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Duergar Hammer

Guy Ladouceur's page

Goblin Squad Member. Pathfinder Adventure Path, Maps Subscriber. 232 posts (233 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Marc Radle wrote:
Kolokotroni wrote:

I really like the force blaster archetype. I have a couple questions though:

1. With the powerful blast ability: Can it be modified by feats or abilities that modify trip or bullrush combat maneuvers?

2. With Multiple blasts, it says 'At 10th level, the blaster may fire
two bolts per force blast instead of one each round.'

But the Rapid Blast Ability already allows you to fire a force blast as a move action, which presumably means you could already fire 2 blasts per round. Was there something other then it normally being a standard action preventing you from using more then one force blast per round?

3. Given 13 of the 20 levels of the force blaster's ability chart are occupied by something related to force blast, do you think 3+int is sufficient in terms of blasts per day? Its certainly seems like the focus of the class becomes those force blasts, and even with the extra blast at 6th level making it 5+int, that isnt a whole lot of blasts unless the force blaster takes extra force blast with all or most of his feats.

4, Does the bonus to hit granted by Improved Arcane Strike scale with caster level like the bonus to damage from arcane strike?

Hey Kolokotroni - good questions!

1. I would say it's up the the GM if the powerful blast ability can be modified by feats or abilities that modify trip or bullrush combat maneuvers. Personally, though, as long as the GM is OK with it and the player is willing to invest the feats ... sure, I don't see any reason why not.

2. Multiple blasts basically allows a 10th level blaster battle scion to fire two bolts from his hand every time he uses his Force Blast ability, instead instead of only one.

As you point out, Rapid Blast allows the blaster battle scion to fire his force blasts as move actions, so if he wanted to use two move actions in a round and fire a Force Blast for each move action, he would get a total of 4 bolts (2 per blast)

The 'instead of one each round' is a bit misleading and probably...

One other question with the Force Blaster and that being when the character reaches 11th level and gains swift blast at that point can he/she shoot 6 blasts off in one round.


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6th level Psychic Warrior, Hunter, Alchemist such great company to name a few


Pathfinder Adventure Path, Maps Subscriber
Hugo Rune wrote:

Freedom of Movement - as discussed in the thread linked by Matthew.

My favourite FoM quirk is that if followed through consistently, the same example to allow you to move unhindered through water should also stop you from floating on water. So you should sink and take falling damage when you hit the sea floor. Taking that further, the FoM effect should also negate air resistance and thus the 20d6 limit from falling.
PS: I don't apply that logic in the game

I would disagree with you on this, for if you would loss your buoyancy (which is a natural occurrence)while in the water so to could it be argued that gravity would not affect you either at which point you would float away.

Also it does state that "This spell enables you or a creature you touch to move and attack normally for the duration of the spell" and swimming is a normal movent (though at a impeded rate).


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That sucks, we are playing "Rise of the Drow" right now and I have a Fetchling Investigator so that is why I was asking. Not to worry will still be buying this excellent product though with a touch of disappointment.


Pathfinder Adventure Path, Maps Subscriber

Are the Fetchlings one of the four not named


Pathfinder Adventure Path, Maps Subscriber

I watch the full two hours of comedy on Tuesday nights when every I get the chance ( Rick Mercer Report, This Hour has 22 Minutes, Mr. D. and Schitts Creek)great night of TV.


Pathfinder Adventure Path, Maps Subscriber

Dwarf Hunter
Human Sorcerer
Half-Orc Spell-Less Ranger
Mul Barbarian
Aasimar Paladin
Aegis Half-Giant
Monk Half-Elf (drow)
Changeling Ninja (from 3.5)


Pathfinder Adventure Path, Maps Subscriber

Just wondering if anyone is interested in these figures am looking to make some space and want to sell them all in one shot.


Pathfinder Adventure Path, Maps Subscriber

That FAQ allows the creature to do one of five different options (Grab, Trip, Pull, Push, and Rock Catching)it does not state that you can do two separate attacks within an AoO. It states in the AoO description that "An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn)". So basically it is saying that it is an immediate action and so within that immediate action the creature is also allowed a free action (trip) if I am reading it correctly.


Pathfinder Adventure Path, Maps Subscriber

Just wondering when a monster (say a wolf) gets a chance for an attack of opportunity they would take their bite but do they also receive a chance to trip their foe or must they choose one or the other. I ask because under combat maneuvers it states ("While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.") and so no PC would get both attacks during an AoO why would any creature receive the added bonus.


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Peace Out Lemmy I have enjoyed much of your music over the years and consider you a HEAVY METAL ICON enjoy your next adventure.


Pathfinder Adventure Path, Maps Subscriber

Let wizards try, all you do is make an organization that believes this is bad business for the masses, having one group able to corner markets in such a way. At that point assassinations start happening to the Wizards, Psion's or any other that group that wants it all for themselves. Actually it could be an excellent Adventure Path if done right.


Pathfinder Adventure Path, Maps Subscriber

Psychic Warrior (Dreamscarred Press)
Psion (Dreamscarred Press)
Aegis (Dreamscarred Press)/Battle Scion (kobold Press)

For the most part I love versatility in the classes I play and these along with the Alchemist, Ranger, Investigator & Hunter are what classes I am enjoying at this time.


2 people marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

I am buying this do to Endzeitgeist review and deadly plants can be surprizing fun when screwing with your players. So here's to opening some creaking doors to "Rusted Iron Games".


1 person marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

Psychic Warrior is truly my favorite class but unfortunately not an option.


Pathfinder Adventure Path, Maps Subscriber

Please cancel my Pathfinder Roleplaying game ongoing Subscription as the Canadian dollar is so low its killing me. I will be buying only the pdf's for now.

thanks,
Guy Ladouceur

Goblin Squad Member

I have a Crowdforger Pioneer account that I am interested in selling due to the fact that I have only used it a handful of times.


Pathfinder Adventure Path, Maps Subscriber

I pledged (and have received the PDF's) of the Mythic Kicksarter, hosted by Legendary Games and am waiting for the hardcovers to arrive, and am wondering if they both host the same content.


Pathfinder Adventure Path, Maps Subscriber

This is my biggest grip with Paizo, for when you put out a product, especially one as rule heavy as this game, the follow up should come a lot quicker then it does. Yet to date that has not been the case as far as I am concerned and by no means am I exclusively talking about the ACG.


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Thanks everyone


Pathfinder Adventure Path, Maps Subscriber

I am looking for a way in which the Monk class has the ability to sustain his/herself threw Ki points, feats or any other means so as not to need food and/or water.


Pathfinder Adventure Path, Maps Subscriber

8)Taking control of characters away from players.

To me if you remove this from the game, I see it as not about taking away from the players, but from removing a intricate part of the game that affects PC, NPC and Creatures alike. This is part of our game and to remove it because it can affect you negatively just bothers me.

7) "Required items." (Silversheen, Alchemist's Fire, etc.)

I like this part of the game because some creatures are harder to kill then others and this is the mechanic that reflect this. You as a party can always retreat, re-plan then repeat you attack.

6)The perception skill.

I agree with this being the most used skill but with that said you still have the ability to add points to this skill with no negative implications. Yes it is not a class skill (lose 3 ranks) but by being human and having it as favoured class you can gain two so it's all in the choices you make.

5)Stuff you can't fix (at your level)

I do agree with you on this one, for within a day (24hr period) your typical party should have the ability to cure at least partial damage to PC's of whom were injured in previous battles.

4)Required magic items

Does not bother me at all, basically always been there and I want it to stay. It's another choice thing, customize your characters the way you want and let others do the same. Your forcing people to have it removed from their games instead of giving options to those that want them.

3) Monsters with debilitating abilities on every attack.

This can be a problem for sure and for many reasons stated already that I do not need to repeat.
The only answer I can see right now is make it only work for bite attacks with creatures that have this ability and get 3 attacks a round (ghoul)for it is within your groups ability to make it happen as a house rule. I just don't think it is fair to remove options from all peoples games when you have the ability to remove it from yours.

There are mechanics in the game that allow the party to investigate what they will be fighting and prepare themselves for that combat.

2)"Save or suck" & 1) Save or die

This really come down to preference and balance. For why is it not a problem to be able to cast one spell and bring someone back to life yet you reverse this and it becomes a deal breaker. By this time you are high enough level to fix the problem (being dead) and move on.

What our group does, is each party has six characters which allows for an extra PC or two in each session thus taking away the person twiddling there thumbs at the table.


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So it is basically treated as a spell that needs minimum concentration (fly) when under the affects of the Confusion spell. It stays up but may not be useful until a time when your senses are working regularly.


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What if you are the owner of the Collective and are confused as I asked (forcefully dropping the Collective) do you not think at that point it is dropped, or would the character just not be able to participate during certain behaviors.


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Reading the rules for being removed from the Collective or actually forcefully dropping the Collective seem to be clear, but I am just wondering why if you are Confused would the collective not automatically drop.

For confused I could see if the role was "act normally" you would have no problem not being ejected or not having to drop it, but if the character were babbling incoherently how could it truly keep up or participate in the collective.

I ask because if confused are you truly a willing participant. For that matter if you attack the closest creature and that creature is the Vitalist or Tactician how could you truly be a willing participant if your are attacking that creature in which you are part of their collective.

For that matter what about Feeblemind.


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Mine also came apart at the front cover within the first month I received it,and I used white duck tape to put it back together and it has been fine since.


Pathfinder Adventure Path, Maps Subscriber

As I read the Steel Hound Archetype, I want to be clear on the use of deeds in relation to this class. Do to receiving Amateur Gunslinger feat, it allows you to receive one 1st level deed immediately. Then at forth level you receive the "Shot in the Dark" deed in which you can use as long as you have one grit point. Finally, you can start to choose deeds at 11th level, as long as you switch them for an investigator talent but the deed is at the Investigators level -4.
Is this the correct interpretation of the rules or am I reading something improperly.
Also the "Packing Heat" Steel Hound Archetype ability says you lose poison use @ second level but it states under the investigator that you receive "Poison lore, poison resistance +2" at second level, so do you lose both abilities or just one for the switch out.


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I meant "Quick Sheath" From Flaming Crab Games.


Pathfinder Adventure Path, Maps Subscriber

There is a feat called "Quick Draw" from Flaming Crab Games and the PDF is called "Forgotten Core feats" and it is well worth everyone taking a look at. Though to use it you do need "Quick Draw" as a prereq.


Pathfinder Adventure Path, Maps Subscriber

I am playing a Slayer in "Rise of the Drow" Super Module (Adventure Path) and my character and his brother's back drop involves being a slave of type, that was ultimately rescued. Though not privy to all of their background to date, the twins will end up finding out much more with the help of the GM, so let me explain.
Our party has a Dwarf that has in the passed been open to adopting various races that have been rescued, by some of his own race. This has lead him to adopt two Tiefling twin brothers, that were rescued a few years back. Both with their own personalities and some baggage, as they are privy that they were at one point under the tutelage of the Drow (for their own greedy reasons yet to come out).
Well the one I am playing has some anger issues and for this reason has took up the Slayer(Deliverer) Archetype, due to the nightmares and some torture that have stayed with him visa vie the Drow.
As time goes on the twins will learn that they were experiments of the Drow, in which the Drow had summoned demons and give these demons helpless slaves to rape and impregnate. Then they would train and use them for some secret weapons that would be a lot harder to trace directly back to Drow themselves.
I will be adding some more as time goes on but am looking forward to expanding this storyline and using some of the new feats from The Advanced Class Guide such as "Seething Hatred" and eventually "Extreme Prejudice".
For anyone interested the other Party Members are:
Dwarf:Psychic Warrior
Tiefling:Fighter
Aasimar:Cleric
Human:Psion
?:Summoner


4 people marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

Plane and simple,Ultimate Psionics is considered as a Core Rulebook at our groups table.


1 person marked this as a favorite.
Pathfinder Adventure Path, Maps Subscriber

If this is to be a book of variant rules, I would love to see new systems for spell casting other than the Vancian (spellpoints, etc.).


Pathfinder Adventure Path, Maps Subscriber

I do believe with all certainty that the fighter should receive some love, as do many out there.
With that said, this is not just an options book as per advertised, it is a reset of the rules that are in place at this time in which many think of as problematic. These rules should not be thought of as optional like many to date. No, these rules are a fix for what democracy has clearly stated as a flawed rule set in the areas in which are being re-developed. In my mind this is a book in which the foundation of the game is gauged, and therefore a mandatory guide line for the future of our game in which we have come to respect and rely.


Pathfinder Adventure Path, Maps Subscriber

What I really would like is a Talented book done on Kickstarter, that was handled like the Mythic Kickstarter done by Legendary Games. With a group of top quality 3PP's working together to put many of the great classes into the Talented line. Matter of fact if the same group could come together that would be great (though I could think of a couple more I would like included) and would be the top, must have product, that I am interested in at this time.


Pathfinder Adventure Path, Maps Subscriber

We already did this but here we go again.

Alchemist


Pathfinder Adventure Path, Maps Subscriber

What program/programs are considered quality products when it comes to printing extracting and printing of this type of product.


Pathfinder Adventure Path, Maps Subscriber

What are group is trying right now to give the fighters (monks) a boost, is allowing their bonus feats, in which they are give, to be taken from the Feats Reforged (TPK Games) rules. This allows their feats to scale with them as they level, thus giving them an extra power boost that they are known to need.


Pathfinder Adventure Path, Maps Subscriber

Make one of the AP's into a trilogy say "Rise of the Runelords" or "Wraith of the Righteous" and spare no resources.
Even if they made it as a computer generated movie like "Avatar",as long as it was done well, I would be happy.
The only other thing I would like to see, but probably would not happen is it being for an audience that is 14+ years of age. This way there could be some violence, swearing, etc. which makes for a better movie in my opinion.


Pathfinder Adventure Path, Maps Subscriber

Psion (egoist)
Druid
Alchemist
Psychic Warrior
Slayer (beta)


Pathfinder Adventure Path, Maps Subscriber

In are group we always have 6 characters, even if it means playing multiple PC's. We all believe it makes for a better (though more time consuming) overall gaming experience.

We usually role the dice (4d6) when we make the PC's for it just seems to start the overall AP with a build-up of excitement you don't get with the point buy system (maybe because it's a role paying game). Though if we are making character's to test and see how much enjoyment we get out of that class, we will use a 20 point buy.

Now as the GM it adds a little bit of work at my end, but I usually just add 2 points to either one stat or 1 point to 2 stats, along with a bonus feat. Then when the NPC's come into play I will give them a couple of traits to sweeten the pot, and in the end it all comes out in the wash.

I have even brought in a couple more reinforcements at times, if the group plows through the initial encounter.

I just find that when the players get most of what they want they seem to be more excited to be there to play at every session and for the little extra time it costs me, well worth it.


Pathfinder Adventure Path, Maps Subscriber

Do you need a masterwork arrow to imbue the bows magical properties on the arrow in which is shot.


Pathfinder Adventure Path, Maps Subscriber

There are 128 figures + 10 rats in all, I plan on going to the local gaming store to see the costs new, which would give me an idea. Though you can make me an offer and I can go from there.


Pathfinder Adventure Path, Maps Subscriber

My page is http://condor2theclepto.imgur.com
I have four different folders
Unfinished Miniature
Miniatures box#1
Miniatures box#2
Miniatures box#3


Pathfinder Adventure Path, Maps Subscriber

I have just counted the figurines (roughly 600 in all) with each box having a number to it. What is the best way to put the pictures up for all to see.


Pathfinder Adventure Path, Maps Subscriber

I live in Windsor, Ontario, Canada just across the river from Detroit.

I do not remember the names associated with any of the miniatures, but I can get some pictures up so as to give anyone interested an idea of what I am selling.

I would say 2/3 of the figures are painted while the rest have not been touched by a brush as of yet.


Pathfinder Adventure Path, Maps Subscriber

I have a couple hundred miniatures that I am looking to sell if anyone is interested


Pathfinder Adventure Path, Maps Subscriber

In truth I really don't want to see a 2.0, but what would be nice is a supplement rule book with fixes for all the rules that have been found to be unclear or lacking. This would include re-made versions of the weaker classes, different rule systems such as scaled feats and/or a point based spell system. That to me would be the next good playtest for Paizo to move forward with.


Pathfinder Adventure Path, Maps Subscriber

All classes being built off of a talented line (Rogue Genius Games) type system. The reasons being for personal customization, instead of the typical cookie cuter class build used today.
Oh, and do not forget to power up some classes , we all know of whom you are.

Feats that scale as you level, (TPK Games) just due to the fact that as you level, your abilities in all other areas get better, except feats where they flat line.

Last but not least a point based spell/power system (Dreamscarred Press) that allows versatility on the fly. This allows for so much more freedom when utilizing your mystic spells/powers. You can bring the spells DC up, if you spend the points. You can mimic a meta feat when counterspelling verbatim, if you spend the points. Overall in my view it is a far better system, all things considered.


Pathfinder Adventure Path, Maps Subscriber

1 x Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4) @ 16.99 = $16.99
(Moved to sidecart)
Can you remove this from my side cart I am going to go with a subscription of the card game instead.

thanks, Guy


Pathfinder Adventure Path, Maps Subscriber

I agree with RAW stating it to be how the game is played. I just questioned the rules due to time (quickened spell=swift action vs spellcraft check=free action+ready/counterspell=standard action) and power output quickened spell=spellslot+4 vs counterspell=standard spell slot. All in all it is very unbalanced to say the leased, but I guess the Wizard vs the Fighter is also at the end of the day. Though there is a lot of complaints about that as well.

I bring it up as another part of the game that may need some tweaking next time around at least in my mind.

The Vancian spell slot system used for most casters in the Pathfinder gaming system allows this to be the problem. Where as other systems such as a point based system would allow for duplication(counterspelling) to be far more fluid. Just my two cents.

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