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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.

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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?


Hmm. Not bad. Not as good as Inquisitor's Bane but I like the ignoring hardness and the magical/adamantine attacks sweetens the deal.

Plus it works on everything, not just Evil.

For the Stonelord Paladin:

Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.

Sorry if this is a dumb question but I'm pretty tired. The first line gives me a bit of confusion. Does this mean that a 5th level Stonelord can do Stonestrike five times per day? 8 times a 8th, etc?


Conundrum wrote:
Wow! A first level character with rich parents could streak through the streets of their home settlement wearing only this hat! Does it give the illusion of being clothed?

The description does not say exactly. But hey, a naked Gnome isn't going to surprise anyone.

For interesting gear get Boots of the Cat. For 1,000 GP you need never worry about heights......EVER. Even most 1st level characters could jump off a 100 foot cliff and walk away.

Also I love the Hat of Human Guise. Better that a Hat of Disguise as you look like a totally different Small race or even a human kid. What better way to evade pursuit? All for the low, low, price of 900 gp!

So the favored class option allows half-orcs to get a bonus to fire damage spells as 1/2 levels. For most spells, easy enough.

But say a scorching ray with two rays. Is this bonus damage applied to each ray, or just one of them? Seems to me it would be the latter, but I'm hoping I am wrong.

If so I will just stick with my gnome sorcerer for a backup PC.


It is a Feat to help your 1st level character survive that hit from a one-armed goblin with no depth perception.

Toughness has saved one of my 1st level characters more than once. A solid (if not exciting) Feat for any class.


It is in the Combat Section of the Core under "Cover"

When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Never was a big fan of many of the archer Feats. Sure, Rapid Shot puts another arrow in the air but at -2 to hit. This is quite relevant for me as I tend to roll REALLY crappy.

What's the other Feat that is basically power attack for bows? It also penalizes your attack roll for more damage.

I prefer switch hitter without any feats that will limit my 3/4 BAB Inquisitor to hit. Give me Toughness and Improved Initiative followed by Extra/Extended Bane and I am happy.

Hitting your target is important to doing damage. As my old DM used to say "You gotta get a date before you can go to the prom." I think that was a metaphor.......

Deadmanwalking wrote:
Fruian Thistlefoot wrote:
Judgement is for 1 enemy and is limited number of times per day.
Uh...Judgment is not for only one enemy. It applies for an entire fight regardless of number of enemies. It does have limited uses though, this is true.

This is right and why Judgments are so potent....along with being able to switch which one you want to have up.

sowhereaminow wrote:

From my own inquisitor front line character:

See Invisible. Generally useful spell. Long duration for most dungeons means you can put it up early.
Spiritual Weapon. Great range and works against incorporeal creatures. Also attacks on its own unless you need to switch tagets.

I'd skip Flames. You have better buff spells of short duration to cast on the first round of combat. Like Divine Favor or Bless.

3rd Level: Heroism is your best bud. Cast pre combat as it has a decent duration. Keen Edge might be good as well if you want to increase changes of crits. Decent duration as well.

Wait, is that right? It continues to attack a target on its own thereby leaving you to do other business? No concentration needed unless you make it switch targets?

This is a good spell.

Hello to all. My half-orc Inquisitor of Erastil just hit 6th. I need a good choice for my next second level spell. Also perhaps some direction for my 3rd level picks as well.

He is a melee-oriented character with Plant(Growth) domain and greataxe or falchion as weapon.
Current Spells:
1st: CLW, Divine Favor, Litany of Sloth, Exp Retreat
2nd: Prot from evil communal, Invisibility, Blistering Invective

Current Feats: Deepsight, Toughness, Extra Bane (with Teamwork Feats of Shake it off and OutFlank)

The other party members are a ranger, ninja, cleric of Iomedae, fighter, and sometime a psion gets involved.

Silence would be golden against enemy casters, but Flames of the Faithful combined with a keen falchion could be deadly....even with that crappy duration. Perhaps just a cure moderate wounds (but we have a great cleric and several wands of CLW).

Advice? Thanks.

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One of my many, many, many backup characters is a fire-based CG gnome heavily based on General Melchett from the Blackadder series.

I need as many fun things you can think of for this crazy guy to do. For example, I took an idea from another thread whereby I would cast "Fly" then hold a chicken above my head by its two legs. Then I would swoop about Sandpoint screaming "Chicken Parasailing! Free Lessons for all!!!" Or something to that effect.

This is how I would introduce myself to the group.

What else should he do for (relatively) harmless fun as time goes by?


Thread resurrection.

A 7th level sorcerer (straight sorcerer) can is only a 3rd level caster in that he can cast 3rd level spells, correct? His HD is 7 so Magical Knack would work on this class?

Or has my DM been wrong for all these years?

Many thanks. I was not aware you can choose opposing schools. Just seemed to me that each school would have its natural opposite.

I guess I didn't read the class description enough. Perhaps I have AD&D.

For the love of all that's sacred can somebody post a link to a chart/graph/infomercial/charcoal sketch of the opposing schools for wizards.

What will oppose what? You think I can find information anywhere? I cannot.

BTW, any advice for making a 25 point buy elven wizard? All four main books and Advanced Race. Blaster preferred, but Transmutation also interesting. Feats, traits, etc up to level 11.


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