Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kirhosk

Glutton's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. 1,538 posts (1,541 including aliases). 5 reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 1,538 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

They are worth it. They usually represent a +10% chance of success. Iron Will, followed by Great Fortitude are the most popular.


You don't "have decided that when their ride starts, they're all fatigued" that's what the forced march rules are for.

Spoiler:

Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

You can just rule the 3 hours in the dungeon count towards it if you want it extra brutal.

I've dealt with long overland chases in other campaigns, the real danger is the PC's can't run, therefore can't run away.


1 person marked this as a favorite.

James you ever play in anything like this or this?


1 person marked this as a favorite.

1) When you critical hit someone with an owl, do you roll 2d4-4 (minimum 1) or 1d4-2 two times (minimum 2)?

2) Will we ever see a Grippli miniature? Well that's a bit open ended, will we see a Grippli miniature soon :D?

3) Do you have any friends out in that snow storm?


Uh, do you mean "chucked"? I'm picturing a dwarven sword-swallower.


What are the exact classes?


srd wrote:

Multiplying Damage

Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Minimum Damage

If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage

Relevant text for this thread. Have a nice debate!


2. 2 Non-lethal Damage. I see it as (1d2-2) + (1d2-2). Minimum 1 twice.


One of my players gave me a question I was kinda stumped by. He plays a Tengu and wants to buy The Crow off the city of Magnimmar. This seems like it would take a lot seeing as its a heritage site. Any ideas of what kind of price, if any, the would put on it?


I've just been running AP's lately.

Serpent Skull

Death due to smart/mean encounter design in the first book via ghoul cleric level 3-4

Death due to a X3 critical hit level 6

Death due to a high level destruction spell in the final encounter level 16

Reign of Winter

No PC deaths

Shattered Star

No PC deaths so far (Book 3)

But yeah for the most part I do not favor random character death, as replacement characters never feel the same and are usually more powerful.


Smiting and divine grace are not charisma based checks, they are something you add charisma to as a bonus, not a base.


Covert Operator wrote:
The best you can get with confusion is damaging themselves.

Uh, no. The best part of Confusion is

Confusion wrote:
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

Casting this on a pack of enemies usually ends up with enchanters sitting back for rounds per level watching a gang of enemies beating each other to death for their amusement.


Confusion I say. Let them fight.


I have a similar Grippli character lying around with a 1 level dip into Vexing Dodger from Giant hunters handbook. The Limb Climber ability helps pull this kind of thing off in a more mundane way if your DM throws a book at you for being a bird.


Didn't read the whole thread, but I'd vote for Telling Blow and Steadfast Determination to return from 3.5.


12 people marked this as a favorite.

Are you in initiative? No? Take 10. Yes? Do not take 10.


Wail of the banshee, Dispel magic greater, and holy word all make me smile here.


Rise of the Runelords converted my DM who had been campaigning since '79 to Pathfinder. He said, and I quote, "This is the best game I've ever run.".

edit: oh and if you're over 35 and don't like video-game style RPGing, I'd stay away from Kingmaker, which will get a lot of good buzz when you ask what to do next. While obviously well made and ambitious, it can be a bit off putting if you are of the age where you want things more like the old D&D modules, just our groups opinion though. Reading through the forums marked "Pathfinder adventure path" can get you a good idea of what everything is like, including reading the reviews for the modules.


SRD wrote:

Deft Palm (Ex)

Benefit: A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.

I relied on this for Underhanded before.


4 people marked this as a favorite.
Eigengrau wrote:
Dustyboy wrote:

Half drow Orc goblin, using a torch as a weapon but it remains improvised

Has "Orc" in the title

Eventually deal 1d10+1d4+20 damage per hit

Two weapon fighting...

I'm confused on this one.

The whole "half orcs are proficient with any weapon with Orc in the name"

TORCh.


it would take a dip into cleric for one level, but

Spoiler:

Domain Spontaneity

Type: Divine
Source: Complete Divine

You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.

Prerequisite: Ability to turn or rebuke undead.

Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.

Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.


boring7 wrote:


Seems like a good one. Issue is they're ranged attacks, so it can't flank, and as a glow-blob it has trouble hiding and attacking from the shadows. Not sure if there is a way around this.

Make your opponent blind. Everything from glitterdust to dirty tricks.


Rogue mayhaps? Dr ignoring ranged touch sneak attacks could be fun with a gaggle of skills.


Tribal Scars will pick you up 6 hitpoints. Then you have to be Kellid. Perhaps you have Wooly Cock?


I think you are recalling 3.5 and composite bows incorrectly, the strength bonus changing was always a problem. Perhaps it was someones house rule? Magical Composite bows in pathfinder can be upgraded with Adaptive for 1000gp, which automatically adjusts to any strength pull.


^ WEW! Spoilers!


3 people marked this as a favorite.

I still like racial heritage Grippli for the 10ft long tongue the best.


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.

http://www.d20pfsrd.com/magic/tools/advanced-spell-search

Matches: 1213.

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


1 person marked this as a favorite.

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?

Spoiler:
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.


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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...

1 to 50 of 1,538 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.