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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 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.
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.
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."
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).
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.
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.
It was a Ranger who:
- Took a miracle to hit anything in combat or succeed in any skill check.
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*
*: False Focus is paired with a 100g Holy Symbol Tattoo to cover almost all my material and divine focus requirements.
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:
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...
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.
Making the saving throw against Death Gaze should make you immune to the death effect for 24 hours, to keep it in line with other instant-death effects.
The ability description should also list the DC for the saving throw against the Flesh to Stone effect (unless it's the same as the death effect, though it should still be noted).
I'm a fan of having a shadowy third party hire them for a job (that either goes wrong, or is a set-up to the over arching plot).
Including the Pathfinder Society (the in-story organization, or any other generic "Adventurer's Guild") is a great way of doing this quickly and easily, especially if one or two players might have reservations about taking random jobs from shady people.
I've always figured it looked something like this.
Somatic components that could reasonably be disrupted due to the wearing of any armor and uniquely visible to identification by someone who actually knows what they're looking at.
Include the withdrawing of any applicable material/focus components as necessary, speak the proper incantation, and boom! You have yourself a spell.
214. The Complete Book of Bedtime Stories
This ornate book is bound in high-quality brown leather and contains roughly 200 vellum pages. The first page of the book is a forward explaining that the book is magical, containing an infinite number of bedtime stories from across the multiverse, the stories present within the book changing each time the book is opened.
If the current owner of the book speaks the phrase "tell me a bedtime story", the book will open itself and a soothing female voice, speaking in the owner's native language and dialect, will read one of the stories in the book aloud.
At the end of the story being read, the owner must succeed a DC 20 Will save or gently slip into a restful sleep. Anyone that falls asleep through this method only needs to sleep half the required time to have a successful restful sleep.
Bracers/Harness of Effortless Armor... Why does something like this not exist yet?
I hate the armor check penalties and movement speed reductions caused by the heavier armors, as I like to take as much of an advantage of a suit of armor as I can, but Mithral and Darkwood only go so far.
A magic item that gave a persistent Effortless Armor effect would remove any issues with movement speed and help reduce your armor check penalty more than special materials do. And according to the Estimating Magic Item GP Value table, it would cost somewhere between 12,000 and 80,000 gp depending on how much of a reduction to your armor check penalty you wanted.
1. Classes don't come with baked-in personalities. Free will and all that.
Um... Yeah, they do.
If you meet a Paladin of Iomedae or a Cleric of Cayden Cailean, you have a really damned good idea of how that person is going to act, because by the very nature of their class, that person has wholly devoted their lives and afterlives to the service and ideals of their chosen deity.
A cleric or paladin of Sarenrae should by all rights be burning this guy into the ground for being a servant of the rough beast. That is a FACT.
EDIT: Now, neither the OP nor the cleric cohort follow Sarenrae (so that's beside the point), but as good-aligned divine classes, you would not sit around and do nothing.
Convert/redeem him if he knows what he's doing (even if it's not to your religion; Gorum is a great alternative for barbarians), educate/enlighten him if he doesn't (again point him in the direction of Gorum at the very least), and only show him the door as a last resort.
The way I see it, your character is far more than your race and class. You have a history, a personality, preferences, uncertainties, secrets, desires, hobbies, religion, views of the world, views of yourself, hopes, fears, and so on and so forth. All these things are, or may be, influenced by your race and class... but it is those things, not your race and class, that define your role and interactions you have. And... none of these absolutely require you to play a particularly weird race.
Those things are all nice and very good to have (I very much attempt to have most if not all of those for all the characters I make), but your role and your interactions can be massively affected by which class and race you play if everyone is role-playing proficiently.
The human Paladin or Wizard is not in the least going to have the same interactions as the half-orc Paladin or Wizard.
You're not going to have that same level of interaction variance if one human Paladin secretly can't swim, while the other human Paladin has a knitting hobby.
This is exactly the reason I love playing Half-Orcs. I never play them as the ugly, brainless, roid-raging barbarian that most people shoe-horn them into.
I hate being shoe-horned, especially into a selection of races, which really limits what I can do in terms of interesting characters.