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114 posts (166 including aliases). No reviews. No lists. No wishlists. 2 aliases.

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The very page you linked wrote:

Aura moderate necromancy; CL 5th

Slot hands; Price 18,000 gp; Weight —

As magic items, caster or not, the gloves cast at the level of the item itself. In this case it would be 5. They give a 2d6 touch, never more, no matter your class.


Darkwolf, I'm not sure how you can say how RAW is wrong when even the flavor text mentions attacking twice before the body uses language stating that you get another standard action as part of your move action. The flavor text shows pretty clearly that it's RAI as well.


Great point Bearded Ben. That would bring my own total up to 32d8 twice a round. Of course mine would have to be manufactured a Gargantuan Bastard Sword. Rend the earth dragging that behind you while not in eidolon form.


Flyby Attack is a must for any vital strike build. The ability to vital strike twice a round is far too powerful to pass up.

PRD:
Flyby Attack

This creature can make an attack before and after it moves while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

For fun lets start with a human synthesist and assume you can access the spell lead blades such as with a wand and UMD. Take Synthesist until level 13. Take the flight evolution for flyby attack. Start with a Glave (1d10) then through evolutions size up to huge (3d8) then cast enlarge person and lead blades (6d8) Then you will want to take barbarian for furious finish and to access the final vital strike feat. What we are looking at once you have 4xDice for vital strike is Gargantuan you flying around smashing things for 24d8 twice a round, one of which is maximized.


I really like this idea. But as a variant, how about Pushing Assault used in conjunction with Lunge. Start your round with a 5' step back and hit the enemy with a pushing assault from your polearm, then lunge for your the rest of your full attack.

Or for more fun, combine the methods. Catch-Off-Guard for your improvised quarterstaff (pushing assault), Hit with polearm as normal (push again) then lunge for another strike (third push) then take your 5'. For added kicks, declare a pushing assault on your AoO preventing them from even getting their standard attack.


Shizzle69 wrote:
@ Akiz - Weapons cost normal price for material. These things will literally be made for you and an adamatine sword can take a year or so to make.
Shizzle69 wrote:
They have base armor and shields and weapons that you tell them to enchant. So the answer is no for the fabricate scroll.

I'm sorry but if you can't even keep your story straight on a case by case basis during character creation, this game is already proving to be far too disorganized. For a GM that claims to like to say yes, you seem to be completely against the idea of anyone successfully casting in armor of any kind. I'm sorry but if this is a precursor of things to come, I would like for you to count me out.


I'm not sure I understand your reply. Is that a no to use of the fabricate spell to expedite crafting time? Because a base chain shirt would bring my ASF to 10% (with the expenditure of my every swift action) which is a bit out of my comfort zone. A mithril chain shirt would be 0% but without the use of fabricate it would take up to 57 weeks to create depending on crafter skill. If the chain shirt was made with the same previously mentioned scroll, the expenditure would be greater than the base item. 1100 vs 1491.7 (1125 scroll + 366.7 materials)


A strix fighter gains access to flyby attack in words that bypass a simple ban on bestiary feats. Be a strix barbarian with the largest weapon available and enjoy your two standard actions a round for a couple vital strikes.


I'm not trying to be a troublemaker (at least not ooc) but I have another idea that will require GM approval. You said that we have talented smiths and casters working for our patron. Would I be able to purchase a scroll of fabricate for 1125gp (full price), as well as 1400gp in mithril (1/3 the total cost of a mithril breastplate) and gift the scroll to the crafters so I don't have to wait over a year to get armor? I'm not trying to break your system, just trying to make casting in armor manageable.

Another separate unrelated question. If I were to take the spirit side of fiendish boon, could I translate the bonus to weapon enchantments in the BoVD? I would love to spontaneously grant my sword the Fleshgrinding property so I can cast a spell or two.


Here is the HP roll for Jarvan Spiteborn, suddenly an aasimar known as "Chastity Brightsmile"

4d10 ⇒ (4, 9, 9, 4) = 26

Also, one quick question. Will the 3.5 armor enchantment "Twilight" be available? (-15% Arcane spell failure for a cost of +1) This will be my only mention of 3.5 outside of the approved books. I'm only asking so I know if I will need to take the Arcane Armor feat line or not.


Alright! That I can work with. One sadistic Aasimar Anti-paladin/Sorcerer coming up. Can it be Angelkin?. (Deception in the interest of the long game won't cause me to fall will it? Some GM's are of the belief that all anti-paladins should be chaotic stupid at all times)


Tengu or Grippli... I'm not really feeling either of those. I would like to request my GM's roll please.


Would it be too late for me to toss my own hat into this ring? I'm not seeing anything about recruitment being closed. Assuming I'm not too late, here are my two racial rolls.

First roll: 1d100 ⇒ 96
Second roll: 1d100 ⇒ 73


1 person marked this as a favorite.

I find your post amusing Lastoth. Before you say that something does not stack, you should at least take a look at the feat in question. I'll help.

Stalwart wrote:
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

I would say that it pretty clearly states that it stacks. Stalwart is a great feat for any defensively minded barbarian.


I don't see anywhere on there that says "you double the range for two handed weapons you throw" note the bold text that was quoted. It is after a comma and included the text "and you". The range increment is an entirely separate ability gained from the feat.


The general consensus you will find on these boards is this; Specific magical arms and armor are unique, and any changes you might make to them is wholly in the realm of house rules. Please consult your GM before attempting to tamper with strange magics.


I feel that you should at the very least give honorable mention to the Shadow Bloodline for sorcerers. Not only is it very thematic, if you get a robe of arcane heritage any time after entering the prc, that gives Hide in Plain Sight at the cost of 16,000 GP.


Last time I played in an epic game, my Fighter/Sorcerer/Dragon Disciple/Eldritch Knight developed an epic summoning spell. It summoned the spirit of the very dragon that mixed with his bloodline millennia prior. Statted the ghost dragon out then built the spell around its CR.

Basically I'm saying, if you're going to be making a personalized spell at ridiculously high level, I am of the opinion that it should summon a specific creature.


Wow! Thread Necro to argue that the playtest rules aren't the same as the very different published rules?

If you note the question was posed and answered a full four months Before the Advanced Players Guide was released. Back then summoners could use the summon SLA while the Eidolon was out and consciousness of the Summoner was irrelevant to the eidolons status.


Brambleman wrote:
Chris Mortika wrote:
What do people think of a summoner (synthesist) / dragon disciple?
No-go, as written it will drop all your stats when you fuse.

Actually, since the ninja errata in the PRD, this actually become a semi-viable option. Now it states that you gain the eidolons "Modifiers to ability scores" instead of "Uses the eidolons physical ability scores"

So you would gain the benefit of the Ability Increase Evolution as well as the eidolons HD advancement ability score increases and the Str/Dex Bonus. 5 Levels of summoner before DD could net you +5 Str and +2 Dex, as well as a few natural weapons, not a bad deal. Pair that with Barbarian 1 for entry and a starting strength of 17 and by level 10 you can have a Str of 32 with no magical items.


1 person marked this as FAQ candidate.

You'll want Power Attack at 3.

Since you know you want to use a greatsword, I highly recommend that you instead take Martial Weapon Proficiency (Greatsword) instead of Extra Evolution. The evolution to use the sword costs 2EP, when you would only gain 1 point from a feat.

I like the concept of your sweeping death idea, but that is far too feat intensive to devote any feats to Extra Evolution. If you feel that you will not gain enough Evolution points, consider Half-Elf as a race. Use your favored class bonus to gain an extra evolution point every four levels. You could also then trade in the racial trait Adaptability for Ancestral Arms, gaining the weapon proficiency for free.

When planning your build for a synthesist, you want to know if you are using the rules in the book or the PRD. Book says that you gain the Eidolons physical attributes, whereas the PRD says that you gain the Eidolons bonus ability points. Meaning that you could not just dump physical.

The problem we come to is, if you really want to aim for Whirlwind Attack, is that it has a minimum of Five feats. Meaning, even if you started human, you wouldn't be able to take it until 7th level. Then you would still need to take lunge and power attack in order to gain decent use of it.


I don't have any quotes, but I do have a working understanding of the English language.

Provoking attacks of opportunity wrote:
Moving: Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.

They key word here is out. If you continue forward to meet the troll, there is not one point in your movement that you stop occupying a space that the troll threatens. You may be moving to redistribute mass within the threatened square but not "moving out of".


8 people marked this as FAQ candidate. Answered in the FAQ.

No, the Aurochs would not take an AoO. Movement only provokes if the creature moves out of a threatened square. Being a large creature the aurochs is still in the initial threatened space when it moves another square forward.


I'd allow it. You're basically both taking 3 teamwork feats in order to gain fast healing 1-2. In combat this would just translate to a little more health for both of you to channel to the fighter.


Calvin wrote:
My friend has made a 12th level monk with a 30 cmb and a 56 cmd and this allowed him to hog tie a collosal dragon, this makes no sense, can somewell tell me the actual science behind doing this.

Gladly, but first you have to supply me with a colossal dragon so I can record an accurate account of its physiology.


Then yeah, if you have the 120,000GP at level 3 and are allowed to take 10, you will have a level 3 Lich. You could even skip the skill focus.


Okay, I did some quick math, and I'm sure others can squeeze out more points for this than I can off the top of my head, but a Wizard with: 20 Starting Int, Skill Focus (Spellcraft) +3, and Masterwork Tools for it +2, at level 3 has a 20% chance to fail the crafting check. The problem is that this would still cost 120k GP and 240 days of work, which I don't see as a possibility in a third level campaign, even an insanely uber monty haul campaign.


Oh wow, sorry about that. The hard coded limit of 11th level was from 3.x. When I went to grab the quote for the template in the bestiary I found this quote

Lich wrote:
“Lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery.
But then there is this one about the phylactery
Lich wrote:
The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

However, if you dismiss the "must" as +5DC that just brings the effective Craft DC to 21. For added fun, use a fighter with master craftsman needing a craft DC of 26 for an entirely non-magical Lich.

FDIT: Fixed DC


11th.


By wording, no. The extra hex feat requires the Hex class feature, which the Hexcrafter never gains access to. Instead they get the "Hex Arcana" class feature at 4th level. So a single classed Hexcrafter will never gain access to the extra hex feat.


Bestiary on variant skeletons wrote:
Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another—it’s possible to have a bloody burning skeletal champion.

Correct, to have a variant with your own HD it would be the only thing created. If in the area of desecrate you could stack up to 3 variations. In Pathfinder, a double double is always a triple


I've had the idea for an Ursanthrope. Using the Lycanthrope template, but with a bear as his spirit animal. However, bears don't have the same ties to the moon that wolves do, so in order to go balls-to-the-wall crazy, he has to ingest a large amount of honey. Best way to get that honey? Mead! Basically a modern day Bear-sarker!

Traits might include BEAR NECESSITIES, WAKE ME WHEN I'M DRUNK
High skills would have to be Might, Endurance, and Weapons


Test Drive on Fate dice formula:
4d3 - 8 ⇒ (1, 3, 3, 1) - 8 = 04d3 - 8 ⇒ (2, 1, 3, 1) - 8 = -14d3 - 8 ⇒ (3, 1, 1, 2) - 8 = -14d3 - 8 ⇒ (2, 3, 1, 2) - 8 = 04d3 - 8 ⇒ (1, 1, 2, 1) - 8 = -34d3 - 8 ⇒ (1, 2, 3, 2) - 8 = 04d3 - 8 ⇒ (3, 1, 3, 1) - 8 = 04d3 - 8 ⇒ (2, 2, 1, 2) - 8 = -14d3 - 8 ⇒ (1, 2, 3, 3) - 8 = 14d3 - 8 ⇒ (2, 1, 1, 1) - 8 = -34d3 - 8 ⇒ (1, 2, 3, 3) - 8 = 14d3 - 8 ⇒ (1, 2, 2, 3) - 8 = 04d3 - 8 ⇒ (1, 3, 1, 1) - 8 = -24d3 - 8 ⇒ (1, 3, 3, 2) - 8 = 14d3 - 8 ⇒ (3, 2, 3, 2) - 8 = 24d3 - 8 ⇒ (2, 1, 1, 3) - 8 = -14d3 - 8 ⇒ (1, 2, 2, 2) - 8 = -14d3 - 8 ⇒ (1, 3, 1, 2) - 8 = -1
Note, I have bad luck


Are you saying that we should hold off on phases 3-5 until we have the games official roster, so we know who is is the game before committing to guest star positions?

And holy run on sentences Batman!


Nice! I was actually planning on making despair based white court as central theme in my first story. I had another idea than just drug dealers though.

In the heart of Detroit lies one of the oldest goth clubs in existence. This place is known as City Club. A place where all of the pale faced outsiders dreaming of a tryst with the black court are unaware of how close vampires really are. As they try to dance away depression, they feed the objects of their desire. It wouldn't be a problem, except there are the few that are unwilling limit themselves to the atmosphere.


Ryuko: One quick question, where in the Dresden timeline are we doing this? I'm noticing I'm not the only one with a Red Court event in our backgrounds.

Semi-Spoiler:
Is this before or after the events of Changes? I would hate to aspect anything dealing with the red court, only to find out that they are extinct.


A lot more Juice than a minor talent, but not nearly as broad an ability as a sorcerer. I thought the single element High Concept was clear enough to declare me a focused practitioner. If you want me to work the word "Fulgormancer" into it I can give it a try, but I can't guarantee that it will be nearly as clever.

Xabulba:
I'm not sure how having two "Eddies" will play out, but may become confusing. On another note, what will prevent your character from having significantly stronger ties to his gang than other players?


First, Helaman... Must you be a champion of the mormon faith? As far as I know, real world religions are pretty taboo on these boards.

Second, DSXMachina that is the same concept that my girlfriend sent to Ryuko in a PM. Funny.

Finally, I now present the idea of:

Eddie Tesla
High Aspect: Lightning is my Legacy
Trouble: Just Charge It!

Background:
Born into a well known family, it was almost comical when I started to exhibit signs of electricity at 15. Unfortunately my overly superstitious grandmother failed to see the humor in the situation and publicly disowned me. Fortunately I had some friends willing to help me out, even if they thought it was a temporary thing. Leeches, all of them trying to worm their way into my family's bank accounts.

Most of my problems seemed to go away with a liberal use of plastic. The banks are calling, but it's funny how the phone always gives out when I'm upset. Helps that I don't stay one place too long either. I always find a way to get the money back though, even if it's though use of my unique talents. A job here, shorting out a security system there, things were going great until we hit a place using ghouls as guards. Soon after I was contacted by the Paranet whom I laughed at a great deal for claiming vampires are real. Alternatively a man able to produce frightening amounts of electricity with enough concentration must have firm roots in science. Right? Damn them for not sending me through school before giving me the boot.


Is it too late? As I (and possibly my girlfriend) would love to get into a DF game!

By "Make Characters" are you telling us to produce them independent of other players? As I thought character creation was pert of play.


Thazar wrote:

There is a spell in APG that is close to this. I would use that for guidance. Enemy Hammer

Edit: Fixed Link

Sure, that would be a good basis spell if you have no regard for the safety of your comrade. However, a more tactically sound option would be Telekinetic Charge No damage to your ally, and a lot more damage to the enemy. It's also a lower level spell, so I'm sure you can get away with such an application with full telekinesis.


I agree about the poison spam, but not about the low CR base. If you start with a Marilith (CR 17) then add 6 levels of Vivisectionist Alchemist for the swift poisoning and sticky poison discovery. The 3d6 sneak attack and Mutagen are just icing to that. Speaking of icing, you top that off with 2 levels of Barbarian. Urban would be best so you don't have to worry about losing access to SLA during Rage.

That leaves you with 9 attacks a round to try and poison the enemy, re-poisoning your main weapon every round. Any poison you use will improve in DC by up to 16 in a full attack, but I recommend Drow poison for this for a few reasons.

Cost isn't much of an issue for this level range but it is cheap, so you can justify having a few hundred doses on you. Second, it induces Unconsciousness. This is not sleep and will knock out elves, dragons, or whatever else is immune to sleep.

Alternatively, instead of barbarian, you can use antipaladin for the last 2 levels for massive bonus to saves. However, smite good likely won't see a lot of play.


You are wrong, your friend is right. If you still choose to disallow this choice, do not let ANY of your other players to take anything that is not in the Core Rulebook.


I really like this! Am I correct in assuming you drew inspiration from "The Warlock" for this curse? "A decade twice a day" To me the power is spot on for a grand hex, if not a little weak in the hands of a PC. Just be wary of syringes filled with saline!


Lightbulb wrote:

Mithral works differently in Pathfinder:

http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Mithral

or if you prefer:

http://paizo.com/pathfinderRPG/prd/equipment.html#mithral

So the Mithril Breast Plate is Medium Armour for proficiency and has spell failure of 25% - reduced to 15% for being Mithral. So basically Medium Armours are out for a Staff Magus.

"Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.

When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction."

I can Bold too! Fun fact, I simply moved the bold tags from your post... perhaps that defeats my statement that I can bold though. Oh well.


1) Yes, unless you are out of reach or successfully cast defensively.

2) 10d6 for such a spell. A spell crit is x2 regardless of the weapon used to deliver it.

3) 11: Magus levels don't count as fighter levels until 10 and no feat until 11 after that.

4) to apply any weapon property the weapon must be at least +1, if at that point you have +2 more available to distribute and the ability to add said property, you can

5) because it is specified, and as you are doing PFS it is RAW.

As for your builds, STR has nothing to do with HP.


Mike Schneider wrote:
Mike Schneider wrote:
at -10 iterative when you have such a "lovely" string going; I dare you. You need four in a row to match the damage bonus of Weapon Specialization.

Actually I was wrong about that -- you need four in a row to receive an averaged ONE point of extra damage per attack. You need FIVE in a row to receive two per attack (same as Weapon Spec).

Assuming you're a Hasted archer at 11th with five attack rolls (i.e., no extra for Manyshot); assume you're so good that you're 95% to hit your target with your three "big" Rapid Shot + Haste attacks, 80% with the -5 and 55% with the -10.

You are Hell-on-wheels...and 37.7% to get all five to hit.

However, if you are a gunslinger who only has to hit touch with a 95% chance even on final iterative attack, it has potential to be a pretty golden feat. Hell, multiclass in some Synthesyst. Grow a bunch of arms, and enjoy the benefits of the 8 attack bonus damage in a single round.


Staff fighters don't need a feat to use the quarterstaff one handed. They are clearly marked as double weapons. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round. However, this being said, all double weapons open the magus nicely for two weapon fighting. Simply use only one hand to wield your weapon on rounds that you use spell combat.


I couldn't help notice your critical damage. Were you using pre-nerfed guns? If so, why? The guns in Pathfinder are already pretty sub-par weapon choices. You shouldn't cripple them further by reducing their critical multiplier to x3.


Tanis wrote:

No. You have to actually throw a bead at the point of origin. You could throw it over however.

*edit* In other words you have line of sight, but not line of effect.

You Cannot lob a fireball! You are not physically throwing it but rather projecting force to send it flying in a straight line for 400+40 ft. per level.


Kevin Andrew Murphy wrote:

I personally dislike the convention of modern metric currency being applied to fantasy worlds. Yes, it makes things easy to understand, but it also breaks immersion. Then again, most players aren't that interested in roleplaying constant visits to the moneychangers so it's easier to just view it as an abstraction and leave it at that.

Then again, you could postulate the existence of a hypothetical "token" cantrip that lets wizards stamp or restamp coins with their image, and let non-magical characters get access to a coin press, and let that be the explanation for where the standardized coinage is coming from.

Mint Token

School transmutation; Level sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range touch

Targets 1 coin or the equivalent measure of metal

Duration instantaneous

Saving Throw none; Spell Resistance yes

Pinching a coin between thumb and forefinger, this spell summons a coin-press-like force which allows you to restamp it as a token with your image on its face and your arcane mark on the obverse. If copper, silver, or gold are used, these tokens are coinage of the usual value. If other metals are used, the token has no value beyond the base metal.

I like the idea of the spell but it's far too prone to abuse. With only the third level spell Enter Image you could use this to set up a wide range local scrying network. on the other hand, you could also use it to scare a money changer.

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