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Goblin Squad Member. RPG Superstar 2013 Star Voter. 1,511 posts (1,514 including aliases). 5 reviews. No lists. No wishlists. 1 alias.


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Lifat wrote:

@Mathius... You do realize that the numbers generated was for the spells in the core rulebook only right? If you want any spells outside that it gets significantly more expensive.

I don't know if there are any spell databases that makes a full list of sor/wiz spells with a count on it aswell. There are plenty of sites that allow a full view of every single sor/wiz spell in the game, but you would have to count them manually.

Matches: 1213.

if you want to parse them by level you can just search by level

Cypher Script I say.

Love the guys history, he got interested in archery in 2003 when he attended a LARP in Denmark.

Highest level of violence on an AP cover to date?

Not a complaint, just a question.

I played a ranger with 13 15 12 11 10 11 and it played fine up into 14th level. Vital strike and such really help when only your first attack might hit.

This thread delivers, mythically.

1 person marked this as a favorite.
BaconBastard wrote:
So these things are really 100% the worst thing ever. I want to cry.

Wait til you get to level 2 :)

Why has no one linked swarm traits for this person?

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. A swarm can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Behold, rules.

Bard Bard Bard Bard. You get skills that dovetail nicely with Rogues so you can infiltrate with them and not clang around in heavy armour. You spell list has a bunch of good healing and crowd control spells. Your songs help them hit, and most importantly bard can straddled the cleric/wizard role just in case the 4th person shows up with something less than useful like an archer fighter. Inquisitor is also quite good at these things, but a bard has more crowd control. A held or blinded enemy is a dead enemy.

It is really really strong. Being able to fly by an alley and lob spells into it and end up elsewhere will come up a lot. Heck just being able to drift into close range spell reach and then drift out will come up.

1 person marked this as a favorite.

The minotaurs gore progression is off. Looks like you based it off its powerful charge, as it does 2d6 with its gore at level 6, when it is supposed to have 1d6, with powerful charge up to 2d6.

Commoners. More plain looking people that can double as any character or townsperson. Best selling WOTC figure in my area is the farmer-with-pig. I've seen 10 exchange hands for 50 bucks.

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All Rogues automatically get a Mythic Tier every 3 levels for being brave enough to be Rogues.

Love the class. I would like to see an archetype that takes lethal damage from burn that can be healed normally, but with some sort multiplier as time goes on that can double, triple, etc the burn damage you take in a fight. Kind of like the 3.5 frenzied berserker, you just drop dead at the end after pulling off the un-imaginable.

Didn't read all the talents (late here) so excuse me if this a repeat. Something based on Magneto's twin metal spheres, a talent that gives you an orbiting thingy that grants you the Duelist parry ability until it succeeds, can burn to get additional units.

As someone who took Explosive missile the day it was released on my alchemist, I can state with 95% surety it was always "as a standard action" and fast bombs was never mentioned with it. Fast bombs came out before explosive missile and as a result could never mention it.

I miss the 3.5 feat Giantbane :( Climb aboard my friend *pours one out*

Your party is designed to beat up low level encounters. They are going to beat up low level encounters. Traps, knowledge checks and social situations are going to bother them later, and the weird flying magical crap in the later modules will too. Play the whole game before you make judgements on how good they are, what seems overpowered at 4th level might be terrible at 14th.

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I count everything from 1999 to now as "3rd Edition".

I have 40 hardcovers.

14 are Paizo/Pathfinder.

That's fine.

This is the highest CR outsider I could find that is 18 hd or less

Devil, Immolation (Puragaus)

Are you going to be in a party with a lot of half-orc/orcs? if so Foment the Blood is a pretty good time for a feat.

Well if you want to increase the silliness you can switch it to primalist bloodrager with the abyssal bloodline, cast monstrous physique 2, add perfect style and untwisting iron strength, and add another +13 to the strength check. Wonder if there are any monstrous humanoids that somehow resemble a pitcher of kool-aid.

CWheezy wrote:
Stunning interruption hits the character who entered the room as well

Just back away awkwardly then...

Wow, y'know, from the other side that's kind of annoying...

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Many have commented on the totally awesome kick-in-the-door feat Stunning Irruption and it's possible uses. Adjusting my bow tie, I gave a stab at it.

Kool-Aid Man!

Male Half-Orc Barbarian 20 CN
Alternate Racial Trait: Gatecrasher +2 strength checks +2 sunder attempts
Traits: Muscle of the Society, +2 strength checks versus doors. Destructive Blows +2 strength checks, +2 sunder attempts

1 Power Attack
2 Rage Power: Animal Fury
3 Improved Sunder
4 Rage Power: Hive Totem
5 Stunning Irruption
6 Rage Power: Intimidating Glare
7 Shrapnel Strike
8 Rage Power: Terrifying Howl
9 Breaker of Barriers +2 strength checks
10 Rage Power: Strength Surge
11 Oath of the Unbound +2 strength checks
12 Rage Power: Superstitious
13 Smash +5 strength checks versus doors
14 Rage Power: Witch Hunter
15 Destroyer's Blessing
16 Rage Power: Spell Sunder
17 Greater Sunder
18 Rage Power: Hive Totem Resilience
19 Skill Focus: Perform (Oratory)
20 Rage Power: Hive Totem Toxicity

Fun Facts! Assuming you started with a 20 strength, and placed your stat ups until at least 24 strength, then added a +6 strength belt, your rage will boost you up to a 38, which is a +14 mod. You stroll up to a Iron Door with its 10 hardness, 60 hitpoints, and strength break DC of 28 and scoff. You could shred this with your +74 strength check, but instead you decide to burst through the wall right next to it (at a mere +67)! <Queue guitar riff> Suddenly you Perform Oratory "OH YEAH!" and force your opponents within 20 feet to make a DC 30 fort save or be stunned, and those within 10 feet to make a DC 34 reflex save or take 1d4+8 damage as totally gnarly shards of hewn stone fly into them. BUT WAIT there's more! If your stupefied opponents are not stunned you launch into a terrifying air guitar solo as smoke machines fire up, forcing those fools to make a DC 34 will save or be panicked for 1d4+1 rounds! All this and you have some tubular sunder/spell sunder/bite you and poison you skills as well. You may be one weird Rovagug-loving Pathfinder barbarian, but hey at least you're not bored.

Then they made Orc Weapon Expertise, upping the number of things with the line "weapon that has “orc” in its name" to two, and the number of "Orc" weapons remains at one. Good times.

Juggernaut pauldrons will help when you can afford to make them. Start abusing the "add another magic item to another for 1.5 times its cost" rule, slap some resistance to them when you make em. Slap anacondas coils onto a +6 strength belt. Your build and feats make me sad you're not just a straight Unarmed fighter archetype, they are a lot of fun. Urban barbarian rage (+4 str) actually raises your CMD unlike regular rage, and the +1 to attack and AC for adjacent enemies kicks in often.

Rynjin wrote:
Secret Wizard wrote:
AndIMustMask wrote:

there's also that ring of ki mastery (i think is the name) to help tone down ki costs.

iirc the master's secret one may actually be a decent option for rogues if they can either keep their ki costs low or their ki pool topped off, since it lets them grab any ninja ki power (at a rather steep cost).

also, why not ninja? it's not as if the class name forces you to wear the black stage hand garb and crawl on ceilings (though you certainly CAN)

Because they can't be a friggin Sczarni Swindler.
A what now?

Coin flip rogue.

I believe they are called dewlaps. Or submandibular vocal sac. I call my gripplis throat sac a dewlap though, much cleaner sounding.

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Kage_no_Oukami wrote:
How fast can a barbarian hurl?

How many beers are we talkin' here?


Hurling, Lesser (Ex): As a full-round action while raging, full stop. Hitting non-touch AC shouldn't be a problem though should it?

I don't like that the bloodline powers all have text like "is terrible compared to rage power X". Even if Primalist exists, they should be weighed on their own strength or weakness.

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Try the Archives of Nethys HERE. The items there are sorted by price, so can click on rings or whatever, and it will come back sorted with lowest first, so you can decide what you want to hand out in a low price range easier.

I've played almost this exact character with a gun, I got the one-handed part hand waved away, so I can tell you it works fine, you get a lot of mileage out of your bombs instead of nova damage, and force bomb is especially good for you.

Helpful halfling bard. Even without a bonus you have a chance at aiding people at a wide variety of things.

One of my players was asking some questions about this prestige class and pointed something out.

Inner Sea Gods wrote:
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

No where does it state you add your Evangelist level to the class features you gain for determining their power. The example he pointed out for him personally was:

From Rakshasa Bloodline:

Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Then he asked "This is a reference to sorcerer level, but it effects the relative strength of the feature, not whether or not it will be gained. Since Evangelist only mentions summing levels for gaining new features, this then means that for a Sorc5/Evan10, half of one's sorcerer level would be 2, and not 7?"

I was just wondering if this has been brought up before.

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Savage barbarian and Invulnerable rager, because naked bad-asses are awesome.

My players would love to see a Gug in there, favorites at the table.

Aasimar, Peri-Blooded, +2 int & charisma.

Monk with 20 charisma and int.

The fact that the chassis for a sorcerer + barbarian is a bloodrager, and the chassis for a bard + barbarian is a skald irks me to no end. Why the base attack/casting of these two "hybrids" aren't reversed is beyond me.

Vic Wertz wrote:
Raymond Lambert wrote:
That second diagonal really perked my eyebrow also but the text is too blurry to read the details. Surfice it to say I will be keeping a close eye on this.
You can click on it to see a bigger image....

I hope medium isn't the only size shown...?

15 people marked this as a favorite.

Your tight-knit group was socked by her reaction?

Slayer is the magic-less ranger some people wanted.

Wake of the Watcher was awfully popular.

JoeJ wrote:

A knight who rides a dragon, with whom he communicates telepathically.

Rules for that exact concept are presented inside.

I was with Marshmallow on the applying of mithral (I considered it still medium armour), until Guass spelled it out like that. I must side with the "celestial plate doesn't care about base materials" camp now.

I've seen 5 PC's slain to this abomination of an optional rule. I do not use it in my campaigns. Worst one I saw was a level 16 arcane trickster standing 80 feet away minding his own business when the fighter charged a neutral CR 6 Beetle just to get into a fight. The 2nd one charged off a cliff at the trickster for some reason and laid a 41 damage crit on it, sucking out a natural 1 (the trickster was small sized and the 3.5 rule subtracted -10 for each size below medium). Way to many things can accidentally do 50 damage at higher level. I felt sick the first two PC's I killed with it in my homegame and took it out for the next one.

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A class that can spontaneously cast "Allfood"? Sold.

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It was part of the arcane bloodline. I haven't re-read it since first print, because the Bloodrager isn't my cup of tea.

Reading your feats, if you can jimmy them around in order, and bump your int to 13 you can get Spell Specialization instead of Spell Penetration. Better for just pure hideous laughter casting. I've made a similar character with serpentine/fey specializing in Hold Person and it was good fun.

Iron Will, Toughness, Great Fortitude all spring to mind. Don't ignore your defenses. Worst thing that can happen to a weak will base class with huge damage is to get dominated and rip up your party. If you're planning your 9 and 11 feats iron Will and Improved Iron Will are pretty good, or Iron will and Great Fortitude.

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Is it odd I want the book even more now?

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