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Glutton's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. 1,456 posts (1,459 including aliases). 5 reviews. No lists. No wishlists. 1 alias.


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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.

If your're willing, you can save some feats and get in earlier by just taking to the last instead of the deathless chain. I like to make barbarians with a 1st level unbreakable dip to get this at first level, having 37 HP at level 1 can be a riot.

If I came into your house with scissors and cut off Sohei at level 5, would there be anything there to suggest if you took 3 levels of weapon master you could flurry with a greatsword? No? Then taking 1 level of Sohei then 3 levels of weapon master won't do it.

Back in 3.5 there was a shapechanging class in the complete warrior (the Warshaper) that had a "surprise reach" class ability. I always read that as you knew when you were threatened and could see if a monsters usual attacks had reach or not.

wraithstrike wrote:
Glutton wrote:
Rakshaka wrote:

Other than some of the Tane (Jabberwock, Bandersnatch), there aren't a lot of monsters that are a death sentence to fight if the party is 3 levels under the CR.

I found the Forge Spurned a true terror at level 2. 1d6 automatic damage
It is only automatic if you are grappled, and with an AC of 16 at level 5 it would likely die before doing too much damage.

Sorry my internet burned out right there. "1d6 automatic damage" breath weapon is brutal in a 20 foot radius that blinds as well. It doesn't help that originally printed the monsters reach chain attack there did 2d4 +12 (somebody made a typo). Yeah at level 5 its not that bad because of its defenses, but it was put into a module (crown of the kobold king) to face 2nd level adventurers. At that level I got to watch it drop 2 PC's a round.

Rakshaka wrote:

Other than some of the Tane (Jabberwock, Bandersnatch), there aren't a lot of monsters that are a death sentence to fight if the party is 3 levels under the CR.

I found the Forge Spurned a true terror at level 2. 1d6 automatic damage

Slayer is probably better, because you can nab Imp Two Weapon Feint and get some extra sneak damage in there.

58 posts here

I would concur.

Unlawful yes. Evil? Maybe he's going to sponsor some orphans with it.

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Banshee, Bodak, Drekavac, Duppy, Fallen (mayhaps), Gaki, Geist, Penanggalen, Spectre, Tuyewera, Vampires (almost all types), Wraith

If you use 3.5 Fade into Violence is one of my favorites.

James Jacobs wrote:

The eyeless krakens washed ashore on the Isle of Kortos in the year 4700 AR, some 94 years after Aroden's death.

They are ABSOLUTELY foreshadowing something I've got planned for the future, but that event doesn't really have anything to do with Aroden's death at all.

Has this been published yet? This is my favorite teaser in Inner Sea Guide and I've been waiting to see what its about since then.

blinkback belt

If you add it to your list it is now a paladin spell, and can be cast without ACF.

A rogue to balance it out.

Feint partner + improved feint partner + evolved familiar (skilled [bluff]) = happy rogue?

You can choose.

58, tower defense against 50 orcs. I helped someone don full plate whilst my friends held the door and threw alchemist fire.

Snake style, to use your bonus to sense motive. Rogue ac is typically bad, so that's a help.

If you're looking at skill focus for sense motive or SoH or whatever, Focused Study for humans is a must.

Trap Finder trait if you value disabling magical traps.

Lastly, Improved Evasion at 10 gives you the evasion you lost at 2nd, and then some.

Good find, too bad the URL's for the bigger pictures are all broken.

One I like to keep around,

"The best ideas sometimes come from your players".

Sometimes you'll have what you think is an A-1 humdinger of an encounter cooked up, and someone will say "Oh man I hope this isn't a swarm of bees that are on fire" or something like that, then you know to say "funny you should say that, because suddenly you hear a drone of insect wings, and the room temperature seems to grow hotter as a glow comes down the hall".

If you have a way to see through fog, it's very nice on an Arcane Trickster, as you have pretty much guaranteed sneak attacks now.

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If you want your squirrel to be scary, use beast bond to have it take Taunt .

Man suddenly I can see a build involving a familiar on your shoulder and you using Shatter Defenses as a viable rogue build.

Well if you want advice past what I have given, it will be player/dm interaction advice, build legality advice, and things of that nature. Post your build, make sure you're on the rules high ground, then decide if you want to go to war with you DM or just change your play.

Lythe Featherblade wrote:

I might as well have been casting silent image instead of 150% of the monster's HP. And retroactively checking the bestiary shows that there was no corresponding immunity to what I did.

Sounds like you have a big damage blaster and the DM is ignoring your damage. Sounds like you might have a playstyle clash. That I can't help with.

That said, knowledge checks let you identify what that creature is as a base, even if you don't roll well enough to get +5 or such, many base abilities can be gleaned. For instance, if you find out something is a devil, you know automatically that it will be immune to fire and poison, resist acid and cold, and see perfectly in darkness. Same as you know undead can't be mind effected (unless they're some kind of variant), or constructs can't be affected by fort save targeting effects unless they can target objects.

Also, you have limited knowledge of saving throws to help this along;

srd wrote:

Succeeding on a Saving Throw

A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Comparing this to melee, melee actually have a small advantage here

damage reduction wrote:

A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective).

Lastly, if the enemy is protected from energy from the spell, you might be able to make a knowledge Arcana check to notice to spell is in place after your damaging spell fails to affect the creature (Dc for this is usually 23). Or use Arcane Sight.

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123 Tyrannosaurs, and 370,000 lbs of feed for them.

1874- Houdini and Churchill are born.

There's a +1 staff in the new Inner Sea gods book that fires two magic missiles at will, really got my attention for classes that get stuck for something to do. Around 5,000 gold, staff of the twin serpents or something close to that.

csouth154 wrote:
Glutton wrote:
If Lini has three animal allies, can she reveal all 3 for and extra 3d4?
No. You can only play the same card or activate the same power once per check or step.

So this text doesn't apply to said power?

Can I reveal two Belts of Incredible Dexterity over and over to add ∞ to my Dexterity?

Of course not. Any specific card's power can be activated once per check or step, and then it can't do that again until the next time you do something. So you cannot reveal a single Belt of Incredible Dexterity twice to add 2 to your Dexterity check, but you could reveal two copies once each; similarly, you cannot reveal a single Magic Shield three times to reduce a single instance of Combat damage dealt to you by 6, but you could reveal it once to reduce “before the encounter” combat damage dealt by a Scout, and then reveal it a second time to reduce Combat damage if you fail to defeat the Scout.

Resolution: On page 9 of the Rulebook, under Playing Cards, add the following sentence to the definition of Reveal: "You may not reveal the same card for its power more than once per check or step."

Matthew Downie wrote:

Turning into a halfling lady would get you closer to the 'little girl' look.

Would the polymorphed T-rex still have Swallow Whole?

Wait... why?

If Lini has three animal allies, can she reveal all 3 for and extra 3d4?

I dunno if anyone's brought it up, but Lamashtus mask from the item section might lead to some of the most disturbing character ideas of all time...

I assume thats dex 20. Second paladin/champion of Irori won't work because your DM has cleverly taken an acrhetype that kills Still Mind, invalidating it.

Well played.

Arcane Trickster approved. eat#1 t#1

Is it magic? Is it healing? I'd say yes to both, do a forum search this has been brought up before.

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