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Glutton's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter. 1,575 posts (1,581 including aliases). 5 reviews. No lists. No wishlists. 2 aliases.


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First adventure path to put a goofy smile on my face since Rasputin Must Die!

Anticipate Peril?

4 people marked this as a favorite.

Not bad for some light reading.

spirit guide oracle gets life shaman channel at 3rd dont they?

Thanks, the appraise rule was exactly what I was looking for.

I'm currently in a throwback campaign where we made 3 fighters and a rogue, very Conan vibe. There is one issue I'm trying to overcome: how do we find out if something is magical without detect magic and the like? We found a ring last session just because I put it on, then took it off and it fit the other guys finger just perfectly (resizing), but if we stumble across, say, a magical bone, is here any obscure knowledges or skills to notice? Before it comes up DM outlawed rogue talent minor magic.

Strength: 3d6 ⇒ (3, 1, 3) = 7
Dexterity: 3d6 ⇒ (6, 5, 1) = 12
Constitution: 3d6 ⇒ (3, 6, 4) = 13
Intelligence: 3d6 ⇒ (6, 3, 3) = 12
Wisdom: 3d6 ⇒ (5, 6, 4) = 15
Charisma: 3d6 ⇒ (5, 2, 6) = 13

Not a bad Shaman/Cleric. Just not going to be meleeing anything.

2 people marked this as a favorite.

Is the argument here "monks can't threaten at 5' and 10', because it might make them good."?

I've run 3 adventure paths, each took 16 months.

Buddies homebrew campaign went on for 8 years.

Other buddies campaigns go 2-3 years.

1 person marked this as a favorite.
Scythia wrote:
Rynjin wrote:
Ravingdork wrote:
Greatsword monkeys?
Yes, Greatsword monkeys.
That's small potatoes, call me when there's a monkey musketeer firing squad.

He's got a gun!

Flavor wise, a half elf may certainly have worshiped Aroden, and could have chosen not to cast/and or changed spells since his death. Starting at 1st level as cleric then going into cavalier might be fun for you, hoarding your first level spells, your only connection to a dead/missing god. Bear in mind he went off the grid 108 years ago.

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I see slayer as a more amusing spell-less combatant. It has more skills than a fighter, less nature ties pigeon-holing it than a ranger, and less weird rage mechanics than a barbarian. If you want a guy to pilot around and be useful while still being just a guy, then Slayer is right up there.

Take a look at the Master Spy prestige class. Maybe send 6-10 of them to harass the PC's

Look here.


Around level 10 our DM said "ah heck i didn't put some treasure here, heck you can roll"

Snatching up my dice I threw "100!"

"Uh, wondrous item"


"Uh, major one?"



No Mirror of Mental Prowess for me :(

This was the first and only time loot got rolled .

3 people marked this as a favorite.


What are you going to use dazing spell on at level 5? Even with -2 metamagic its a +3 isnt it? You'd need a level 4 slot. Might as well get spell pen at 5. Intensify also wont really benefit you until later as well.

Check for yourself if its easy enough for your taste

Keep in mind Wraithstrike, normally you don't die from having 0 strength, you might have to spell it out with shadows or change it to "ability damage that would kill you".

edit: the question you're formulating for FAQ.

6 people marked this as a favorite.
TriOmegaZero wrote:
Gauss wrote:
Is a FAQ even necessary?
A FAQ will be necessary until every question is answered.

The beatings will continue until morale improves.

Jodokai wrote:

when you dip Sorcerer (Crossblooded and Tattoo)

This, you get Varisian Tattoo for free. Heck if you wanted to start as sorcerer with Varisian tattoo, spell focus, and spell spec; you can fire off 2 magic missiles at level 1 in one cast, if you want to avoid melee. You can pick up unlimited magic missile and Eschew materials if you really need it with the Staff of Entwined Serpents.

Be a very small character, then hire enough people to make a commoner railgun and see if he'll let you be launched into space.

Curve ball: Skald has the better spell list. Spell Kenning is that good. Magician Bard is also quite nice for stealing Summoner spells. 2nd level haste is quite nice.

Another weapon with "orc" in the name /swoon.

1 person marked this as a favorite.

Dirty Trick Master feat really sets it off. Once you nauseate someone they can't take the action to remove it, and you can just pile on the conditions.

keep in mind this is the giant slayer ap. Hence you will fight giants. Giants hit, accurately and hard. It's going to hurt. They also have a lot of hitpoints. The people you play with are going to need to disable things, or you're going to absorb a ton of damage.

No. This has come up before. The phrase "When a sorcerer dons a robe of arcane heritage" kills it.

Natural Werewolf and Choker are both excellent. A choker can constrict 4 times a round with greater/rapid grapple. Natural werewolves have some awfully nice defensive abilities.


But I would play as a Flumph.

You're misreading one of the most pointed out mistakes of stand still

When a foe provokes an attack of opportunity due to moving through your adjacent squares,

Pin down is very good.

7 people marked this as a favorite.
Alexander Kilcoyne wrote:
That encounter has nothing to do with KM and everything to do with your GM.

Did the Hags yell an ultimatum like "Your GP or your HP!"?

Describe to the DM very specifically what you do, not just "I search for traps", more like "I pour water on the floor and look for seams it runs into", stuff like that. Know lots and lots of languages. Know what summons speak languages, and what spells they can cast.

Winding Path Renegade adds 10 feet to ranged weapons. Probably works.

Punishing Kick.

some stuff here.

Traits: Outlander, or if not allowed: Signature spell: +1

Varisian Tattoo: Abjuration +1
Spell Specialization: +2
Atheist Abjurations: +2 versus divine
Spell Perfection: Double feat bonus.

Wizard Archetype
Spell Sage: +4 to on CL check once a day. Twice at 8th, 3 at 16th

All kinds of items.

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.


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.

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