|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
what if you make two attacks? Longbows are good.
I like the look of the class. I can work around the influence penalties:
and remember you can be them all with the spirit dancer archetype.
Blood of life gives fast healing as listed (maximum of fast healing 6 at level 19)
You can still gain damage reduction, also you can still take feats to improve your DR, which you don't have,for these feats you count as having DR 0.
For example: If a feat gives +1 to your damage reduction you now have a a DR of 1. Your fast healing is not changed.
I have yet to play a medium, but I would love to see variant abilities for all the Medium spirits. More seance and spirit power options would make it easier to switch between the legends as needed. Strong abilities that are one use but refresh when the medium uses a spirit surge would be great and encourage using lesser legends.
if I was gonna redesign the skill system I think I might divide the skills into physical skills and mental skills and tie the former to Dexterity (representing co-ordination and 'muscle memory').
im not completly sure what you mean. But im not excited about making strength more of a dump stat, unless it is removed.
For perception, i would make it based on the appropriate knowledge skill for where you are.
Casts breath of life on thread. Hopefully psychic anthologies adds fun abilities. I would like to see alternate abilities for each legend.
Variant hierophant seance boon: Once per day participants may spend a standard action and a spell slot or prepared spell to cast one spell off the cleric list (spell chosen by the Medium at the end of the seance). The chosen spell cannot be of a level higher than your spirit bonus.
Variant trickster seance boon: participants may add your spirit bonus as precision damage on damage rolls the target must be denied its dex bonus or flanked by the attacker.
Variant guardian seance boon: when using the aid another action to increase an ally's armor class, participants may increase the amount by the medium's spirit bonus.
Variant guardian seance boon: participants gain temporary hit points equal to the medium's spirit bonus. These are recovered when the medium uses their spirit surge ability.
Variant archmage seance boon: participants may add the medium's spirit bonus on attempts to overcome spell resistance.
Variant champion seance boon: Once per day as an immediate action when an enemy moves away from you, you may move 5', ignoring difficult terrain and without provoking attacks of opportunity. This ability may be used again after the medium uses a spirit surge.
I accidentally gave one of my players 20000 gold at level 2 what can he buy in the small village of torch?
First Person Shooter wrote:
Im in a mythic game, the deathless spell pretty much does this (comboed with a mythic aura that keeps allies conscious). The base single target spell is great, the mythic version is ridiculous. At our tier HP is not very important, but it still needs to be tracked (for healing back up, power word spells, and such ). HP is important, i kind of miss it.
Cadynce Delholme wrote:
That is not how targeting works. For example magic missile says choose targets and then it has a special rule in the text to allow multiple missiles to hit a target.
Less players means the PCs will have a harder time if they specialize.
Combat has many different defenses, easy to get around or shore up for a combat with out getting repetitive.
High DCs can be gotten around by subterfuge, illusions, immunity, working in groups.
Having multiple enemies at different locations encourages large groups to split up. Either hit and run tactics or other time sensitive situations.
Social and skill based events work as well, letting the specialists shine. Defuse a bomb/convince the powerful npc to help or not interfere while bandits attack (or whatever).
That seems like a narrow and simplistic way to run with it. Everything benefits the god of contracts. Read all the fine print before deciding to sign anything.
Str does not help fort saves (that is constitution). It does help with wearing heavy armor, carrying things, climbing, and swimming.
Check your encumberance table and the armor you want to wear's weight. If it is close you might want to keep str above 8. There are items and long duration spells if that helps you decide. Being medium encumbered reduces your dex bonus to AC to a maximum of 2.
A regular chain shirt is 25 pounds. A heavy wooden shield is 10 pounds. You can wear lighter armor until you can improve your carrying capacity (items/spells) or mithril armor.
Str 8 light load 26 pounds
Fallen Paladin: Does attacking a possessed party member qualify as an Evil Act and Violation of the Paladin Code?
stopping your ally and destroying his blade is priority 1. Do what ever it takes then atone. The innocent lives your group are slaying is unacceptable, don't waver in doing what is right. Falling doesnt mean you are wrong, just that you took a less than perfect path to your goal.
Edit: diplamacy first, the pc should feel remorse for killing a good creature. Use it as a wedge to get him to destroy his weapon on his own.
Orfamay Quest wrote:
Why does a wizard's 15 point buy cripple a paladin's 20 point buy? Never said i was considering reducing the point buy for other classes. If the full casters super specialize, it actually shows in their character.
at the entrance Marc moved to a closer position, which summoned a cultist who cast destruction. Rolled a 3, rerolled a 3, Decided not to surge to let the gm do something. Since i had taken a little damage the 200 was enough to bring me to 0 and vaporize the body. Marc enjoyed his vacation/right of passage all once mortal gods seem to follow, while waiting for his friends to curb stomp the guards. He was quickly brought back to life by a solar and balor working together using their high level SLAs (we had a scroll of true res if needed).
Marc keeps the party alive with regular or mythic deathless, swift action heal/ mass heal, the mythic ability to prevent death and another to prevent going unconscious.
I like how this thread is making me think of using the body wraps and giving other monk build ideas.
I also love that alignment is effected so strongly by casting spells. Any character should be terrified by this. Obviously this will only come up in tough situations but its a move in the right direction.
Oh, i misread the premise.
Ive played a str ninja and it worked great. Wear a mithral breast plate, take the trait to reduce the acp.
Being invisible and using that rogue talent offensive defense (iirc) for a dodge bonus equal to the # of sneak attack dice you hit someone with is amazing.
Springloaded wrist sheaths for wands you can easily UMD and stay at range the first round ( fiery shurican) also umding shield and mage armor for high defenses. And perhaps a wand of flame blade if you gain proficiency.
8th is when you get an other wild talent. It shouldnt be gained before other elements get composites. Im thinking 4th lvl utility wild talent (prereq: element wood,expanded element wood).
(Wood) pheromones - as the charm hex with a more limited duration.
the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.
it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.
1) a bleeding infusion or composite blast