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5,060 posts (5,232 including aliases). No reviews. No lists. No wishlists. 42 aliases.


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ShadowDax wrote:
Darksol the Painbringer wrote:
While I can understand having a high Concentration is important for a Magus, I don't think it's worthwhile to ignore the Wayang Spell Hunter trait. My suggestion is to take Reactionary (or go the Adopted route for Unbreakable Hate to maintain Concentration Check bonuses) and Defensive Strategist with your standard traits, and then with your Additional Traits feat, take Wayang Spell Hunter and Magical Lineage, letting you have free Empower or Intensify Shocking Grasps (with combining both simply being a 2nd level spell slot).
Magical Lineage works for all metamagic feats on one spell. It is not connected to one spell and one metamagic feat. I see it as redundant to have wayang spell hunter.

Magical Lineage reduces the final adjusted spell level by one. So if you have Magical Lineage (Shocking Grasp) then an Empowered, Intensified Shocking Grasp Spell will use a 3rd level slot: 1st level spell +2(Empower Spell) +1(Intensified Spell) -1(Magical Lineage). Wayang Spellhunter reduces that by one more level to use a 2nd level slot as Darksol said. Using both for the same spell is common for Magus builds.

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Fuzzy-Wuzzy wrote:
Rysky wrote:

Actually Horse and Marax* are covered for that I believe.

Core Rulebook wrote:
As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2.
*don't know what that is so I'm just guessing there, what AP is it from?

The Marax is a combative relative of the Lorax.

I am the Marax! I kill for the trees!
I kill for the trees for the trees have no blades!

The grass, however, does have blades. ;)

Grandlounge wrote:

I like a lot of the above advice. I would do things slightly differently but you should be happy with the above build.

First I would drop arcane strike and move rapid shot up to 5th. An extra attack even at a -2 is much more damage on average. I would consider lingering performance. Saving finale is amazing and this take the edge off using it. Remember to take heroism as a second level spell.

I would also look at the arrow song minstrel it's a good archtype for an archer bard.

Yes, Arrowsong Minstrel is really nice: longbow proficiency, Precise Shot at 2nd level, an expanded spell list, Spellstrike with ranged weapons, no need for a free hand for Somatic Components when using a bow, and early access to some Combat Feats and Prestige Classes.

Hanani wrote:
Gisher wrote:

It doesn't matter what class you are. The price is determined by the formula below.

Wands: Base price = spell level × caster level × 750 gp.
The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp.
The cost to make a Wand is half of that price: (spell level) × (caster level) × 375 gp.
This is basically what confuses the ever loving crap out of me... so if I am making the want it would be less than what the Chart is telling me because the chart indicates the price of wands should you want them?

Yes. The cost to make a magic item is half the price to buy the item from someone else.

Philippe Lam wrote:
Either the hedgehog or any familiar with initiative bonuses You'll go strength, so having a +4 on these checks is never bad. Some fights can be quickly decided so there's the need to be reactive.

No, it definitely needs to be a hedgehog. Named Regina.

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It doesn't matter what class you are. The price is determined by the formula below.

Wands: Base price = spell level × caster level × 750 gp.
The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp.

The cost to make a Wand is half of that price: (spell level) × (caster level) × 375 gp.


Edit: The table that is likely confusing you is only listing the minimum cost for wands. It simply reflects the fact that some classes have faster spell progressions than others. For example Clerics , Druids, and Wizards get access to a new spell level every two levels as do Sorcerers, but Sorcerers are one level behind the others. So a Sorcerer will need to be one caster level higher for each spell level, and their wands will cost more.

The minimum cost for a Magus-created wand would be the same as a Bard because they both gain access to new spell levels every three levels after the first class level.

You actually cast the spell, and the wording makes it clear that you get a caster level. It isn't an SLA for which you only have an equivalent caster level.

This is probably the developer comment you were thinking of.

It gives you a caster level and counts as a spell on your spell list for purposes of prerequisites. I'm not sure it's a *good* path to any PrCs (you're going to get a spell of any given level much later than true casting class), but I'd certainly assume you are considered a spellcaster.

That's good enough for me.

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GinoA wrote:

I went through several chapter specifically looking for reprinted items. Here are my notes:


  • Familiar – Rhamphorhynchus: Reprint – Unchanged.

A correction. The rhamphorhynchus now seems to grant a +4 bonus to Initiative rather than the +2 bonus listed in previous publications.

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Don't forget to acquire a hedgehog Familiar.

Calth wrote:
Java Man wrote:
I have seen the idea that alchemists are not spellcasters, steictly speaking, and there for cannot take feats with a caster level pq. You might want to check which side of that your GM is on.

A bit late to the party, but there is a FAQ that explicitly states that Alchemists aren't spellcasters and cant take magic item crafting feats. Its not really just an idea.

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?
As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

An Alchemist who selects the Spell Knowledge Discovery is a spellcaster and has a caster level. This allows them to take feats like Craft Wondrous Items or Arcane Strike.

No. Potions and elixirs only.

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GinoA wrote:

I went through several chapter specifically looking for reprinted items. Here are my notes:


Amazing work! Thank you!

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The first rule of Black Butterfly is: You do not talk about Black Butterfly.

The second rule of Black Butterfly is: You DO NOT TALK ABOUT BLACK BUTTERFLY!

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Shorticus wrote:

You know, with some of these hexes... DEX-to-damage, 8 skill ranks a level, full sneak attack, effectively possessing animal-based wildshape at will once you hit level 10 via Animal Skin, flight, the ability to breathe water and air at once, scaling DR/cold iron, hexes...

Why hasn't anyone made a "better than the Shifter" joke yet? Those are still in, right?

I don't think those are meant to be jokes.

Avoron wrote:
Shorticus wrote:
Greater Invisibility from a friendly wizard buddy, octopus form with something to let you breathe air, sneak attack grapple things to death?
Yep! Actually, you might not even need to solve the breathing problem, depending on your GM's interpretation of the polymorph rules. The section on polymorph spells says that "if the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing," but it never says you lose the ability to breath air, and you don't actually get the aquatic subtype. So its possible that you'll be just fine crawling around as an octopus on land.

You could also take the Water Lung Hex just to be sure breathing air won't be a problem.

Tiny Coffee Golem wrote:
Just to nip this in the bud: How is it now valid?

Ultimate Wilderness has the Exotic Heritage Feat which allows you to select Wildblooded Bloodlines with Eldritch Heritage.

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Of course there are Magic Fang and Greater Magic Fang.

Versatile Weapon acts as Greater Magic Weapon but can be applied to Unarmed Strike. It also helps to overcome DR.

Elemental Touch adds energy damage and additional effects to your Unarmed Strikes.

Forceful Strike adds force damage and can push targets.

Not a spell, but there is the Quain Martial Artist Trait.

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Ways to get Dex to damage.

Slashing Grace - Light or one-handed slashing melee weapons only.
Fencing Grace - Rapiers only.
Starry Grace - Starknives only. Works with melee and ranged attacks.
Dervish Dance - Scimitars only.

Weapon Special Abilities
Agile - Finesseable melee weapons only.

Class Abilities
Finesse Training (Unchained Rogue) - Finesseable melee weapons only.

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Darksol the Painbringer wrote:
Angel Hunter D wrote:
Didn't this hex stuff come up with the Hexcrafter, and the results were that if an archetype gives you something then it scales off of that class, not the class levels the thing is originally from?
Hex Magus wrote:
At 4th level, the hexcrafter magus gains access to a small number of witch's hexes. The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
The Hexcrafter has a clause (which I bolded) that says what you describe.

I believe that Angel Hunter was referring to the issue with Hex Arcana which lacks the leveling phrasing that Hex Magus has.

UM wrote:

Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

The Hex Magus wording doesn't help with Hex Arcana since the phrase "that hex" limits the Witch-level equivalence to the Hex gained through Hex Magus. However many people accept the reasoning that Angel Hunter described and allow the Magus level to count as a Witch level when using Hex Arcana.

Yuri Sarreth wrote:
An argument could be made that the hexcrafter does not have magus arcana as it is replaced by hex arcana. The archetype description calls it hex arcana and states you can select from this list of things at the determined levels.

Hex Arcana doesn't replace Magus Arcana. Per the FAQ it does alter Magus Arcana by adding options to the list of Magus Arcana.

Crexis wrote:
For my sorcerer I chose the arcane bloodline. I get those as bonus spells known. But do I also get bonus spell slots for these?


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Squiggit wrote:
Fourshadow wrote:
This book is full of really good archetypes (IMO), but one that stands out to me and has not been mentioned is for the Investigator: The Star Watcher, which trades rapier proficiency for Starknife and alters Alchemy from extracts to star charts--including being given the Scribe Scroll feat. Talents are included for choices that include applying your Studied Combat, etc. to the Starknife, even while thrown. Returning is even a choice! Really cool.

I’m not a huge fan of that one. You essentially get infusion for free, but having to pick the targets for your extracts at the start of the day ( and requiring your target to be present) is pretty killer, then you have to burn a talent just to make the archetype’s new weapon work anyways. Being able to craft scrolls like an alchemist can brew potions is pretty sweet in the right campaign, but that’s another talent too. You also lose out on some cool talents too.

The idea behind the archetype is neat, but reading it I kept expecting some big payoff for all the penalties and losses in the archetype that ended up never manifesting itself.

The Infusion has pretty limited flexibility, but still useful to support standard tactics. For example, if your Barbarian always uses Enlarge Person then you can have some prepared for him.

I think that Shooting Star is actually pretty nice. Letting you spend a Talent to apply Studied Combat, Studied Strike, and Investigator Talents like Sickening Offensive to your ranged attacks is much better than Ranged Study which forced you to spend a precious Feat. This was one of the big complaints when Ranged Study came out. (Of course you can still use the Extra Investigator Talent Feat to select Shooting Star if you want.) That Starry Grace gives you Dex to damage with both melee and ranged attacks is really nice, too.

You might want to start with this thread.

Douglas Muir 406 wrote:
Also, its bite literally does no damage (d3-4)...

It actually deals 1 point of nonlethal damage.

CRB wrote:
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.

That isn't very good, but technically isn't no damage.

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Cavall wrote:
Gisher wrote:
Cavall wrote:
Justification to self of actions in order to take them is practically the definition of evil.
That's a weird definition of evil. That would mean that a person who justifies risking their own life to save a child has now made that an evil act.

To self. To self.

"If I don't take his food, then I'll be hungry and I'm more useful."

"His money is just sitting there in a bank when I could make better use of it."

"I owe it to myself to be happy, and burning things brings me the most joy."

"If I kill him, it's more convenient. The law would just let him get away with it. Probably."

"I was only following orders. The ones giving the orders are bad, I just carried them out."

None of those compare to "someone is on trouble I should help them not die." You don't need to try to justify actions that are already justifiable.

What makes an act intrinsically justifiable? And to whom is it justified if not your self? Ethics isn't nearly as simple as you are asserting. "Eating dead humans is always evil" and "risking your life to save a child is always good" are actually hard statements to defend. But I don't want to derail this thread any more.

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Cavall wrote:
Justification to self of actions in order to take them is practically the definition of evil.

That's a weird definition of evil. That would mean that a person who justifies risking their own life to save a child has now made that an evil act.

If you can fit it into a 10 ft cube (maybe posing it in a seated or fetal position) then the Treasure Stitching spell might solve your problem.

Senko wrote:
TOZ wrote:
Senko wrote:

With regards to Triomega's point that deals with creatures brought into being or transported TO your location not moving you to another location. You are already in being and you are being transported FROM your location.

FFS, really?
I did say I was arguing technicalities there and its wasn't something I'd do to a player. I have however had experience of one rules lawyer who would argue every little detail like that. He was also a munchkin actually and took advantage of a new gms inexperience to gestalt/prestige class his way to being able to cast 9th level spells at 14th level (and got a flying carpet with glassteel dome as a transport and a whole bunch of other stuff). I was not surprised when the game ended soon after. Anyway point is I have known someone who would argue that point.

Stop arguing technicalities! This is the Rules Forum and... oh, right. Carry on.

Senko wrote:
Its why it got my interest there's a lot of magical items I'd love to have but I can't because that slot is already taken up with one of the "required" items instead.

One of the many reasons that I love the Occultist is that with the Transmutation and Abjuration Schools you can free up the shoulder slot and belt slot for some of those fun options.

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I want to make a hypochondriacal Alchemist with a Figment Tumor Familiar.

"I have a tumor."

"No, it's all in your mind."

nicholas storm wrote:
Ascetic Style does not give full UA damage. It does nothing other than allow you to use feats such as stunning fist with weapons. Ascetic strike gives level -4 UA damage, but requires ascetic style, ascetic form and weapon focus.

Esoteric Magi have a class ability that lets their Unarmed Strikes use the Monk damage progression. Ascetic Form lets you use class abilities that apply to Unarmed Strikes with your chosen weapon. Thus you get the Unarmed Strike damage with your chosen weapon.

(The wording of Ascetic Style itself would let your chosen weapon to use your Unarmed Strike damage with your chosen weapon, but we know that the author didn't intend the wording to be that broad.)

Ferious Thune wrote:

On the build? No, the main reason for the Ki Pool in the build is to use Ki Leech for infinite (a lot) of arcane pool points.

Or did you mean something more general?

Sorry, I meant that I think the Chakras were the main reason why the writers added the Esoteric's Ki Pool in the first place. Chakras are not a good use of the Ki Pool for any build. :)

Ferious Thune wrote:
Ok. I see. The Ki Pool is coming from Perfect Style. That helps. I still don't think the tradeoff of accuracy and two feats is worth it to get the extra attack.

I don't think it is worth it either. There are so many other useful feats that you could be taking. Extra Magus Arcana alone offers many good options.

On the subject of the Ki Pool, here is a list of some possible feats from an old post of mine.

I'm not sure if any of those feats are any good.

I think the main reason for the Ki Pool is to let the Esoteric Magus use the Chakra abilities, but they definitely aren't very good.

Gavmania wrote:
Gisher wrote:
Gavmania wrote:
I'm also looking at adding a few levels of Warpriest (Sacred Fist Archetype) to increase the base damage of the weapons and add a few nice spell supports with fervour, though that will probably clash with the Esoterics spell combat ability so maybe not worth it.
Your Unarmed Strike base damage advances as a Monk's would, and the Ascetic Style Feats will let you use that damage progression for your selected weapon. So there isn't really a need to dip Warpriest.
Gotcha, missed that. That makes a huge difference.

It's also worth considering that an Esoteric Magus can use their Arcane Pool to add the Impact Special Ability to their Unarmed Strikes despite the usual restriction against light weapons. That bumps your damage up by one size category.

Gavmania wrote:
I'm also looking at adding a few levels of Warpriest (Sacred Fist Archetype) to increase the base damage of the weapons and add a few nice spell supports with fervour, though that will probably clash with the Esoterics spell combat ability so maybe not worth it.

Your Unarmed Strike base damage advances as a Monk's would, and the Ascetic Style Feats will let you use that damage progression for your selected weapon. So there isn't really a need to dip Warpriest.

Two other traits worth considering.

(1) Quain Martial Artist Trait adds a +1 Trait Bonus to damage with Unarmed Strikes. Because of the wording of Ascetic Style this will also apply to the weapon that you use with that style.

(2) Armor Expert will let you use a mithral breastplate with no non-proficiency penalty.

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Esoteric Magi can also be really good dubuffers. Consider the following build.

1st Level Human Esoteric Magus

Magical Lineage (Frostbite), Bruising Intellect

Ability Scores (20 point buy)
STR: 16 (+2 Racial Bonus)

1: Enforcer, Rime Spell

First Level Punch
At first level you can potentially deliver all of the following with a single attack:

  • 1d6 + 2(STR Mod) + 1(Arcane Pool) non-lethal damage from your Unarmed Strike
  • 1d6 + 1 non-lethal cold damage from Frostbite
  • the Fatigued condition from Frostbite (-2 STR, -2 DEX, no running, no charging)
  • the Shaken condition from Enforcer (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
  • the Frightened condition from a critical hit with Enforcer (creature flees, –2 penalty on attack rolls, saving throws, skill checks, and ability checks)
  • The Entangled condition from Rime Spell (moves at half speed, cannot run or charge, -2 penalty on all attack rolls, -4 penalty to DEX, concentration check to cast spells)

Later a Cruel AoMF can add Sickened. Arcane strike + Riving Strike is another later option to add damage and penalties.

Chess Pwn wrote:

Frostbite gets mulitple uses per cast, so to save slots and not waste the spell you TWF.

An example would be at lv4 when you have 4 attacks of frostbite. You spellcombat to cast and attack normally for 2 attacks. Then next round you TWF for the other 2 casts. Thus getting full use of the spell. Otherwise half the spell is wasted.

Now not saying this is the best idea or not, but this is why it's being taken.

Good point. I hadn't considered using TWF while holding charges.

Why would you take TWF? It isn't compatible with Spell Combat, and you already have the functional equivalent with Spell Combat + Spellstrike + Touch Spell.

pad300 wrote:
Darklone wrote:

We only had spellcasters with towershields in bags of holding. Put it on the ground and get into hiding behind.

Worked better in 3.0

You used bags of holding? Why not unseen servant (better back in Ad&D where it was indestructible) ?

Nowadays I like the Folding Shield Special Ability. Just unfold your buckler into a tower shield when you want cover.

Selvaxri wrote:
so, being an 7th lvl character her BAB would be +7/+2?

Yes, that is correct. A simple trick is to start with your full BAB and repeatedly subtract 5 until you would get less than +1. So a BAB of +17 gives you +17/+12/+7/+2 and a BAB of +10 would produce +10/+5.

Ferious Thune wrote:


I actually thought there was a magical version of the Familiar satchel, but I can’t find one.

Hosteling armor or shield?

Best Friend Pendant or Greater Best Friend Pendant?

Familiar Bubble?

The Carry Companion Spell?

When your BAB reaches +6 then you get an iterative that is +1. Then you get another each time your BAB increases by 5.


Note that this pattern holds no matter which class you are or how you mix different classes, although characters with low BAB might never reach the later iteratives.

Coquelicot Dragon wrote:

The thing with Tower Shields is that people realized that they could get their shields online for less money. Now you just don't see them anywhere.

The same kind of thing happened in Camelot.

I see what you did there.

Anarchy_Kanya wrote:
I know how reach weapons work, thank you.

It is hard to tell since you are so reticent to clearly tell us what you are trying to achieve. But I will not bother you again with my attempts to help.

vhok wrote:
reach weapon, whirlwind attack, lunge, combat reflexes, enlarge person, long arm and you can also go bloodrager theres 2 bloodlines that increase your natural reach by 5feet.

Don't bother. The OP has already rejected all of the options from this other thread that they created. As near as I can tell, the OP specifically wants a katana with the reach property rather than a way to increase their own reach. I'm not sure if they realize that such a weapon would lose the ability to attack adjacent squares.

Sah wrote:

I am confused then, because many of the suggested options allow you to do exactly what you are looking for.

For instance if you have long arm, you threaten at 5 and 10 feet. When they try to get close to you they move out of a threatened square, and you can make an attack, exactly the same as you could with a reach weapon.

Am I missing something here?

This thread seems to be a spin-off of this one. It appears that the OP wants a way to attack everyone who enters their threatened squares rather than attacking those who leave the threatened squares.

wraithstrike wrote:
UnArcaneElection wrote:

^Sure it does in all but name (and with the Dwarven Dorn-Dergar, even in name) -- any of the above gets you Reach when you wouldn't have had it before, and you can use a weapon with it. Note that if you are Large, weapons of appropriate size for you automatically have 10' reach if they would not have been Reach weapons if you were Medium.

He wants the non-reach weapon to be a reach weapon without multiclassing, having to use an action to change the reach on the weapon, or use a feat tree. That is pretty much what I figured from his opening post.

Well if that's true then my earlier post can be disregarded.

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Anarchy_Kanya wrote:
Are there ways to use a non-reach weapon as a reach weapon?

In general, no. There are a few magic items which can accomplish this.

Lashing Shadowcraft weapons can gain an extra 5' of reach as a swift action.

• The Fighter's Fork is a trident that can be extended as a swift action.

• Depending on the weapon, the Transformative Special Ability might be able to turn into other weapon types that have reach.

• A weapon with the Greater Transformative Special Ability can definitely turn into other weapon types that have reach.

• The Bladed Belt offers similar possibilities.

There is also the Spear Dancing Reach feat for weapons in the polearms or spears groups.

You are welcome. I wish I had a better option for you.

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