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Githyanki

Gjorbjond's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 310 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

It doesn't matter either way. If it's 1/2 min 1, that's just 1 for 1st through 3rd level. If it's 1/3 min 1, it's still just 1 for 1st through 3rd level.

Ninja'd

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I'm pretty sure drinking an extract still provokes, just like drinking a potion.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Keep in mind that it's pretty easy to spot a dominated person with Sense Motive. The fact that a party member is dominated wouldn't likely go unnoticed for long.

"You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities."

Cheliax

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

I'd let a detailed painting or map probably count as "viewed once". Also, you can find someone from the area you're trying to go to and ask them to Share Memory of that area.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If you're increasing your Cloak of Resistance from a +2 to a +3 while adventuring, can you still wear it and does it still count as +2? Or does normal use of the item prevent it from being worked on?

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

For Spell Trigger items, you need to be able to cast the spell, or you need to use UMD. Spell-like abilities would count, but Supernatural abilities don't. If it's not on the Magus spell list and he doesn't have a Spell-like ability that grants him the spell, he needs to UMD the wand.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber
Peter Stewart wrote:
Gjorbjond wrote:
If they have access to Greater Teleport, they can just go to Absolom for all their shopping needs.
Assuming the party has either been to Absolom, can recover a highly detailed and accurate description of a specific place in the city to greater teleport to, or has someone they know individually in Absolom that they can scry on successfully.

At their level they probably also have access to Wind Walk as well and can fly there in a day, maybe two. Then they can Greater Teleport there in the future. If they took a week or two, they could become familiar with most major cities in the Inner Sea so they can shop around. The point was that at their level they are by no means restricted to nearby cities. You've reached the point in the game where distance is pretty much no longer a factor.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If they have access to Greater Teleport, they can just go to Absolom for all their shopping needs.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Evocation spells gain the most from the Harrow Casting ability. I prefer sorcerers for my evocation builds.

The Tattooed Sorcerer in particular to plays up the whole Varisian stereotype.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If they aren't on their home plane, and they also aren't within 10,000 feet of the summoner, they automatically return to their home plane. Being on a different plane than the summoner is definitely considered more than 10,000 feet.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

The Ring of Counterspells with a Dispel Magic in it is what my group has always used.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If it helps, think of it like the Resist Energy spell. You can have multiple versions running at any given time, as long as they're for different energy types.

Keep in mind that you must meet the prerequisites for any evolutions you add with the spell and:

Quote:
This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses.

Yes, you'd have to use multiple Dispel Magic spells or a Greater Dispel Magic to get rid of multiple instances of Evolution Surge.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

From a purely flavor perspective, I'd go with either Infernal or Pit-touched if you're from Westcrown. If you're adventuring in Cheliax and you have Abyssal blood, you might have some trouble with Hellknights.

Also, flavor-wise, I wouldn't take Varisian Tattoo or Tattoo Sorcerer unless you're actually playing a Varisian. A Chelaxian with Varisian Tattoos just seems out-of-place to me.

With the Infernal bloodline, I'd take Spell Focus (Enchantment) as one of my feats to double-down on the charm stuff. Improved Initiative would be the other feat. If you win initiative, you can charm the target before your party has engaged and avoid the will save penalty.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

It's a legal combo. The counter to it is to have more than a single encounter in a day. He'll quickly run out of uses.

There are quite a few classes that seem overpowered if they can unload everything in every encounter. Force them to manage their resources.

Cheliax

5 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Most of the bardic performance options are supernatural. A harpy's captivating song is supernatural. All the FAQ does is clarify that Cackle also falls into the category of supernatural powers that are basically sonic effects.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I would skip the Arcane Accuracy and Power Attack feats and just use Arcane Strike. You can't use Arcane Accuracy and Arcane Strike at the same time and Power Attack reduces your bonus to attack.

Arcane Strike is a good feat for a Magus if you take arcana that don't use swift actions.

I'd actually look at the Concentrate arcana if you're worried about flubbing a spell.

My arcana list was Concentrate, Empowered Magic, Spell Blending and Maximized Magic. None of those use swift actions or arcane pool.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I like Spellguard Bracers. The "Roll twice and keep the better 3/day" is perfect for your highest level spells.

If you don't do anything at all to increase your concentration checks or your 16 intelligence and always use the full spell combat bonus when casting your highest level spells, you'll be down to a 10% failure chance by 16th level from the 45% you had at 1st.

I think feats like Weapon Focus are a better deal in the long run, but if your GM is fine with retraining, I'd get Combat Casting at 1st level and swap it out once you get Improved Spell Combat at 8th.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

It really depends on whether your GM will let you retrain it later. While it may be nice for the first few levels, your bonus to concentration checks quickly outstrips the DCs as you advance.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I really like the Bladebound myself but I wouldn't go with Myrmidarch. I think Spell Recall and Knowledge Pool are too valuable to give up. If you can recall spells, you'll be able to prepare a much wider variety instead of having nothing but Shocking Grasp prepared. With the Knowledge Pool, you can fill up your spellbook quickly and inexpensively.

Because the Bladebound has a reduced arcane pool, I'd focus on arcana that don't use the pool and don't require swift actions. That way you could get Arcane Strike and make the most use of it.

I admit, the Intensified Shocking Grasp trick is really nice. I don't think you'd be gimping yourself terribly by skipping it though.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Only levels of magus count for the black blade's advancement, so I wouldn't multiclass.

You can copy spells from a wizard's spellbook if the spells are on the magus spell list. You'd have to take the Spell Blending arcana to get any other spells.

Cheliax

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

I prefer to leave Energy Attacks as an available option for Evolution Surge. That way you can pick the most appropriate energy type for the situation. Since you can't take Energy Attacks more than once, you're locked into a particular choice if you take it as one of your eidolon's evolutions.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

When you cast the spell you decide the placement of the area affected. Once you cast the spell that area is set. You can move the illusions around in that area at will, but that area can't be moved.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

You get 1/4 of a single point every time you take that option. By level 4, you will have accumulated 1 point if you took that option at every level.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I'm a fan of the Tattoo Sorcerer of the Visionary Dreamspun bloodline myself. It really fits with the whole Varisian fortune-teller theme.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

For race, I recommend Gnome. The favored class bonus of an extra 1/2 a bomb per level is nice. Also, the Pyromaniac racial trait is a must.

For feats, I'm a fan of Splash Weapon Mastery.

I would get the Fast Bombs discovery and Rapid Shot since you're going after Touch AC.

I'm also a fan of the Breath Weapon Bomb discovery for the times when you're threatened.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

In the section on evolutions before it starts listing them "Unless otherwise noted, each evolution can only be selected once."

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

There are plenty of creatures that have spell-like abilities that refer to spells that have greater than a standard action as their casting time. It's been my understanding that they are still a 1 standard action activation unless the description on the individual creature specifically says otherwise.

i.e. a Solar's Greater Restoration 1/day SLA is still a standard action to activate even though the spell has a 3 round casting time.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

It's a standard action because it's a spell-like ability. All spell like abilities that aren't constant are standard actions to activate unless the description of the ability specifically states otherwise.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I'd go with a Druid/Ranger. You get full BAB, all good saves, natural weapon combat style and wild shape. There's a nice overlap of required ability scores. You get a reasonable amount of skills. All this and the full spellcasting progression.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

In general, you can apply bonuses in any order you wish.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If you want claws on the back legs, it's the Rake evolution.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Eidolons are obviously not any particular race. Also they have the big glowing rune on their head.

That said, they can wear hats and take ranks in Disguise. It's only a -2 to disguise yourself as a different race, and if the eidolon takes the Skilled evolution in Disguise, it can fool most people.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Unless he has flanking, it's just the first one.

Cheliax

1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber

Actually, you can use Minor Image to duplicate the effects of an Ice Storm just fine. As long as no creatures interact with the illusion, it's just as good as a real one. Same with Silent Image and most wall spells.

If you cast Mirror Image, then cast Form of the Dragon, your opponents will see a bunch of dragons flying about in the same area, not a dragon being orbited by a bunch of wizards.

Heck, I've even seen wizards cast Mirror Image and Invisibility. Opponents generally can't see them at all, but if one of them has See Invisibility up, they'll see the images.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

The text for Pounce doesn't limit it to just natural attacks, so you can get all your weapon attacks.

TWF doesn't morph into MWF without some sort of house rule. Getting an extra limb through Aspect so you qualify for MWF is the only way.

The Max Attacks in the chart only refers to the natural attacks the eidolon can perform. It doesn't apply to weapons wielded.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

People generally underestimate the usefulness of the vanilla enhancement bonuses to attacks and damage. It's even more useful considering how the higher bonuses can get around DR. Personally I'd just go with the plain old bonuses.

Also, while I liked elemental attack, I always looked at that evolution as one to pick up with the Lesser Evolution Surge spell. That way you can pick the most appropriate element for the situation. Since the spell is limited to evolutions the eidolon doesn't already have, you've kind of locked yourself into doing acid damage.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

I don't think option C is legal by RAW. Check with your GM. Technically it's just putting extra points in the evolution that grants simple weapon proficiency.

I'd bite the bullet and spend the 4 points personally. That way you can cover any variety of DR that might show up.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Monstrous Physique III can grant the Natural Cunning ability of Minotaurs, which is what makes them immune to Maze.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber
VRMH wrote:
Quote:
b) You disbelieve the entire spell.
I disagree. The spell has already come and gone, there's little use in believing or disbelieving it. What remains is its effect: a summoned monster. Making the save will render the creature 20% effective instead.

I think you missed my point. Interacting with any of the 3 monsters summoned by the spell grants you a will save. If that will save is successful, all of the monsters are only 20% effective against you. You don't get a save for each individual monster. Your save is for the entire spell.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

a) Yes, you get a new save every time you interact with an illusion.
b) You disbelieve the entire spell.
c) Intelligent items are considered constructs rather than objects, and can be fooled by illusions.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Amulet of Mighty Fists allows you to bypass certain types of damage reduction if the enhancement bonus is high enough.

+3 gets through Cold Iron/Silver DR
+4 gets through Adamantine DR
+5 gets through alignment-based DR

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Would a paladin be able to smite an incorporeal creature and attack it with lay on hands with the bonus smite damage adding to the lay on hands damage (assuming the creature was an incorporeal undead)?

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Wizard/Magus should be fine. It specifically says that they can learn from each other's spellbooks, so the formula is pretty much the same.

I'd only require a separate formula book if you threw alchemist into the mix. They can learn from wizard spellbooks, but not the other way around.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Grick made the most complete guide to what you can do with Spellstrike and Spell Combat. You can find it here

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

For Arcane Strike, keep in mind that SLAs aren't arcane or divine. What makes a spell arcane or divine is the spell being granted by a class and that class specifying that its spells are arcane or divine.

For example: Cure Light Wounds is an arcane bard spell.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

If you look at the Actions in Combat, it's "Cast a spell" and "Use spell-like ability".

In the Magic rules for spell-like abilities, it says "The user activates it mentally."

In the Universal Monster Rules entry on spell-like abilities, it consistently uses "use" rather than "cast".

Based off those three entries, I'd say they aren't "cast" therefore don't qualify as a prerequisite for anything that says "cast spellname".

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

Silent Image is an Illusion (Figment). You can use them to create something to hide behind, but you can't actually change how something that exists looks. That would be a Glamer. You could create an illusion of a big rock and hide behind it, but you couldn't create an illusion of a big rock and hide IN it.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

For the Eidolon, I'm fond of the Combat Reflexes and Bodyguard combination. In Harms Way is also nice, but I don't know if I'd go that far down the chain.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber
Neo2151 wrote:
Most (all?) classes will not get "Spell-Like Abilities" and spells are treated differently than SLAs. So most characters never actually meet the requirements of Quicken Spell-like Ability.

A lot of the wizard specializations, cleric domains, and sorcerer bloodlines grant spell-like abilities. Those abilities are usually pretty useless by 10th level and being able to quicken them keeps them at least moderately useful.

Cheliax

Pathfinder Companion, Roleplaying Game Subscriber

You should be able to use Vital Strike and get a Cleaving Finish though.

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