is a big difference between 'druids' and 'druids only'.
Just like there would have been if it was 'angels and other good outsiders only' instead of just 'angels and other good outsiders'.

Druidic is denoted differently for a reason.


The fact that Alchemists can use spell trigger items for spells on their formula list and Investigators cannot, kinda leads one to infer that the Alchemist is more caster then the Investigator.... =)

So if the Alchemist can't, then the Investigator shouldn't!

Infallible logic!


As long as the troop of zombies stays together (and thus remains a troop) you can abstract it in a way that even though you might only be controlling 'some' of them ... the others kind of follow along. Move mentality and all that. So its more like you're controlling a few key individuals, and the rest are following their lead.

If you were to split up the troop... like by having each of the individuals separate from the others... the troop would break down, and the zombies that were before just following along, now have no one to follow, and start acting like individual uncontrolled zombies.

Its not overly difficult to explain how you could control them as a hoard, but not as individuals, this way.


No


Hmm.. not sure if it has a reduced cost (like the bane (horse) one did... actually that one was added for free)... I do not think it did.

Scenario in Question:
Day of the Demon ... was made by devils to beat on demons, so there was a thematic reason for it not to be Evil Outsiders as a whole


Played a scenario last week that had a demon bane weapon.


Use it as an improvised weapon.

A number of ways to reduce penalties for using improvised weapons... though you'd lose the enhancement bonuses.


Responding as requested. Am still ready and able.

Dwarven Ranger along with animal companion.


Tusk, the Craftsman alternate race trait for dwarves is not PFS legal.
No clue why.

*

I might like to join in on this if there's room.

With a level 5 dwarven ranger and his animal companion.
(haven't played him at level 5 (or with this animal comp.) ... so still making some last minute adjustments there)

I have to check some stuff before I can fully commit, but wanted to post for now.

Should know tomorrow.


It'd be house ruling at that point.


I think that was someone misinterpreting what they were reading hoping they would stack.

I would not interpret it that way at all.


Jaklyn the Red wrote:

Strangler Archetype states:

Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels. This ability replaces unarmed strike and brawler’s flurry.

So when I'm grappling to damage or pin an opponent, I'm considered flanking. Since I'm flanking, and the Snakebite Archetype states:

Sneak Attack (Ex): At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces martial flexibility.

Bolded text for emphasis. This means that once I've grappled, when I check to maintain to pin/damage, I'd deal 3d6 Sneak Attack at two levels of this. Am I reading this properly?

You're ignoring part of the text that you quoted.

Lets requote it:

Quote:
The strangler is always considered flanking her target for the purpose of using this ability.

The important part bolded...

You are not considered flanking for all purposes when you grappling them. You are *only* considered flanking for purposes of the Strangle ability. So the sneak attack from the Striker archetype would not apply as you are not flanking for purposes of that ability.


Could the NPC's magic jar their minion, cast personal type buffs, then return to their bodies?


The sneak attacks from the two archetypes wouldn't really work together would they?
Although other sources of sneak stack with the Striker, that is not true the other way, and both apply in different situations, so would rarely get the chance to stack.

The Stranglers sneak only happens when its grappling, so the Strikers won't apply as it does not. The Strikers sneak applies to normal sneak scenarios... so the Stranglers won't apply as it does not.

Suppose there's the odd case where you're grappling a flat footed/flanked opponent where they both might kick in.

Seems like you won't get more sneak attack damage... just the ability to use some form of sneak attack in a few more situations. Martial Flexibility seems way to handy to give up for this.


Master of Shadows wrote:
Take 1 level of sorcerer, cast magehand before fighting. As long as you can maintain concentration and point a finger between shots then mage hand can rotate the barrels for you. This should allow you to get up to your full number of attacks granted by your 2 weapon fighting feats.

As MoS mentions, mage hand requires concentration to maintain.

But he missed the fact that concentrating is a standard action in and of itself.

So the number of shots you'd get while using mage hand to rotate the barrels, is zero.


Careful about the immunity to morale effects...
That includes rage for those pondering bloodragers or barbarians.
Parts of bard songs and various spell effects (like bless!)


The fact the grab ability only works on creatures one size category smaller is somewhat limiting (this is different then the universal grab rules!)

I've tried making grabby eidolons, but usually get hung up on that size restriction and abandon the idea.


Isn't that like arguing that a monstrous humanoid is a humanoid?


Onyxlion wrote:
EvilMinion wrote:

No way the intent is to allow the hunter to acquire evolutions he himself does not qualify for.

No Wing Buffet without wings, for instance.
Which also means no pounce or mount.

Just buy the evos for limbs: legs for pounce or flight evo for wing buffet.

Having four legs via evolutions does not qualify you for quadruped evolutions. You have to be a quadruped to start with.

All evolutions limited to quadruped or serpentine base forms a PC can never qualify for.

This is a small list mind you, as there are only 4 restricted to non-bipeds (Pounce, Mount, Constrict, and Rake)


No way the intent is to allow the hunter to acquire evolutions he himself does not qualify for.

No Wing Buffet without wings, for instance.
Which also means no pounce or mount.


Saint_Yin wrote:


2) What is the effect of the large evolution on small, large, or huge creatures?

Large Evolution start wrote:
An eidolon grows in size, becoming Large.

I would assume a small creature would increase two size categories, while a large creature would not change in size. Since the bonuses are not typed as size, I assume those benefits are granted regardless.

You are missing part of the Large evolution description. The important part being: The eidolon must be Medium to take this evolution.

So it can not be taken at all on a small, large or huge sized critter.


Giving your troop shields and allowing them to use bows seems kinda like cheating... because you know their ac isn't going to change depending on if they're using ranged or not.

Be a lot less paperwork if you didn't make it necessary. Lose the shields!


Hmm... could make the summoner's eidolon look like an animated statue of some sort.

A place to roost =)


Wow, that's huge Andrew... thanks for pointing it out!

Hmmm


Personally, as someone building up a PC for a similar sort of schtick, I view it as this:

The weapon attack only has one of the wierd words attached to it. If the weapon hits, that word hits... and all the other words follow, each requiring their own seperate attack roll, and all having to target the same person.

So delivering it via the weapon really isn't that advantageous (it only affects one of the words (the rest resolve normally), you have to hit normal AC with that one (instead of touch), and all the other words go towards the same target (instead of being able to split them up). The upside being one of action economy as you get to do both instead of just one).

I like to think of it as a tracer round =)


Maythayus (aka The Rock) and his overly smart camel in The Scorpion King?

Though I suppose that'd be more a bonded mount then an AC... but the camel had personality!


The lack of an 'always-visible' menu bar still makes the PRD unusable.

It was much better before the changes.

*

Just as an aside... in the bard/cleric example above...

Inspire courage is not affected by silence for more then a single round (they can just switch to a visual performance to get around the silence). The problem was the obscuring mist blocked the visuals too!

If the bard had switched to dancing, and moved in, to be adjacent to her comrades inside the mist (you can still see 5'!), they would have benefited from her performance just fine... perhaps she wouldn't get everyone, but she could have positioned herself to get some of them that were in melee.

Someone should have explained that to her, and she might have been ok with it.


Ya, electricity spells are a bit sparse.

The new ACG book has an electric version of 'flaming sphere' (including a higher level version)... so at least something, but still.

Your best bet is to go with something that can swap one energy type for another and just use fireballs or burning hands or cone of colds, et al.

Evocation (Admixture School) specialist wizard can do it.
Djinni Bloodline sorcerers can do it.
Wildblooded Sorcerer archetype with the Primal (air) bloodline can do it.

Probably a few others ways, but those are the most basic ones.


Optimistic Gambler is a campaign trait for one of the AP's.

It is *not* PFS legal.


The first two levels of Monk (maneuver master) will allow you to take an 'Improved <combat maneuver>' feat, ignoring any prerequisites, as one of the bonus feats.


Imbicatus wrote:
Rambear wrote:
whew wrote:
I've seen a couple of inquisitors who had 3+ levels of zen archer so that they could use wisdom as their attack stat which made them less MAD. A huge wisdom also increases the potency of several of the inquisitor class features and skills.

Yeah, a 1 level dip in Paladin + 3 levels of ZA would do some nice things for you. However, you'd postpone Bane/Greater Bane, which I deem it to be not worth it, since most play does not go much past level 16.

On the other hand, in PFS it might actually work (since greater bane is hardly essential).

Bane Baldric overcomes that.

Um... no it doesn't

All the baldric does is give you more rounds of bane, not early access to it.


I got to use this once in a PFS scenario to neutralize a contact poison on an item we came across and wanted to take with us.

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