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I recently played a Half-fiend paladin (homebrew variant, but basically an anti-paladin). I know it's not the same as a half-dragon, but I can say that I found the two levels I was missing to be a severe hindrance and not worth the benefits of the template.
My group meets for about 3 hours each week as well. One thing that we found works is that we usually do all our down time stuff, shopping, crafting, ect by e-mail between sessions. If we end a session n an RP note, we often do a lot of our RP by e-mail as well. It's still a lot of fun. Just make sure the whloe group is in on the RP. Or at least the characters that would be present, plus the GM.
I was just reading through one of the next modules I'm planning on running with my friends, My Enemy's Enemy to be specific, and came across an NPC that seems to have some potential history behind her in PFS modules. Dorianna Ouidda. A little digging and I found that, yes, she has appeared in several modules in the past.
So far I've found:
Fingerprints of the Fiend
Does anyone know if there's a list out there with all of her appearances or does anyone know if I'm missing any? This seems like a good recurring villain and I'd like to run the full story behind her, in order, so that my group has the full story. She seems like an interesting adversary.
My friends and I recently started society play during our home game. I'm going to be starting GMing shortly for these games and had a quick question about the items on the chronicle sheet.
In the section of the guide for organized play dealing with filling out the chronicle sheet, step 7 states that you are to cross out any treasure the players didn't find. That part is fine. I get it.
The guide also states, "if you're running the lower subtier, always cross out all of the items listed for the higher subtier". So running the 1-2 subtier in a 1 - 5 tier module, you cross out the 4-5 subtier. But what if you're running the 4-5 subtier? Do you cross out the 1-2? I'd assume yes.
Thanks in advance for the clarification.
One way would be to make it generic. Each book could be related to one of the 10 knowledge checks. Roll a d12 to determine which one. 11-12 would be works of fiction or art. Only give specific info if it's required.
Another +1 for the Paladin/Lore-acle combo. I recommend taking the curse of tongues. But that's just because the idea of a knowledge monkey that can't communicate properly in battle makes me laugh. You probably won't need the paladin's channel energy, so oath of vengeance would be a powerful choice. Also, consider the Noble Scion feat at level 1 (Scion of War option). That would let you add your charisma to initiative as well.
All said and done, your charisma would add to your: initiative (noble scion), saves (divine grace), hit and damage (smite), ac and reflex saves (sidestep secret). And all this on two charisma heavy characters. Add in full BAB and full casting (spontaneous) that isn't affected by armor and you've got a hell of a character for a solo character for fighting evil outsiders.
Grayfen Starling wrote:
The problem with this is that you're trying to use Reach Spell to change the point of origin for the spell. Reach Spell does not change the point or origin. It only affects the range the spell can be used at. The point of origin is the same.
The range of 15ft in the spell description is only listed to indentify the area of the cone.
Ok, Let's spell out some differences between Spiritual Weapon and Mage's Sword to see if it's worth a 5 spell level difference.
Spiritual weapon has a greater range
Spiritual weapon can be used without costly focus.
Safe to say that Mage's Sword is normally going to have a better to hit. Though a good warpriest build with a good BAB could give it a good run for it's money.
Mage's Sword does do more damage per hit, but...
Spiritual weapon can have multiple attacks per round, making it possible to have a higher damage output. One miss from MS means no damage for the round while SW can have another go.
Action to switch targets
Spiritual Weapon can be re-directed and still leave you with the ability to cast another spell.
Final verdict, while Mage's Sword seems to have the better base damage and higher attack modifier, the ability to have multiple attacks give Spiritual Weapon a balancing factor. Couple that with the fact that it's a second level spell and you can more easily have multiple castings up, I think it's safe to say that the boost of 5 spell levels is something that has to be re-worked.
Have the wizard prepare or craft scrolls of summon monster 5 and 6. Summon monster 5 can summon a Bralani Azata which has cure serious wounds 2/day. Summon monster 6 can summon Lillend Azata with has cure serious 3/day and cure light 5/day.
Every time I think I come up with a unique character concept, I see a post with someone else doing the same thing within a few days. I just have to face it, I'm not that creative.
That being said, the build I was focusing on was a regular wizard, using the necromancy school, who studies necromancy to better fight the undead. Obviously take the Turn Undead aspect of Power Over Undead. He shuns any spells that create undead, destroying any copies of spells he finds in spellbooks and scrolls. Spells that command undead are fine to him as he only uses them to have the undead be passive as they are destroyed.
Opposed schools are enchantment and illusion as they are likely to be ineffective versus his chosen foes. And being a follower of Pharasma seems to fit well too :)
No, that's about how I figured it for my Aasimar Bard. I did 1-10 insead of 3-12, but it amounts to the same thing.
By chance, are you a straight Aasimar or did you pick to Azata Blooded subtype? They have a bonus on perform in place of diplomacy and their spell-like ability is glitterdust 1/day.
One of my players came up with a tactic and was wondering if it would work. My gut reaction is yes, but I'd like a second opinion.
A character uses a ready action to ready a dimension door spell if an opponent starts casting a spell. The dimension door triggers and the character hops to be adjcent to the caster. Would the caster provoke an attack of opportunity since the character is now adjcent to him when he's casting?
I always understood that prepared casters don't have a "spells known" per say, more of a, you figured it out and have scribed it to your book, which you reference to memorize it for the day. In other words, your book is your spells known. Without your book, you can't prepare spells. If you loose your book, you loose the spells.
I just picked up the Mythic Adventures pdf and was looking through it when I came across an ability that made me question how it works.
The archmage path ability "Perfect Preparation" states that you no longer need to prepare spells from a spellbook or familiar and that you can keep or discard your spellbook or familiar. My question would be, how does this affect spells known? Do you still have the same limit on spells known or can you prepare any spell from your list like a cleric does?
This makes me think of a related question. If I have a +1 flaming sword and want to upgrade it to +2 flaming, is the caster level when upgrading still CL 10 for flaming, or CL 6 for +2 since the flaming is already in place? I would assume CL 10.
In my group's current game, I'm playing a Bard. Level 4 right now. I'm presently saving up my cast so I can get a Circle of Persuasion. +3 to all Charisma based checks for a Bard is awesome. Granted, it doesn't help my spellcasting at all, but I rely more on my perform checks anyways. Espcially with versatile performance giving me so much variety.
Andy Brown wrote:
Called is a +1 equivalent weapon ability, so a +1 called weapon counts as a +2 weapon for figuring out the cost of upgrading and selling it.
I'm trying to figure out if I've got this right. A Klar with a Bashing enchantment on it would be doing 2d6 damage on a shield bash, correct? A Klar's damage is listed as 1d6, bashing increases it by 2 sizes.
Am I right on this or not. The reason I ask is because the Klar lists Slashing damage and a shield bash is normally Bludgeoning. The change could just be a flavor of the weapon thing. I'm not sure.
HiPS states that it allows the user to use the stealth skill even while being observed without having cover to hide behind. Normally, to use stealth while being observed, you need to use cover so that the observer looses sight of the character using stealth.
With HiPS, you don't need cover as long as you're within 10 ft of dim light. That's the only difference. If a dwarf passes a person that hid in advance using a dimly lit area, the dwarf will see him automatically because of darkvision. The same applies here. HiPS does not change the fact that you're relying on the dim light as the source of your concealment and that darkvision sees in dim light as if it were a well lit area.
I think what the OP is asking is how HiPS works against darkvision. I believe the answer would be that if you're using darkness and shadow to hide, you will still be visible to those who have darkvison and you are within it's range. Dwarves and half-orcs see as well in darkness as they do in light. If you're relying on shadows and darkness to hide, it's ineffective against those with darkvision.
In 3.5 one of my players decided to make a shapechanger wizard with multiple personalities. Each day he would roll randomly to determine the dominant personality. Each personality would focus on different spells to memorize. His personalities were"
a human woman named Chloe (base personality, almost never used). She was a soft spoken party face. NG alignment.
An elven woman named Firlin. An agressive and violent person who focused on offensive magic. NE alignment.
A human male named Rico. A womaniser who's life's goal was to make magic orbs tht could show a recorded scene. He wanted to make adult movies. :D
A dwarven child, I forget the name, who acted like a 4 year old. Was obcessed with candy.
The party never did figure him out. His crowning achievement was when he used silent image to make it look like Chloe was chewing the others out when one of the other party members aproached his room.
Just a simple, but effective bruiser build.
Stat Base Modified
Put your favored class bonus into Hp for a little more survivability and you'll do fine. Not the most glorious character, but it could be fun.
Short answer. I'd say you're doing fine.
Longer answer involves a question. Are the near deaths because your monsters are just steamrolling the characters or due to bad rolls for the players and good rolls for the DM?
If it's the former, you might want to tone it down so you're not doing it too often.
If it's the latter, it happens. Don't give it another thought. Characters die. It's an inevitable part of the game.
I like the oath of vengeance idea. It fits well with the character. She's suppose to be the mother of my bard and if he dies, she'll come in to make sure his killer pays the price.
The GM for the game I'm playing in has asked us to make a backup character incase our characters die and and we're not able to bring them back. I'm playing a bard right now, and I'm thinking of a paladin for my backup character.
I was thinking of a sword and board build since the party presently consists of a barbarian, archer fighter and wizard, plus my bard of course. The problem is, I have no ideas for a build. I'm open to other builds and am more interrested in the rp aspect anyways. Any suggestions?
15 point buy.
Yeah, Seriously. This is not a bad thing. As long as he's playing the character he wants, is having fun and no one else is angry about it, there's nothing wrong with it.
I've done the same thing. An elven fighter, 25 point buy (3.0), with leather armor, TWF. 17 dex, 9 con. Still one of the most fun characters I've ever played.
I like the idea, but certain things could be abused. For example, Good gaining +1 skill point per level. What if they change alignment to Neutral later on. They still benefit from the skill points they've already gained. I think all the abilities should be some sort of bonus based on level like your Lawful ability.
Man, I would be so tempted to take the Battle mystery instead. Check out the revelations Combat Healer, War Sight, Surprising Charge, Weapon Mastery, and Iron Skin, and then reconsider whether you want to play the healbot.
+1 on this.
I've played this combo before in a gestalt game and it rocked. I played the pally as a sword and board build, and almost never had to rely on spells in higher levels. Between the cure spells you get and lay on hands, you'll have more than enough to go around.
There's an item in the Ultimate Equipment called the Blinkback Belt. 5k gp, any light or one handed weapon drawn and thrown from the belt returns to the belt as soon as the attack is resolved. It's an absolute necessary item to avoid needing multiple magic weapons to throw.
So I'm playing a LE paladin that follows devils (variant made for this game) and one of my friends is playing a summoner. Last session his Eidolon got killed, so we're going to be without him until we rest. We're in a dungeon, so that may be hard to do.
My friend told me today that he's been looking up summons to use for the remainer of the day and that his most likely will be a Babau. I don't think he's realized that it's a Demon or what my character's likely reaction will be. We haven't faced demons yet, and the fact that they are my main enemies has no tcome up, but he knows that I smite chaos instead of good and am part of the armies of hell.
Nothing has been said in game yet, but do you think I should let him know out of game of the potential problem of summoning a demon or should I just let it play out and attack the Babau when I see it appear? My friend has a good sense of humor, so he may appreciate it.
The action needed is the casting time of that same spells. It's quite obvius when you think you can use it to cast contingency or geas, ofc you need that full 10 minutes to do it even if you used wild arcana.
+1 on this.
By the same idea, casting feather fall would be a swift action. It seems to make sense.
Cult of the Crimson Claw - A cult of demon worshipers. They serve demons so that they can gain power in the afterlife by becoming one. Sometimes specific pacts are made to grant mortals within the cult demonic powers. The cult is divided into individual sects, but rumor has it that there is a grand governing body that oversees the cult as a whole. Their endgame, according to rumor, is to turn the material plane into another layer of the Abyss. The cult's symbol is a clawed hand, dripping in blood and holding a human heart.
I once made a character that was steriotypically elven. High Dex, low Con, light armor. He was a two-weapon fighter in leather armor with a Con of 8. Started him at level one and we finally retired that set of characters around 6 or 7. I did it for a challange and it ended up being a very fun character.
Normally though, I don't go under 10. 12 if it's for a melee character.
Anyone playing in Council of Thieves should stop reading here to avoid spoilers.
Let me set the scene. In the 5th module of Council of Thieves, the players are going through a mansion that is set up as a council training ground. Going in through the front door and following the flow of rooms, they come across a crawlway through a wall. The crawlway is trapped with a guillotine trap.
My players came in from the roof and worked their way down. They came into the room with the guillotine from the other direction. From this side, the guillotine is automatically visible. No check required. They disabled it so that they could go through the crawlway and continue exploring.
My first thought is to give half xp for the trap. They did still overcome it, but at no risk to themselves. I just wondering what others would do in my place?
Epic Meepo wrote:
Yeah, that sounds like a good restriction to add. I hadn't thought of that.
The ideal would be having a second swift action per turn, but restricting it's use to activating mythic powers.
On a side note, I know that you can't change a swift action to a move action, but I've always allowed it for bardic performance at higher levels. But that's only because before level 13 (I think) it's a move action to start anyways. I see no reason to penalize a person starting their barding performance and using arcane strike just because they leveled past 12.