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Glutton's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. 1,493 posts (1,496 including aliases). 5 reviews. No lists. No wishlists. 1 alias.


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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...

3 people marked this as a favorite.

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.

1 person marked this as a favorite.
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.

1 person marked this as a favorite.

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

1 person marked this as a favorite.

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?

Bha too many powerhouses here, if you really want to cripple yourself amusingly, play a Sensei archetype monk. Fiddle around with Quijjong and pick up some amusing buffs to hand out to your party.

Hey I got a good idea Hit FAQ on my thread about Dragon Totem to help clarify what I believe is an editorial error.

Human gunslinger archetype buccaneer is very good at this kind of thing.

Actually, pretty much all the animals have low charisma. Theres a flying lizard with 11, squirrel with 8, then all the rest around the 3-5 mark.

There is an item in the reign of winter AP called the cassock of the black monk that adds +4 to touch AC only. However it is worth 36,000 gold because of its other properties. You can probably reverse engineer it to get an idea of what it would be without the oracle enhancing abilities.

A real martial/singing skald, not one that's a variant bard. Too many classes that cast spells as a bandaid.

James Jacobs wrote:
Mark Hoover wrote:
So Thor's a girl; your thoughts?

About time!

AKA: I approve.

Kinda been done already.

PS I love Earth X and think the end bit with Galactus should be official Marvel stance. Did you ever pick it up?

James Jacobs wrote:
Glutton wrote:
Are Gripplis purposely pushing the boundaries of Tiny size?
Ummm... Grippli are Small, not Tiny. SO I guess they are pushing that boundry.

Sorry my computer went crazy and the rest of my post had to be snipped off. I was wondering About the normal tiny size ("1 to 2 feet") and the fact the average male Grippli is 1 ft 11 inches, while females clock in at 1 ft 9 inches. Is this kind of thing frowned upon in the design department, much like a medium race over 8 feet tall?

Are Gripplis purposely pushing the boundaries of Tiny size?

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Your "space/reach" for serpentfolk is for a much smaller creature.

He's not using dimension door because he doesn't have dimensional agility. So you would allow him to use Studied carefully for teleports within 30 feet? What about the second part? Teleporting back where you came from, that you haven't studied at all, just walked by?

One of my players made a blind monk/kensai. To make this actually ok to play he has taken (improved/greater)blindfight and a 3.5 spell called listening lorecall that gives him blindsight 30 feet.

This has been fine, but something came up the other day.

He has been using spell combat and Teleport offensively. However, some of the phrasing of teleport seems wonky for this. Here are my concerns.

SRD wrote:
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home.

No problem there. This is the kind of place where if you get up in the middle of the night you know to not stub your toe on the end-table.

SRD wrote:
“Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often.

Here it starts. He can't physically see anything. And places he can study by touch, smell, and hearing are likely to fall into Very Familiar in a hurry.

SRD wrote:
“Seen casually” is a place that you have seen more than once but with which you are not very familiar.

Again, can't see.

SRD wrote:
“Viewed once” is a place that you have seen once, possibly using magic such as scrying.

See above (that's a bad pun).

Now, he does have blindsight.

SRD wrote:


Some creatures possess blindsight, the extraordinary ability to use a non-visual sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.

Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures that use blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.

But my concern is that this doesn't confer the same effects as true vision. If you wanted to teleport to one of two identical rooms, but one was red and one was blue, there'd be no way for him to tell the difference. let alone if they had murals or inscriptions or what have you.

But mainly the concern is, do you think a blind mage with blindsight can teleport 30 feet ahead to an area he can only sense with blindsight? What about an area 100 feet behind him he just walked by 10 seconds ago without scouring the area?

TarkXT wrote:
Can someone confirm? Or am I tired and crazy?

Why can't you be both!

I like magic circle against evil.

The party can take the feat necromantic affinity. Doesn't work on channel, but inflict spells still work (why the wonky wording? I'm not sure you can heal someone with this feat with a harm spell.)

If you're doing hellknights, Oath against Chaos is perfect. It's in inner sea combat.

One of the AP's has a pregnant lady in it, and they assign her a medium load (carrying capacity) status. Whatever you make her, make sure she has one of these tucked away somewhere, so creepy.

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This product is off the chain.

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