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Goblin Squad Member. Pathfinder Society Member. 832 posts. No reviews. No lists. 1 wishlist.


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I think you forgot the +5 Inherent bonus to DEX offered by a Manual of Quickness of Action, which would bring your DEX score up to 48, for a +19 DEX Mod.

Good catch with Heroism/Greater Heroism. That can easily be picked up with the Heroism domain, for a +4 Morale bonus.

Chess Pwn wrote:

Moment of Prescience - This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check

This maxed can increase your skill by 23

Cleromancy - Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

So this can increase it by another 5 if you have fate's favored trait.

Moment of Prescience wouldn't work, unless there was a way to add the spell to the cleric's spell list, since the NPC is supposed to be able to make the check without outside support.

Cleromancy would work, though. The Extra Traits feat can give me Fate's Favored to bring that up to the potential +5 bonus.

Apocryphile wrote:

There are, but the OP is talking about Perform (Sing).

You could probably change the instrument to a larynx, but that would be icky.

Or some kind of megaphone.

Inlaa wrote:
Example 2: Compensation

Given how most adventurers act, I don't think that'd work all that often.

I do have to agree a bit with Unassuming Local Guy, though. I think the best way to go about this kind of character is to have it be a fairly unique NPC that was important to the plot,

So I found two more: the Prodigy feat gives an untyped +2 to any Perform check, and the Lozenge of the Songbird gives a +2 alchemical bonus.

So if my math is correct, here's the complete list of how it gets this high:

Make Azmodeus Weap:

Human, 20th level Cleric of Shelyn
Feats: Defiant Luck, Inexplicable Luck, Magnum Opus (Completed), Prodigy, Skill Focus (Perform [Sing])
Traits: Talented (Perform [Sing]), Inner Beauty
Spells: Tap Inner Beauty

18 Base Charisma + 2 Racial Bonus + 5 Level-Up bonuses + 5 Inherent Bonus (from Tome of Leadership and Influence) + 6 Enhancement Bonus (from Headband of Alluring Charisma) = 36 Charisma Score = +13 Charisma Modifier

20 Skill Ranks + 3 for being a Class Skill (from Talented trait)

For the typed bonuses, you have:
+ 2 Circumstance and + 10 Sacred Bonus (from Instrument of the Divine) + 2 Insight Bonus (from Tap Inner Beauty) + 4 Trait Bonus (from Inner Beauty) + 5 Competence Bonus (from Bracers of Glib Entertainer) + 2 Alchemical Bonus (from Lozenge of the Songbird) = +25 to Perform (Sing)

For untyped bonuses, you have:
+ 6 from Skill Focus (Perform [Sing]), + 5 from Magnum Opus (Completed) + 8 from Inexplicable Luck + 2 from Prodigy = +21 Untyped Bonus

Having Magnum Opus (Complete) allows me to take 15 on my perform check, so using that as a minimum:

15 (minimum d20 roll) + 23 (Skill Ranks and Class Skill Bonus) + 13 (Charisma Modifier) + 25 (Typed Bonuses) + 21 (Untyped Bonuses) = 97 Perform (Sing) check, maxing out at 102 on a natural 20.

Discardo wrote:

In theory, couldn't you up the age category to get your charisma a bit higher, which would then count towards perform of course?

I've also heard of some succubus nonsense that can give you a profane bonus to charisma.

Unfortunately, the increase to INT/WIS/CHA for being middle-aged and older is only a +1, so the CHA mod wouldn't change.

VRMH wrote:
  • Inner Beauty trait (requires worshipping Shelyn): +4 to a perform check once a day.
  • Inexplicable Luck feat (requires Defiant Luck and being Human): +8 to a d20 roll.
  • Deific Obedience feat (Shelyn): +4 sacred bonus to perform.

The Deific Obedience, unfortunately, would not stack as the Instrument of the Divine already provides the Sacred Bonus (of +10 if at least a 19th level Cleric).

However, the Inner Beauty trait showed me the Tap Inner Beauty spell, which gives me an addition +2 as an Insight bonus, and it's usable by Clerics, I could still use that with this particular NPC.

Add on the +5 competence from the bracers, and that brings the modifier up to +77, for a final check of a 92-97.

Now if only I could find some other bonus that gives at least a +3...

Is there really no alchemical bonuses I could get to a skill check?

As the title says, I'm trying to figure out how high you can possibly get a perform check (specifically Perform [Sing]), with the intent of eventually being able to easily pass the DC 30 perform checks for an extraordinary performance without anyone providing assistance on the check (ie. no Aid Another or Inspire Competence).

I'd be doing this with an NPC, so it could be entirely devoted to maxing out this skill (so it wouldn't be a detriment to the rest of the party).

I figure a starting CHA of 20 (18 plus 2 from a racial bonus), +5 through level-up bonuses and another +5 through inherent bonus books, and the +6 headband, bringing it up to 36 for a CHA mod of +13.

At first I was thinking of going Bard for this, but looking over the class, I didn't immediately see anything on it that gave me bonuses to my perform checks; I did however find the Instrument of the Divine, which counts as a masterwork instrument (so a +2 circumstance bonus) and gives a sacred/profane bonus based on my channel-energy dice, which makes me think a Cleric might do better for this.

Skill Focus (Perform [Sing]) for a +6, Magnum Opus (Completed) for a +5 and the ability to take 15 on the skill check, a trait for a +1 bonus and making it a class skill (for another +3), 20 ranks in it.

With all that thus far, it comes out to a +58 on the skill check, which comes out to at least a 74 if I "take 15" on it, up to a max of 79 if I roll a natural 20.

I feel like there should be more I could add to this to increase the check even higher, but I can't seem to think of anything else that might provide a boost to it.

The Vestments of War wondrous item reads:

"If worn by a creature capable of casting divination spells who worships a specific deity..."

I think that's supposed to be "divine spells" not "divination".

Ugh... six more days until the PDF version comes out. x.x It all sounds so good!

Dodge bonuses are the only type of named bonuses that stack, regardless of source, so it's kinda redundant to say it stacks with other dodge bonuses.

Weapon Focus can be taken with the Kinetic Blast.

Wouldn't that mean it qualifies as a weapon attack for the purposes of things like Point-Blank Shot and Precise Shot, just like Rays?

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Fun Fact: Lucifer isn't immune to negative energy effects or ability damage.

Now it needs a variant where the item is a belt and you become Kamen Rider.

While I have yet to use this idea, it's something that I've been kicking around in my head for quite some time and would eventually like to try out and hinges on something I read a while back that I really wish I could find again.

Essentially, the book proposed that you didn't actually have to do evil things in order to have an evil alignment, or at the very least that someone could be evil and still be a fairly nice, upstanding person. I don't remember what else the passage talked about, but that part stuck with me and lead me to what I think might be a way for this kind of character to work:

A character that is totally okay with slavery (or "indentured servitude", depending on how defensive the person might be), or whose family work as slavers or in human trafficing. They're a nice, respectful person, keeps himself out of trouble, doesn't have any desire to steal or kill innocent people... though isn't too fond of people asking for donations, or thinks the "surplus population" might be more useful in slavery instead of dieing of diseases on the streets and smelling like everything wrong.

It's probably not enough that it might cause an issue, but enough that you still earn the Evil alignment.

A Holy Avenger is a very specific type of +2 cold iron longsword that has the unique ability to become a +5 holy cold iron longsword (plus extra) in the hands of a Paladin.

Having a +2 cold iron longsword does not automatically make it a Holy Avenger.

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A room... WITH A MOOSE!

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I would also vote for Kirito from Sword Art Online... because I'd love to find out how he makes dual-wielding longswords so effective.

I'd also vote for Aang/Korra from the ATLA/LoK series, though we'll have to see how Kineticist looks when it comes out in full.

Arturus Caeldhon wrote:
Ha my current PCs are all nice boys from a nice quiet town :P...except that one fellow. He's a corner case, though.

Even nice people have their limits, and being Geas'd without any prior consent (regardless of the associated task) could very well be one of those things that makes you realize why you don't push the nice guy too far.

I agree with chaos that whatever NPC does this is probably gonna be an enemy of the PCs and players forever.

64) The Rainbow Winds

This large forest is located in a small valley between two mountain ranges and is home to a population of harmless caterpillars far larger than it can seemingly possibly sustain. At the beginning of spring, the caterpillars emerge from their cocoons and take to the air by the thousands, riding on spring wings and coloring the sky with their vibrant wings. Most migrate out of the valley to other lands, while some remain in the valley to lay their eggs.

This mass migration of butterflies makes the forest a popular pilgrimage site for worshipers of Shelyn and Desna, with some even considering it a minor holy site for both deities.

Mal Ignant.

Imbicatus wrote:
Enchantment - Flowers or Chocolate

An interesting idea, but I don't think it goes far enough.

If Enchantment smelled like anything, I think it would smell like the Amortentia, in that the scent changed from person to person depending on what was attractive to them... or in the case of spells with the Fear descriptor, smells that repulsed them.

I know this is probably really last-minute to ask, but the thought just occurred to me recently: how does Kineticist fit in with the Mythic rules?

Are there or will there be new mythic options to supplement the Kineticist (if not in this book, then some other book at a future date)?

Mark Seifter wrote:

*Overhauled feel the burn, named "elemental overflow" for now: Not only do you get twice as much damage out of it as before, but the elemental essence within you grants you size bonuses to physical attributes that you get to divide as you like (perhaps your deal is sand, so you get more Dex than usual for earth; who am I to judge?) The elemental form wild talents will still exist but give you less stuff (not the size bonuses for one) and probably not cost burn, with a cool thematic (imagine your quasi-aqueous body floating inside a glowing mass of tendrilled water, for instance).

So I'm a little confused here:

Since we now get size bonuses, does that mean we are forced to change in size as we accumulate burn?


I'm really looking forward to the second iteration of the kineticist.

Burn is very taxing just to be okay compared to other classes.

I would love to see Paizo take a stab (hehe) at their own version of DSP's Soulknife; being able to create your own weapon has always been a cool concept with me and I'd love to see something like it that wasn't 3rd party.

I'd also really like to see male half-orc eye candy. Seriously. Give us a sexy half-orc guy.

A sexy half-orc dude... that's all I want... is that really so much to ask for?

Raging Scholar (Hurler Barbarian / Wizard)
Taking "throw the book at them" quite literally.

The core races as is are fine, except for Gnomes.

I hate Gnomes. I've never seen any variant of Gnomes that I've ever liked.

I'd probably exchange them for Warforged or some psionic race (like DSP's Maenad or Elan).

There is a good way of allowing time travel into the past without breaking the established canon:

Send the players back in time to stop a villain from changing history.

Archtypes for the Fighter that actually switch out some of those bonus feats they get, instead of taking away the super-useful Armor and Weapon Training class features...

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101. Got your nose!

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Gods can't be killed because they reside outside of the bounds of reality and thus aren't subject to the normal mortal limitations that reality imposes. They can subtly influence the world, but dare not enter it; if they do, they are suddenly subject to mortal limitations and thus can be killed.

"A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting..."

This is the important part. The bonded object is what is used to cast the spell, not you, thus you need the bonded object in your possession in order to cast the spell.

Think of the bonded object, in this case, like a wand. In order to cast a spell from a wand, you need to have the wand in hand when you want to cast it. If it's not in hand, you can't cast the spell.

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I think Reactionary is considered one of the best combat traits, for the +2 trait bonus to Initiative.

Pragmatic Activator is pretty fun, since it turns Use Magic Device from a CHA-based skill into an INT-based one.

There's also Trap Finder, which essentially gives any character the Rogue's Trapfinding class feature. It's a campaign trait for the Mummy's Mask Adventure Path, though.

Goblin Squad Member

Are the Alpha invites going out to everyone who participated in the Kickstarter or just some people who pledged a certain amount?

And all I can think about is that Tree-House of Horrors episode of The Simpsons where Marge was a witch:

Wiggum: "We will throw you off this cliff to see if you are a witch. If you aren't a witch, you will fall to an honorable Christian death. If you are a witch, you will use the broom to fly to safety where you will immediately report back here for execution."

Unrealparagon wrote:
Ill have to look into it. I supposed the idea of the Paladin's code has always made me shy away from them though.

If the GM you play with isn't the kind of a+~##@# that looks for every possible, arbitrary, and/or convoluted way to make you fall, you should be okay (so long as you just stick to being a nice guy who follows the rules).

Limp Lash paralyzed you immediately, rather than once the accumulated ability penalties brought a stat to 1, and could be used further away than 20ft.

I was accused of being a rules lawyer for trying to explain how the spell actually worked...

If you're willing to sink a feat into Exotic Weapon Proficiency, you could solve your wind instrument and banner problems with a Totem Spear.

You can make Performance (Wind Instrument) checks with it, you get a +2 competence bonus to Acrobatics checks, it deals Piercing or Slashing damage, and I'm pretty sure you can attach a banner to it.

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"A man needs only three things to change the world: a quick wit, a righteous heart, and a stylish coat."

Words to live by, right there.

Firstly, this should belong in the "Compatible Products from Other Publishers" forum, since the Soulknife, Aegis, and Metaforge all belong to Dreamscarred Press.

Secondly, this is the stat table for the iconic Metaforge that I was given the privilege to build when DSP successfully funded their Kickstarter campaign for the Ultimate Psionics book. It was never used in the final print, but this does give you an idea of what a Metaforge is capable of (and there's probably a couple ways this build could be improved even further); it's a LOT more than simply going 10/10 into Aegis and Soulknife.

You do lose out on some Blade Skills (though the Extra Blade Skill feat does make up for this somewhat) and you don't get very far with Psychic Strike, but the really important ones, Enhanced Mind Blade and astral suit customizations, continue to advance.

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It was a Ranger who:

- Took a miracle to hit anything in combat or succeed in any skill check.
- Never took advantage of his favored terrains or enemies.
- Never bothered to try tracking any of the enemies we had to hunt down.
- Completely forgot he had Wild Empathy.
- Completely forgot he had an animal companion.
- Completely forgot he had spells.

This character was such a disgrace to every ranger everywhere, the GM wrote it into the lore of his homebrew setting that rangers everywhere spent decades repairing the damage to their reputation this guy caused.

The player was well aware of how terrible the character was and was pretty okay with how things turned out.

So as a follow-up, I decided to go with a Wizard/Cleric Mystic Theurge and have taken the Void school and Travel and Trickery domains.

I'm not sure which element I want to take for my opposed element and I'd definitely like some advice on feat selection; I'd like to do some of the typical God Wizard stuff: battlefield control, summoning, a bit of blasting, and maybe some item crafting. My current thoughts for feats looks like this:

1) False Focus*
Wiz 1) Scribe Scroll
3) Craft Wondrous Items
5) ???
7) Piercing Spell
9) Opposition Research
11) Heighten Spell
13) Quicken Spell
15) Spell Perfection
Wiz 5) True Name
17) Spell Penetration
19) ???

*: False Focus is paired with a 100g Holy Symbol Tattoo to cover almost all my material and divine focus requirements.

Those shoes must be horribly uncomfortable to wear. Soles made of thick marble? Bleh...

A friend of mine in my gaming group came to me recently with a character idea he wanted to try for a campaign set to start in a few months; for the life of me, I couldn't figure out how to effectively do it, as the concept hits a couple different areas that I don't think gel well together.

The character is supposed to be a front-line tank that uses a heavy shield and the heaviest armor possible, while also casting ice magic (presumably paired with the Rime Spell metamagic for some lockdown as well).

Right off the bat, I know this character is going to be really MAD, needing STR for at least some offense, CON for Hit Points, whatever casting stat is needed, plus maybe a bit of DEX and WIS for AC and saves. It's also going to be feat-starved, since it needs feats that improve shield bashing, the save DCs of the ice spells, and concentration checks (because front-line casting) at the very least.

The campaign will probably run till about 15th level, 3PP is not allowed but the ACG is (as it'll be out by the time the campaign starts).

352) The party has arrived mere minutes after the end of what appears to be a very large celebration, with most of the crowd already dispersed and heading back home.

A DC 40 Perception check reveals a wooden box roughly 14ft. high and 6ft. wide sitting on the side of the main city street. The box is painted a deep blue and has two doors on one side; the doors are impossible to open by any means short of divine intervention. If the blue box is noticed, the PCs also notice a couple, a man and a younger woman, chatting happily about the day's events before approaching the box and entering it, oblivious to the presence of the PCs. 1d4 rounds after both of them enter the box and the doors are shut, the box vanishes in a white light.

Gregory Connolly wrote:

If I knew I had a Witch in the party I would be tempted to make a Half-Drow Cleric 1/ White Haired Witch 2/ Mystic Theurge 10/ Pathfinder Savant 7

The logic here being that spells are expensive and that if you share it helps both of you. I know Wizard/Sorcerer is a nice list that you want access to, but if you can pick up Travel as well as Trickery and grab the best spells through Pathfinder Savant it should be good enough.

Which class would you pick for the Pathfinder Savant's spell progression (since I'm assuming you can't choose Mystic Theurge) and which Wizard/Sorcerer spells would you recommend picking up? According to the Esoteric Magic class feature, you only get 6...

Corvino wrote:

I can recommend Pupsocket's excellent Early-Entry Prestige Class Guide, available here. It has a list of the divine and arcane SLAs available to help you qualify early.

I'd tend to go with prepared casters like the Wizard and Cleric for a Mystic Theurge in order to get the earliest possible access to spells, and to favor the arcane aspect of the class. This way you get a Wizard 2/Cleric 1/Mystic Theurge 10/Wizard 9 that casts as a level 19 Wizard and level 11 Cleric. You only need to start with 14 Wisdom, and can increase it to 16 via items to get your 6th level divine spells. Have decent Int and use Arcane offensivesly, Divine for buffs, heals and no-save spells.

I took a look at that guide, but I'm still not sure I understand how I can meet the prerequisites for Mystic Theurge by 3rd level, if I was to go with Wizard and Cleric; the best I could figure was go Agathion-Blooded Aasimar for Summon Nature's Ally II (divine) and then pick up the Trickery Domain for Mirror Image (the guide says divine, but Mirror Image is only on the Bard and Wizard/Sorcerer spell lists, making it arcane).

Is there any other way or is that it?

The party of PCs for an upcoming campaign I'm going to be in is seriously lacking in magical talent (a melee fighter, a ranged fighter, a gunslinger, and a witch that'll be focused on battlefield control).

My first instinct upon hearing this is to go Mystic Theurge (because having access to both Wizard and Cleric spells sound very helpful in this situation) using the SLA ruling to get into it really quickly, but I've yet to find a Mystic Theurge guide that explains how best to build one.

The campaign will most-likely run the full 20 levels and I don't think I'll have problems getting access to spells for any class that needs spellbooks.

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