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Great. At the creation of my Oracle I will designate Paladin as my favored class. Every level from 2nd onward will be Paladin and subject to all the class bonuses.

Thanks.


So, I have a 1st level Tielfling Oracle who will start into Paladin upon reaching second level.

My question is: Does the Tielfling get the +1 (favored class options) to self Lay on Hands as soon as he takes the level of Paladin? Or must you BE a Paladin first off and only get the bonus when you advance later on?

Seems to me you should get it right away....but I've been wrong before.

Thanks.


Great. Thanks!


Say a bite attack for an orc Inquisitor at 5th level. If she does not use a manufactured weapon is there any rule that prevents Bane on a natural attack?

Thanks.


1. Are there any Traits to add to the DC of Channel Energy?

2. Can a Cleric, with Perfect maneuverbility, hover 20 feet over a battle and Channel Negative energy? Assumming Medium enemies that have no Reach weapons and are to engaged to use Ranged weapons.

Thanks!


I third this request. One of the best quests ever and the crowning glory of my CE Mountain Dwarf......sighb.


1 person marked this as a favorite.

"Updated rules for stealth...." I didn't see that coming.

Thank you! I'm here all week! Try the veal!


So, taking this Feat for a Tiger's claws would affect not only the two front paws (used for normal attacks) but also the two rear claws (used for rake attacks)?

Seems pretty sick. But I'll take it.


Since the Cadaver Lord radiates a 20ft radius of Desecrate, I assume that all the benefits gained are included in the description already. The attack, damage, saves and Channel Resistance do not need to be modified?

Thanks.


Sorry, I guess the proper phrasing is "Reverse Gravity". Still, I guess it wuld not affect a magic, semi-solid fire bolt.


The Creature Type description didn't have anything about immunity to blindness unless it falls under mind-affecting.

Can they be blinded? I don't think so but I could be wrong.

Thanks!


I have a question about the fire bolt domain power and an anti-gravity field. Say the target is behind a 10 X 10 antigravity field. Would the bolt fly upward as per a normal arrow or sling bullet?

Or does magic get an exception as it is not affected by gravity?

Thanks!


I would imagine that a Harpy, hovering 20 feet away from a cliff face, can maintain its Song to lure victims off the edge. After they fail their two saves, of course.

As well, the description in the Bestiary seems to indicate that they can attack and maintain the song at the same time.

Are these correct, or am I missing something?

Thanks!


1 person marked this as a favorite.

I once played a Half-Orc raised by Gnomes. He.....had alot of quirks.

An adopted PC can bring some great fun to the table.

Irrational fears can be good as well; perhaps he's a dwarf with an a fear of hammers or a Druid who openly admits he hates trees.
Maybe a Tiefling with a daddy issues or a Catfolk who is allergic to himself.
Perhaps a Grippli whose best friend is an sentient bear who practices standup.
A minotaur who wants to attack anything that is red and/or waving?
Or a Inquisitor who always brings along a pillow?


So, say I have a Changeling character with her two claw attacks. If she takes the adopted trait of Tusked (Half-orc) she gains a 1d4 bite attack.

Am I correct that with a full-attack action she get the claws at full BAB and full strength damage but the bite is a -5 BAB and 1/2 strength?

Thanks.


Thanks, Claxon. Just like I thought.


So sleeping in non-light armor will prevent a caster from gaining spells? Calming touch will remove the fatigue the caster got from the poor night's sleep. Small comfort as they did not get their spells.


Simply put, would a Divine or Arcane spellcaster not gain spells the following day if they slept in Medium (or Heavy) armor the previous night?

Also, it is clear the Domain Power "Calming Touch" removes that night's fatigue. I assume that the fatigue does NOT return as there is nothing in the description about needing to address the source of the fatigue (such as in the Paladin mercy description). If so, this is a good Domain power if your DM likes the night encounters.

Many thanks.


Power Attack with two hands give a +3 to damage.

+1 weapon was a lucky magic item roll. 10% chance at 1st from my DM.

Score.....


I did know about the precision damage and extra enhancement damage (such as flaming) as just being icing on the cake when you hit; not multiplied.

Looking forward to next session.


Sweet zombie jebus! That.....is alot of damage. So, my first level fighter could possibly do 66 points of damage on ONE hit?!

Wow. All these months I missed ALOT of extra damage with my dwarven barbarian. Oh well, live and learn.

Thanks.


OK. I still have trouble getting my head around this.

I have a fighter with a +1 Great Axe. 18 strength. BAB +1.
Power Attack is up.

Normally his damage is 1d12+10 (1.5Xstrength+PA+magic enhancement on axe)

Now, what happens if I roll and confirm a critical hit. I was always under the impression you multiply the hit dice by the critical value (here X3). So, it would be 3d12+10.

But, I have been told this is incorrect. Can somebody please walk me through the numbers using simple words? And type slowly.

Many thanks.


I think the Fremen fit the bill of high level Rangers.

Consider: Favored Terrain of desert
Favored Enemy of Sardaukar (or Harkkonnen)
Endurance as a (free) Feat vs. hot climates
Animal Companion: Sandworm

With a Sandworm it makes alot of sense to take Boon Companion Feat.


After having just read Dune (again) and currently DM'ing a 5 character group of Level 3-4 PCs, I was considering putting them up against some famous warriors from movies/literature.

First off, has anyone some suggestions for opponents? Also, has anyone ever created a Sardaukar for Pathfinder?

Thanks!


Great! Thanks for the quick response.

Cheers.


So I have two characters with diseases; one has Filth Fever and the other with Necrotic Boils.

What would it cost to have remove disease cast on them at a local temple in a big city?

Thanks!


No mention of Haste yet? That was the first one that popped into my head.

There is an obsure one called that allows you to cast it on one fellow PC per level. It instantly dresses them in their armor. This seems to be insanely overpowered as getting armor for a night attack is the best buff of all. The name of it escapes me......


I do agree with Fey Foundling (I like it better for Paladins, but it still works well) but it must be taken at 1st level. Then, Selective Channel at 3rd and Extra Channel at 5th.

Improved Initive is a good Feat but with a d20 inititive roll it sometimes doesn't make much difference. If you roll a 4 you may still be slower than that zombie who got a 16. Some DMs use a d12 for inititive; then it makes more sense.


Shield of Faith No More

THAC0

Lords of Acid Arrow

Flesh to Stone Temple Pilots

They Might Be Cloud Giants


1 person marked this as a favorite.

My god! These are great! My Alchemical Romance and Nine Inch Gnomes are beyond epic. Massive Power Attack!


Wow. "Three Harpies and a Harp" is in for certain. I would hate to be a roadie with that group.


So just for fun my group (more specifially the Bard) will be competiting in a Battle of the Bards next session. Although it will be quick and just for some fun (with a chance at a great magic prize) I would really like some stage names for the competition. So far I have:

Cleric Pulp: Gnome Alert!
Cold Iron Fey
Dwarven Edition Revisited
Grue the Newly Risen
Humanoids by Day
The Jinx Johnson Five Featuring Gotch Boonie
Motley Zombie
No Fun Allowed, We’re Paladins
The Unexpected Inquisitors
Your Unstoppable Pixie Experience

I am open to any suggestion and am willing to substitute any/all of my already generated names.

thanks for the suggestions.............


I second the ARG. But, even without any tweeks, Dwarves are my favorite race to play. Damn solid and they make great Inquisitors and Rangers first and foremost.

Make sure you have a party of seven and must protect a girl from an evil queen.....that stuff will just write itself.


I wonder about taking the Plant Domain (Growth). When you Enlarge (as a Swift Action) you get +4 to your Intimidate check. Add Intimidating Prowess and that will be another +4.

Very gross by 3rd level. By 4th your Blistering Invective spell will be quite effective.


We were finishing up at Level 9/10 and our current DM wanted a break to play for a few months. I saw a module that looked interesting (Hollow's Last Hope), added a few small things that were subtle inside jokes to get the group's attention, and that was it; we were off.

I LOVE making those do or die rolls right in front of the group. Most rountine rolls are behind the screen but the tension and freak-outs that occur are FAR more satisfying when they see that 20 (or 1) themselves.

Also, once you hit the higher levels as a player in a larger group (>5) it may take a while for your turn and, as a DM, you are always in play.

Finally.....I love playing the "important" NPCs. The randoms goons and underlings have no depth but giving some mannerisms and accents to the main bad guys each time is great.


I find that alot of my non-module sessions (which is becoming more and more as I get experienced) come from ideas I also think of during downtime.

My father-in-law works has a friend in the police force and he got several of those nice police notebooks (complete with interrogation tips, pupil dilation charts, crime scene grid maps, etc) and gave me a couple. I keep one in my pocket at work and whip it out to write down any sudden idea that comes to me.

I highly recommend getting one; they make you look real cool. Or, so I think.


Well, say a Large morningstar with normally 18 strength and PA with BAB of +4.

Enlarged, it would be 3d6+13. Min 16, max 31

With a Bastard Sword same stats.

Enlarged, it would be 3d8+13 Min 16, Max 37. Or 3d8+7 in one hand. Min 10, Max 31.

Yeah, not really worth the EWP, if my math is right.


If that's true, better to use a Bastard Sword one-handed (EWP) and get 3d8 and keep my shield bonus. As long as I don't cast, I guess.


1 person marked this as a favorite.

I can't think of another class that would do as well with all members the same....maybe 4 Inquisitors? Nobody would expect that.


Ok. Let me see if I have this correct.

Say I have the Varient Tiefling ability which gives me abnormally large hands, enabling me to wield Large weapons without penalty.

I am a cleric with Plant Domain (Growth Subdomain) and have taken weapon profiency with the Greatsword.

So, I am routinely wielding a Large Size Greatsword for 3d6 damage. Fine.

Now, I Enlarge using my Domain power. I am Large but my weapon will become Huge. I know weapon damage usually increases roughly 50% with each category.

So 150% of 18 is.....27 max damage. What combination of dice will give me that (or near enough)?

Thanks.


I probably play about 3/4 of the time and DM the rest. We have a consistent group of 4-5 players (one of whom Skypes in) and three of us take turns behind the screen once we hit around Level 10; at that point we start with a new party at Level 1.

It is a bit tough getting started and the majority of the sessions are pre-made modules. By Level 3 I (and hopefully everyone else) have gotten into a groove and I find I like it even more than having my own PC. By then I use a Random Generator for a campaign idea and create from there.

How often are you playing vs. running it all? Which do you like more? Do some of your friends never DM at all (for whatever reason)?

Good hunting.....


Perhaps an easy question, but I have to ask. When you take the Oathbound Paladin archetype are the bonus spells:

1) Added to the regular spell list that you can draw upon?

or

2) Extra spells exactly like the Domain spells given to Clerics?

Because I really want them to be extra spells. Oath Against the Wyrm gives Enlarge Person and Fly....pretty nice.


Thank you! I forgot about the Heavy Armor......


I am quite certain it is a Trait (not a similar Wonderous Item).

Basically, it was something about a Helmet or Mask that belonged to your tribe or standard. It would give you +2 to Intimidate when worn.

It may have been Hobgoblin specific; it's been a few months since I first saw it and details from that period are sketchy.

Thanks!


Wizard's Corner in S'toon....didn't that burn down in the late 90's?
That was a great little shop.

Ah, S'toon in the 1990s....AD&D 2nd Edition. Good times.


It is a little thing, but I like to make sure that the PCs are very clear what they are fighting and where it is. A grid map is a must. We use one and draw the terrain/town/room on it with erasable marker. Every PC has a figurine.

Then, each foe has a well-labelled marker.
I like to use pennies I paint with liquid paper and mark with a blue permanant marker. 1 thru 10. I also have the alphabet in capitals and use them for the Big Bosses with a Class. I=Inquistor, P=Paladin, etc.

Does anybody NOT use figs or some other markers?


Ha. Found it!

Group Fighter.

You have trained extensively to fight with groups.

Benefit: You gain a +1 trait bonus on attacks made while flanking an opponent.

Good hunting to all.


I know it exists but I am unable to find it now. Basically, it gives the PC an extra +1 to hit when flanking a foe.

Very useful for an Inquisitor with Precise Stike.

Thanks.


Not combat oriented, but wondering if anyone has any ideas for a LG Level 3 group of PCs entering a medium-sized city. Ideas for flavor, such as the group happening upon a slave auction, or pickpockets, or being accused of robbery or past crimes (they did not commit), etc.

Stuff to kill some time and bond the group a bit better outside of slash/cast/death.

Thanks.


Love the Invulnerable Rager. That DR will save you hundreds of HP by the time you get to Level 6.

Enjoy.

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