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Heymitch's page

Pathfinder Society Member. 885 posts. No reviews. No lists. 1 wishlist.


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Liberty's Edge

Pst! Hail Hydra.

Liberty's Edge

No, Extra Channeling does not grant 2 more channels to each type of channeling. See page 159 Sidebar of the Advanced Class Guide entitled "Feats that grant extra uses". Essentially, it gives you two extra uses that you can spend on any type of channeling that you wish.

Yes, Channel from Life Spirit and Rebuke Spirits from Spirit Warden archetype both get their own pool of channels, and if you have Extra Channeling you can apply it where you need it each day (but it only gives you two extra channels, not two per type).

No, Channel and Rebuke Spirits don't stack for damage. You can use Channel to heal or to harm undead as a Cleric of your Shaman level (1+Cha mod times per day), and you can use Rebuke Spirits to harm undead as a Cleric of your Shaman level (3+Cha mod times per day). The damage doesn't stack.

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6 people marked this as a favorite.

Succubi are always redeemable. They just need snuggling.

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Nohwear wrote:
If you actually call yourself evil, you are likely beyond saving.

Dr. Evil says you're wrong...

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You could still take it at third level if you had the Magical Knack trait for either Sorcerer or Warpriest, though. Then you would be caster level 3.

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BigNorseWolf wrote:


Source Advanced Player's Guide pg

Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.

Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Do they have to be the same score or can you just pick say intimidate and knowledge nature.

I've always read that to be choose any two skills that are Int, Wis, or Cha-based. So, Intimidate and Knowledge (Nature) would be fine. There's no mention that the two skills need to be based off of the same attribute.

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I'm pretty sure the answer is none.

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yellowdingo wrote:
Long enough to see humans land on the Moon?

I have seen humans land on a Hollywood sound stage that NASA claimed was the moon. I suppose that doesn't count, though?

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PFSRD wrote:

Furious Finish

You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

If you critical, you don't roll your damage, so...

If you do 1d12+15(x3) with your great axe (for example), that would be also be an additional 1d12 damage on a Vital Strike.

So you would deal (12+15) x 3 = 81 + 12 (for Vital Strike) = 93 points of damage.

At least that's how I'd read it.

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Tequila Sunrise wrote:
Agreed; time travel makes me face-plant, no matter the film or show.

I'd make an exception for the DS9 episode "Trials and Tribble-ations", that featured the DS9 crew crossing over with the original series "Trouble With Tribbles". That was a hoot.

I'd also like to point out that if it wasn't for Star Trek, there'd never been a Galaxy Quest...

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Abraham spalding wrote:

Misfortune can last forever... IF you stay within 30 feet, AND you spend that move action every round. Those are two big "if"s. Unless you have a means to move away and back every round without using a move action you're going to get smashed cackling regularly as a witch if you do anything else.

Flight isn't bad, it can save on spell slots -- but by level 9 I can instead cast overland flight, and honestly a fly speed before that point is useful... but not needed -- not to mention that it can be covered by the actual fly spell.

In a lot of earlier encounters, though, the Flight hex will make it easier to Cackle to extend Misfortune while continuing to stay out of reach of your target.

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Evil Genius Prime wrote:
I said "All witches are EVIL". I meant "All witches are female".

Bad break-up? :)

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Whale_Cancer wrote:

Two options, as far as I can see:

1) Talk to the DM about how it is boring for PCs to lose the spotlight to NPCs. I think this point will be echoed by many, in which case you can direct your DM to this thread.

2) Find another DM.

So long as your DM is treating the NPCs as his Player Characters, you and your party are going to get trounced.

You said these NPCs are important to the campaign and the story. The problem is that no one should be more integral to the campaign and story than the Player Characters.

It seems as though the DM has relegated the PCs to the status of bit players.

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Djelai wrote:

It is true that you can't win the AC race, but I would not rely only on illusions as a unique line of defense.

At level 9, Erinyes is a very probable encounter (by itself or summoned through Summon Monster VI by the evil wizard/cleric/whatever). You will not like the [ranged attacks + True Seeing] stuff.

That's true, but a casting of wind wall or fickle winds will probably help you there better than a couple of points of AC.

Having said that, I would invest in some items that would raise your AC. A Belt of Incredible Dexterity will also increase your attack rolls with ranged touch spells, and your initiative. A Ring of Protection will raise your Touch AC and your CMD. And any increase to AC may help your mirror image spell survive being taken down by lower level minions.

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Blueluck wrote:
The combination of "free" silent casting, Silence, and Surprising Charge is what originally inspired me to make a deaf oracle. It makes him extremely good at stopping spellcasters.

I agree totally with this.

I also think this character would benefit from the Step Up line of feats, even though you'll often be operating with reach, thanks to Enlarge Person or Righteous Might.

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Wazat wrote:
The ghost or apprentice necromancer is often only alive long enough to die by player hands, so it doesn't mind negative levels and ability damage quite as much as the player does.

Yep, I'm pretty sure that ghost doesn't mind negative levels at all... :)

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I'm also in the camp that believes that a Lesser Metamagic Rod can modify a fireball spell even if it is already enhanced by a metamagic feat, and cast using a spell slot higher than 3rd.

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Archpaladin Zousha wrote:
You must be within 1 step of your deity's alignment. Being Neutral Good, the only options for Sarenites are Lawful Good, Neutral Good, and Chaotic Good.
Heymitch wrote:
Wouldn't Neutral also be an option? It's one step from Neutral Good.
Archpaladin Zousha wrote:
Neutral people still wouldn't commit or endorse acts like torture and encouraging the killing of innocents for religious reasons. These Sarenites are trying to start a war between Qadira and Taldor, believing Qadira will win and install a Sarenite theocracy in a nation that had the impudence to ban the worship of their goddess. That seems evil in my book. You wouldn't be bound for an evil plane of existence when you die if it weren't.

Yeah. I never said they would. I'm pretty sure I just said that it was an option you didn't list.

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Archpaladin Zousha wrote:
You must be within 1 step of your deity's alignment. Being Neutral Good, the only options for Sarenites are Lawful Good, Neutral Good, and Chaotic Good.

Wouldn't Neutral also be an option? It's one step from Neutral Good.

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Arssanguinus wrote:
Could they not worship sanerae but really be getting their power from elsewhere?


Just because you think it's Sarenrae granting you your spells, doesn't mean that it is...

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Comrade Anklebiter wrote:
...Except for all of that rampant anti-goblin bigotry...
Asgetrion wrote:
And anti-dwarven sentiments often displayed on these boards!

Goblins and dwarves are fine. It's the goblin-dwarf hybrids that I find distasteful...

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Matthew Morris wrote:
Lefties still face difficulties. Heck, every time I move, I have to reconfgure my desk because the movers' default configuration is for a right handed person.

My apologies. I had no real idea just how much suffering you've had to endure just for being left-handed.

Stay strong.

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Matthew Morris wrote:

It's ok Gorbaz, I understand that you can't see the connections. Mayhaps if you read a bit on the persecution of lefties, you'd be enlightened. That it wasn't/isn't legislated doesn't mean it was done.

Or are you arguing discrimination against a group is only 'bad' if the Government does it?

It's not a matter of not seeing the connections. It's a matter of refusing (rightly, I think) to give equal weight to both wrongs.

Any stigma or discrimination suffered by people as a result of their being left-handed is wrong.

Discrimination suffered by people as a result of their gender identity is also wrong, and has resulted in murder being committed against transgendered people.

They're both wrong. Until there are a bunch of people being beaten to death for being left-handed, though, they're not equal.

Wrong. Not equal.

"Slapping someone in the face is wrong."
"Blowing up an orphanage is wrong."
"How on earth can we get worked up over exploding orphanages, when people are getting slapped in the face?"

That's the problem with giving equal weight to every connection.

Liberty's Edge

soaponarope wrote:
I spoke to the player last night and let them know that I felt they were on the line of going evil. They told me they thought their character may end up CE and understood.

Eh. He's probably eying that 2 level dip into Antipaladin...

Liberty's Edge

MyTThor wrote:
Did you have a bad experience with a magically reduced bow as a child or something? Seems like you're taking this awfully personally...

I think he's upset that Jason Bulmahn promised a clarification on this in January of 2011, and never did it.

Jason Bulmahn wrote:
I am going to go back into this the next time we reprint and tweak it. I think Reduce Person will probably get the same clause, making it not quite as bad versus ranged weapon users.

Also, I don't think you're response is helpful.

Liberty's Edge

LazarX wrote:
Enlarge and Reduce have NO effect on ranged weapons, because the missile instantly reverts to normal size on leaving the bow.

Unfortunately, the text from reduce person would appear to contradict that.

Logically, though, it would make sense if the mechanic with enlarge person and reduce person exactly coincided.

Liberty's Edge

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Adamantine Dragon wrote:
I've been wondering where to put my gunslinger/steampunk nation... I guess the answer is to put it on the southern continent and then I can address any final accusations that my world is racist by virtue of its geology...

So you're saying that the South is full of gun nuts?!?

Sorry...I couldn't resist.

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I'd like to see an occasional module that's actually done like Part 6.5 of an Adventure Path.

Basically, take an Adventure Path, and write a module that's designed to be run after the completion of Book 6, but can also be run on it's own.

By tying it into an existing Adventure Path, it may help increase sales, and it may fit in better with a higher level campaign that's spent most of a year running through an Adventure Path in that particular setting.

Liberty's Edge

I liked this show, and I look forward to season 2.

Honestly, when it comes to SyFy shows, I tend to set the bar reasonably low. I just hate when they cancel a show prematurely, and replace it with a movie about gargantuan animals or yet another paranormal "reality" show.

Liberty's Edge

I actually would have liked to see fewer battle scenes, and more dialogue. I liked the scenes with Lois, and the Kents, and Jor-El, and Zod. I wanted to see more of them interacting without someone being punched through six buildings.

Also, there's a bit where Supes is driving Zod's face into the side of a building during a fight, and you're seeing the window panes shatter against his face. All I could think was--Why? Whatever would you expect that to accomplish? A little glass isn't going to hurt him...

Still a good movie, although it felt a little dark for a Superman movie. Batman should brood. Superman, not so much...

Liberty's Edge

The movie was fun. I enjoyed it.

I do think that Del Toro underestimated (a lot) the number of helicopters needed to carry a Jaeger, though.

In a movie about giant robots and giant monsters, that was the bit I just couldn't wrap my head around...

Liberty's Edge

Grand Magus wrote:
Why didn't the kid yell, "Don't shoot me!" and then run away as fast as he could??

Excellent point. Hey, if someone shoots me, and I don't even have the self-respect to evade the bullet, I probably had it coming. And if I start to say, "Don't shoot me!", but I get shot mid-sentence, well, I must not have been trying hard enough.

Liberty's Edge

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Andrew R wrote:
hoods are the new masks because they can be worn more freely, and some people actually wear them for warmth so the criminals have an excuse. But look at modern criminals and count the hoods, they really are the uniform of a criminal, too damn bad they are also popular with others for different reasons.

This is a good point. I feel a whole lot safer knowing there are Neighborhood Watch Dudes out there braving the mean streets everyday, and ready to shoot every hooded person they see, before they can do me harm...

Liberty's Edge

Lincoln Hills wrote:
I don't recall ever seeing a thread titled, "Animate rope is destroying my campaign!"

I'm amazed that you posted that on Friday, and there's still no thread with that title...

Liberty's Edge

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Andrew R wrote:
What of martin's possible drug use? his internet handles? Any news that brought those up or showed a recent picture of what he ACTUALLY looked like was called racist.

I'm sure Zimmerman took into account the kid's internet handles and drug history, and then made an informed choice to follow him with a gun, and shoot him dead...

Liberty's Edge

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Kryzbyn wrote:
However, had he survived the gunshot, he probably would have been tried for aggrivated assault at the very least, if not attempted murder.

So Stand Your Ground laws don't allow black teenagers to defend themselves?

Liberty's Edge

PFSRD:Cleric wrote:
Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people.
Kudaku wrote:
I have taken a level of Oracle and I have the Mute curse. Do I qualify for Cleric even though I do not have the ability to speak, and by extension the ability to preach wonders?

You probably want a rank in Linguistics. Purchase Semaphore as a language, and you should be set. Preach away!

Go, Flavor Text, Go!

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bugleyman wrote:
It does mean that treating the Core Rulebook like the freakin' US Constitution is silly.
Vic Wertz wrote:
Some of those Amendments have holes you can drive a truck through. And the way they erratta'd the 18th Amendment by issuing the so-called "21st Amendment" instead of just fixing what was wrong with the 18th? Totally not cool, man.

Vic, to add levels of Gunslinger, do I need to belong to a well regulated militia? Thanks in advance for clarifying.

Liberty's Edge

I used to daydream an awful lot back when I was in high school, so I can't be certain of this, but...

I'm pretty sure everything that I was required to read, from Dickens, to Austin, to Homer, to Lee, to Shakespeare, to Fitzgerald...I seem to remember that all of them involved Giant Robots fighting Giant Monsters.

So there's that.

Liberty's Edge

Since it doesn't say anywhere in the flavor text that Monks have to be Lawful, I guess they can be any alignment!

Flavorfinder Rocks!!!

Liberty's Edge

I would like to see a few more options than just the Martial Artist for non-lawful Monks.

It's one thing to place restrictions on various archetypes, but if you want to play a non-lawful Monk, Martial Artist is it. A few more options would be nice.

Removing the alignment restriction from Drunken Master would be a start.

Liberty's Edge

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SiuoL wrote:
Please don't take off the lawful restricting, because I hate it when someone take monk for their power and act with no discipline at all.

I don't hate people who play Monks for their power, but I do fear them, because they're delusional.

People who play Monks for their power are far more likely to stab me with a spork than those who don't.

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Kiinyan wrote:
I definitely like the idea of having it be MoMS as well as Martial Artist (I believe they stack).

They don't stack. Both trade out Perfect Self.

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Kairos Dawnfury wrote:
I feel like the Magus focus on Heightened Shocking Grasps with Magical Lineage definitely downplay the loss of spells since you can use the Arcane Pool to get the spell back for only one or two points.

Maybe I'm misunderstanding what you're saying, but the Kensai gets fewer spells and loses Spell Recall and Improved Spell Recall, so he's not spending points from his Arcane Pool to get spells back...

Liberty's Edge

You really would think that instead of insisting that the spell only appear on the Cleric or Druid spell list, it would be only on the spell list of a divine casting class, which would include Paladins, Rangers, and Inquisitors.

It's kind of strange that an SLA of a Paladin-only spell would be considered arcane...

Liberty's Edge

3 points of Constitution ability damage would only apply a -1 penalty to relevant statistics, because of the way ability damage works.

CRB wrote:

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.

The character would lose 3 hit points from the ability damage, not 6.

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If discipline and training lead to Lawful behavior, it's a wonder that there were 26,000 cases of sexual assault in the military in 2012...

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leo1925 wrote:
Willpower no, but iternal focus and discipline are traits tied to being Lawful.
Heymitch wrote:
Me, I always thought that Inquisitors come across as being very disciplined...
Calybos1 wrote:

Which is why, in my group, they are not allowed to be Chaotic. Paizo missed that one, but enforcing the rules of your faith on others who dare to break them is not compatible with a chaotic alignment.

Again, what you call 'fluff' is not code for "useless stuff a good game should ignore." It defines the tone and character of the game world, which the rules and mechanics are merely support for. As such, it is far MORE important than any arguments about balance.

Did you hear that everyone? If you follow the rules as written, and allow Inquisitors to be chaotic in your games, you're tone-deaf...

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Ravingdork wrote:
Pretty certain it's meant to protect the entire weapon.


Liberty's Edge

Brogue, I'm glad you found the answer you were looking for.

Now, can you show us on this doll where the Wizard touched you?

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