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408 posts. No reviews. No lists. No wishlists.


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Confusion spells are your friend. In a party that size at least a couple are bound to fail. Heck, any set of mind affecting spells can be devastating.

Big fan of cloudkill as well. Best way to lower HP than can't be healed immediately.

ROTR. Dive right in.

Wizard, Fighter (or Ranger with smart Favored enemy choices), Cleric, Ninja.

We are about 2/3 of the way through and it is a brutally fun adventure path.

As note we don't play as an evil party. We did that once a couple years ago and the adventure fell apart by level 3.

Kingmaker is a definite first buy.

How many of these would you pick? Any favorites? After we finish Runelords and Emerald Spire I will need some new modules. It reads:

Selling the following Pathfinder adventure path volumes for $10/volume









Can offer discount if more than 1 is purchased.



It is the one where, after drinking one alcoholic drink, you take a penalty to reflex saves but gain a bonus to the will and fortitude for an hour.


If I have a weapon that my 16th level Inquisitor casts Greater Magic Weapon on, it is now +4. Easy enough.

So while in combat he activates his Bane ability. It increases the enhancement bonus on the weapon by +2. But, is it a +6 weapon or does it peak out at +5 as I though enhancement bonuses (for attack/damage) do?


The bloodline reads:

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Does this mean immunity to the panicked, frightened, and shaken conditions (from, say, an Intimidate) and the fear from spell effects?


Rise of the Runelords. Probably because we are at 11th level and I have never reached that high before with the character all the way from 1st.

Currently my half-orc (who has the trait Fate's Favored) is wearing a Jingasa of the fortunate soldier:

This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.

I was wondering if there was a way to increase a luck bonus on an item, similar to increasing an enhancement bonus. I would think not, but perhaps someone is aware of a way.


Let's assume no teamwork feats of any kind and that all involved are Medium size.

So my front line fighter, in a 5 foot wide tunnel, is in combat and getting beaten to death. He wants to let the paladin behind him to trade spots and the paladin agrees.

Is there any Attack of Opportunity on either of them from the single enemy (say he has combat reflexes).


OK....I just read over the Animal Focus part of the Inquisitor Archetype. I did not realize that was a Swift Action AND it lasts one minute per level AND you can make it last indefinately on your animal companion.

Also, it seems that the Animal Companion is at the same level as its master (not -3 as some other classes). So no need to spend a feat on Boon Companion.

So, yes, this is a rather impressive trade for Judgments.

Is Sacred Fist the only Archetype that trades out Sacred Weapon? I though there was more.

Also, do they get longbow proficiency? Because sometimes you want to kill things from a long ways away and I like the switch-hitter character.

I have found my Inquisitor to be most effective against all creature types and alignments for long battles. Say, at 12th level:

So with one Divine Favor casting (+4/+4 due to Fate's favored/sacred tattoo half-orc) and a Swift Action judgment on round one (+3/+6); move up to position. Next round Swift action Bane (+2/+2) and an extra 4d6 per hit on my now full-attack round.

With my 18 strength and improved Critical Feat for the +2 falchion:

2d4+6(strength)+9(Power Attack)+5(Judgement)+2(Bane)+4(Divine favor)+2(magic weapon)and extra 4d6 for the Greater Bane.

2d4+4d6+28 per hit. Threat range of 15-20.

Also, as per compared to the warpriest, doesn't the sacred weapon only last 1 round per level? And the Paladin's Smite evil is vs. only one enemy at a time?

While a judgment lasts as long as the battle against every single enemy. Even ones that are not evil.

But....I have to admit my backup character is a dwarven Warpriest of Cayden Cailean and he looks to be a lot of fun. And fun is the name of the game:)

Undone wrote:
They do start a little slow, but weapon choice, enlarge person, and mutagen can help in low level. Once you get to level 4, Studied Combat makes the class really takes off.

I was trying to make a dex based small one, that must have been my problem. The issue I see is that you're not proficient with a good weapon. I think I'd like an investigator or magus if I could find builds that were STR based without the AC which reads "My barbarian has better AC so yes."

Inquisitor is much better with the Sanctified Slayer or Sacred Huntmaster archetypes. They both give more than they lose.

Holy moly. Judgement is terrible so both of those two things are great. The animal companion is overpowered but from a player's perspective may violate #5 because it does as much work as literally half the party.

Wait...what? Judgments are fantastic; the Swiss Army knife of your Inquisitor. Swift action to bring me up to fighter BAB and damage? Or fast healing if I am chasing foes through the streets of Sandpoint? Energy resistance of my choice? Perhaps a bonus to penetrate the tough SR of that enemy mage?

Unless we are fighting our Ranger's favored enemy my Inquisitor easily outshines everything else in my party. Also, some DMs don't replace your animal companion very quickly if it dies. While in a deep dungeon our Ranger lost her cougar and it was seven sessions later before we got out so she could get another.

You can't lose your judgments.

I second the Inquisitor. My god, so much fun and so much damage potential.

Be prepared to like math if you play it. With my guy and Plant domain I have to keep track of Divine favor/power, Bane, Judgements, Bramble armor, Enlarges, Teamwork feat bonuses, Power Attack, Critical hits with my keen falchion,etc.

The only problem is that now I really don't want to ever play anything else. I'm sure that feeling will change.....probably.

As written:

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Does this give, say, a half-orc inquisitor access to the human Favored Class Option and access to human spells (such as Bestow Insight).

Or is it just for effects such as Bane or Favored Enemy?


I just made one of these myself. 1/2 Orc Elemental (Primal). At 10th level his fireball is 10d6+15. Heck, his little elemental ray does 1d6+11.

So, yes worth it. With the Primal line I also decided to take Spell Focus Conjuration and Augmented Summoning/Superior Summoning. This is to take advantage of the 1d6 fire damage your creatures' natural attacks do each hit.

Just a quick backtrack to the subject of Earth Glide. I believe it would be fine for, say, and Earth Elementalist wizard to use it as much as he wants since it only lasts 1 round per level. Also, you only move 5 feet per round.

Since most levels of the spire are hundreds of feet apart it can't be an issue. Also, if the wizard wants to go explore parts by himself then go ahead. A good way to get killed.

Or...has anyone had a party use Earth Glide to break the dungeon?

I need some clearing up about the spell Savage Maw and my Inquisitor. 10th level.
BAB +7/+2

1. I have a falchion in hand and cast Savage Maw. Next round, full attack action, do I get two attacks with the falchion and a bite attack (at BAB +2 with ½ strength damage)? In this situation, what sort of Power Attack damage does the bite do?

2. I have no melee weapon. Can I activate my Bane ability on my bite?

3. I have no melee weapon. When I bite I get two attacks. Do I get 1.5 times my strength modifier for damage? Do I get 1.5 times my Power Attack for damage?

Many thanks for the help.

I am quite certain I once saw a Feat that would give you either 1 extra spell per day (if at highest level you can cast at) or 2 spells per day if a lower level spell.

As side note, what is the name of the Feat that gives you extra spells known at the same criteria as above.


In a past thread "100 Books Found in a Strange Library" there was this powerful item that dealt with Favored Enemy.

443. I Hate Everyone But I Hate You the Most

This rather heavy tome seems to be composed of various other books whose pages have been violently erased, mended, and then bound together to create a ugly Frankenstein of a book. It radiates moderate magic and smells of old garbage, worms, and depressing anger.

It was written recently by the famous Ranger Oscar Crouch who was famous due to the fact that every creature/monster/person in the world was his species enemy. The contents are written in small, tight handwriting and each word pressed very deeply into the thick pages.

Any Ranger who reads the entire 200 pages receives the ability to changes his speciens enemy(ies) at the start of each day to whatever he chooses. He must also make a DC 14 Fortitude whenever he uses this abiltity or lose 2 points of Charisma for 24 hours.

That thread has some great books in it.

Ok, it reads as:

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

If I (a half-orc) am fighting an Ogre armed with an ogre hook I know that when he is 10 feet away and striking me that he takes no Bramble damage.

However, if he is 5 feet away and we are beating on each other does he take the Bramble Damage? I would think so as he is not using his 10 foot reach (for being Large) and he is not using a weapon with reach ability. Under weapon descriptions ogre hook does not have it listed under special abilities.

I ask as we are starting to face ogres and giant in Runlords and this situation will come up a lot.


Seranov wrote:
GoldEdition42 wrote:

There is the crappy half-orc paladin archetype

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil

Whoa, there. Redeemer may be a little more focused in its abilities than a regular Paladin, but I think calling it crappy is a bit much.

Sorry about that. I was having a bad day at work. :(

There is the crappy half-orc paladin archetype

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil

In the Emerald Spire I am certain that, at some point, my group will return to Fort Inevitable and attempt to take down the Hellknights. I was wondering if anyone had written up a build for the Lady Commander Drovust.

If not, I would be open to suggestions as to what Feats she may have taken and what magical gear she should possess at this point.

She is a middle-aged human Fighter 5/Hellknight 6. LE of course.

Many thanks.

Barbarian, Cleric, Druid, Ninja, Inquisitor, Sorcerer, Cavalier, Paladin

The Paladin just squeaked in for me.

I have not yet received my book and would like to know ahead of time where is the Emerald Spire?

Is it in Numeria proper? If so, can anyone tell me which section? Perhaps Sovereign's Reach area?


I would say go straight HP.

Also, dwarves make great Inquisitors! Have fun.

1 person marked this as a favorite.

Yeth Hounds. In the name of all that's holy what in the hell are these things doing at a mere CR3?!?!?!?!?

leo1925 wrote:


You have told us many times that you don't use alignment in your games but the OP might have alignment in his games, and in a game with alignment good and evil can be quantifiable things. In addition in a game with alignments "holy" means Good and "unholy" means Evil.

I have made some assumptions, if any of them is wrong please correct me.
1) You are playing in Golarion.
2) You aren't an inquisitor of Erastil, you are just an inquisitor that happens to have Erastil as his patron deity.

We are in Varisia chasing stuff around Turtleback Ferry. I am an actual, church-sanctioned Inquisitor of Erastil. So it makes sense that I would not exactly remain within one step of LG if I sucked the last dregs of life out of a sentient creature to increase my power.

Even if it was to help me protect a nursery full of orphaned babies. Under attack from a band of rampaging ogres.....with rabies.

Think I will just take Silence. No moral dilemma there....probably.

I run my Inquisitor as Robocop.

Serve the Public Trust, Protect the Innocent, Uphold the Law.

Cash and treasure are just a means to aquire items to enforce these three prime directives. He doesn't wear or own any fancy/valuables except for stuff to crush Evil.

"Dead or alive you are coming with me."

Wrong John Silver wrote:

I sure wouldn't. You're drinking deep in the soul of another who has no choice to the fate.

If you want it to be not evil, I would say that you could conceivably use Death Knell on other followers of Erastil who, when given the choice, will gladly lay down their lives for the sake of creating a champion to fight Erastil's foes. But that's about it.

Hmmm. Pretty niche. We do have a Ranger follower of Erastil, but I don't think she would willing give up the ghost just to give me a minor strength boost/temp HP.

Sigh. Shoulda been a follower of Abadar.

Sooooo....I have a LN Inquisitor of Erastil. I would really like to pick Death Knell as my next spell selection, but I somehow doubt this is acceptable for the follower of a LG god. We are partway through the Rise of the Runelords. Any yes, I know the spell description is Necromancy/Evil.

Any arguements I could put forth to my DM about it being for the greater good, crack a few eggs/omlette, the big picture, long-term gain, etc?


For magicial, Bag of Holding and/or Handy Haversack

For mundane, you gotta have chalk. Both powdered and in stick form. You can afford the copper piece.

I will hit 8th level soon and was wondering if anyone had an idea of what I can use to replace my CLW spell (we are loaded with wands, potions, and now have a great cleric).

I am a 1/2 orc melee/intimidation heavy Inquisitor of Erastil with Growth Domain. Currently travelling with a fighter, ninja, psion, ranger, and cleric in Rise of the Runelords.

Current 1st level spells are: CLW, Exp Retreat, Litany of Sloth, Divine Favor, Shield of Faith.


As the spell reads:

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

So I could appear as 1/2 orc, orc, or human? Seems like the spell is more useful for half-breeds than any other type.


As an Inquisitor it sounds like a decent Feat, especially considering I can change it if the needs arises.

Cast Litany of Sloth on the ogre, move in without provoking AoO, make my first melee attack (ever) while next to my ally, and THEN move another five feet to help aid the rogue coming in for a flank attack.

I'll give it a try. Thanks.

It reads:

Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.

Prerequisite: Base attack bonus +1.

Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.

Normal: You can take a 5-foot step only if you have not otherwise moved in a round.

Let's say I move in and use up all my movement reaching melee with the enemy. After my attack can I still take a 5 foot step OR would I have had to have some movement left?


lemeres wrote:
talmerian wrote:
Except Endurance is awesome, otherwise every time you get attacked at night no armor and it takes forever for everyone to get there stats figured out without armor, you don't use endurance.
Depends on your equipment really. There seems to be a tendency that anyone not wearing heavy armor ends up in something that counts as light (includes mithral breastplates).

I don't mind having Endurance as it (and Diehard) are the prereqs for Tenacious Survivor which is a GREAT feat.

Beric Dondarrion has this Feat tree I think......

NoncompliAut wrote:
Check out the divine hunter, it's designed for this.

Hey, I have not seen this before. Not too shabby.


STR: 12 (14-2)
DEX: 16 (14+2)
CON: 14
INT: 10
WIS: 10
CHR: 18 (16+2)

Traits: Perhaps Reactionary and Dangerously Curious

He will take Adaptable Lucka and Fleet of Foot Racial options.


1st: Fey Foundling
3rd: P.B. Shot
5th: Precise Shot
7th: RapidShot

Like bump Charisma as we go along. Maybe Greater Mercy at some point?

Increase the LOH 1/2 per level racial option seems smart?

Anybody have any luck playing a small Paladin? The bonus to Attack and AC seems great.

Kyra Clone #3,785 wrote:

I've searched the forums for an answer on this and have not found it yet, I've found things that are close but none that answers my specific question.

The sacred shield lasts until "struck in combat". Does the hit have to beat your AC to count as "struck"? Because armor doesn't restrict somebody's ability to physically hit you (which is why touch AC is so much lower), it just drastically reduces the chance for that hit to cause damage.

When my Cleric 7 / Holy Vindicator 1 activates sacred shield, with +2 full plate, +2 shield, and a phylactery of positive channeling, his AC will jump up to a 33. If somebody rolls to attack and has a 30 to hit him, is the Sacred Shield expended at that point, or does it stay in place until somebody gets a 33+ to hit me?

I am curious to see that build.

Due to the meagreness of cash (and spending most of our adventure in the wilderness) my 8th level Inquisitor merely has a MW Falchion for his main weapon.

Question: If I cast Greater Magic Weapon it becomes a +2 falchion for 8 hours, yes? I can also throw Keen Edge for 80 minutes of 15-20 threat ranger.

Ok, now I have to wonder if Bane's +2 stacks with the +2 from the GMW spell? I know it won't have a true +4 weapon's ability to overcome DR/Adamantine, but will it still give +4 to hit and damage?

Seems like it should.


I am quite clear on the DC of Intimidate, initial effects, duration from beating the DC, etc. I also know that you cannot turn the enemy from shaken to a more severe state.

However, if I continue to Intimidate my foe round after round (assuming I can do nothing else more effective) does it extend the demoralized condition each time? If I make him demoralized for 3 extra rounds each time does it stack with the demoralization from earlier?

So I can have my opponent shaken for dozens of rounds by the time combat is over? Can someone please tell if this is correct and, if so, where the heck it reads this?


I think so. My DM has been ruling it this way. At one point a cleric in 15 foot deep pit channeled and hit allies and enemies with his channel (as he could not see the targets to use Selective Channel).

The walls of the pit did not block the bubble of the channel. If it did the healing blast would be straight up into the air and be of no effect to those a few feet from the edge.

A great thing about this module is when it is your group's first adventure you can bring them back in 5 or 6 levels to run through Carnival of Tears.

My group did this.....shivers just thinking about it. I even threw in a Pennywise the Clown just for some more CE fun.

Wonder if I still have his stat sheet........

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Currently playing an Inquisitor of Erastil, albeit a half-orc with Plant (Growth) Domain.

Great class. LOVE the fast healing.

Damn. So if my wizard has a wand of Mirror Image he can't use it on the fighter?


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