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Brain in a Jar wrote:
There is also the Hidden Priest archetype for the cleric that's all about disguising spell casting for clerics.
Don't think of it as "which action did you use first", think of it as "did you use the action at all?". If you used the action that round to keep yourself in the air, you're in the air in the spot you ended up at (be it because you stayed in one place or moved) until the next round.
This one needs Mark's official ruling, since the ability doesn't say anything about weight.
There's one thing that I've noticed when looking at the Bonded Object vs Familiar debate myself that I'm kinda surprised hasn't come up in the discussion at all (or if it has I've just missed it):
The Familiar grants a good amount of benefits up-front, but two very important things: it's Natural Armor and INT score (plus some other abilities), are tied to the level of the class that grants it. If you decide to go into a prestige class, the power of your familiar is gonna be stunted until you can start putting levels into that class again (if ever).
The Bonded Object, on the other hand, provides all of its benefits up-front and scales in power with the level of your spells, which is something that typically will continue to scale even if you multi-class/prestige.
When I was looking at building a Mystic Theurge a good while back (when the early entry SLA trick was still valid), I noticed that my familiar wouldn't be getting stronger again until 13th level or so (when I'd be done with MT and could start taking levels of Wizard again); this would have left it really weak and in a lot of danger of dieing to anything we might fight at the time.
The Bonded Object would only lose out on a single level of spell progress (the one level I took of Cleric) but continue to be useful as I gained more spell levels via MT. Having it be a ring meant I could keep it safe on my person and generally untargetable.
I'm trying to round out a part consisting of a Swashbuckler, a Fighter, a ranged Paladin, a Magus, and a Stormborn Sorcerer.
The party is really heavy on Hammers, so I figured I'd make a character that would pull double duty as both an Arm and an Anvil (probably more Anvil than Arm), but can't really decide on a class to go with.
According to the GM, spontaneous casters are forbidden (the Sorcerer was given an exception because of a very good character concept), as is the Witch, but the Shaman is open.
So this leaves the Alchemist, Arcanist, Cleric, Druid, Shaman, and Wizard that I feel could reliably fill the role of Anvil/Arm, but can't decide which class to go with that might best supplement the group.
What you're describing already exists: it's the Orc Double Axe. 1d8/1d8 DMG(M), 20/x3 crit range, 5 lbs heavier than the Two-Bladed Sword but 40 gold cheaper.
I would say you could, but it feels inferior to just picking up Self Telekinesis and Greater Self Telekinesis.
Self Telekinesis vs Light Touch:
Both methods require spending a move action in order to fake flying, but here's where ST/GST come out ahead of LT/TH:
Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.
A minor thing, but it might be easier to just list the weapon proficiencies like:
Proficient with all simple weapons and all one-handed weapons in the Heavy Blades and Light Blades fighter weapon groups and one-handed slashing weapons in the monk weapon group.
Uses much less text to get the same point across.
Yes and no. You have a caster level, but only for the purposes of determining how powerful some of your Wild Talents are (since a couple of them replicate spell effects), and I think for bypassing SR (though I would need to double-check on that), but not for crafting feats.
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 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.
Or some kind of megaphone.
Example 2: Compensation
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 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:
For untyped bonuses, you have:
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.
Unfortunately, the increase to INT/WIS/CHA for being middle-aged and older is only a +1, so the CHA mod wouldn't change.
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.
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.
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.
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.
Mark Seifter wrote:
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 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.