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Hi folks, I am trying to track down a pre-made map (including features i.e. Forests, Hills, Plains, Rivers etc that are used in the Kingdom system) with hexes on it... All I can seem to find is completely blank hex grids (I don't want to have to draw an entire map right now) or ones that don't have the type of terrains used in the Kingdom building rules system, or ones that already have kingdoms made on them...
Alright I have decided on the following so far:
But I am still not sure about the Witch, and I am trying to think of something for the twins (Fighter and Monk) that relates them... hmm
I am working on a campaign setting that includes a whole bunch of superhero/supervillain npc's, and I want them to all have code names... think x-men type of names.
So far there is Wrath, Saint, Starchild, Brute, Chaplain, Leyline, Serpent, Mastermind and Ghost...
The ones that still need names:
NG female Human Weapon Master Fighter specializing in twf/throwing Wakizashi
and her twin sister
LN female Human Qinggong Weapon Adept Monk specializing in teleportation and energy blasts
CG male Catfolk Archivist Bard with massive Knowledge and a focus on singing
CG male Human Beast-Bonded Witch with Compsognathus familiar (so he can turn into a dinosaur :D) and a focus on offensive hexes
LN male Human Void Elementalist Wizard with a very heavy emphasis on dispelling and countermagic
CN male Strix Falconer Infiltrator Ranger (haven't finished the build yet)
LE male Human Ronin Samurai with Beast Rider via Racial Heritage so he can ride a pteranodon, he is specialized in shield bashing and carries a Vorpal Katana
NE male Tiefling Bladebound Kensai Magus, with dervish dance and an unhealthy relationship with his weapon
CE Undead Lord Cleric with disease alternate channeling
Just wanted to echo what someone said earlier about messing around with some randomly generated characters.. I did that for a while just as a mental excersize, rolling out random stats, rolling for race/class/archetypes and such.. Then you just choose feats/skills/traits/gear and see what you can come up with... It is interesting what can come up, I had a number of results that I would never have thought of myself.. It is kinda fun...
Chelaxian Human Void Elementalist Wizard 6
Traits: Reactionary, Magical Lineage - Magic Missile
Void Elementalist School, Opposed School: Water
Gear: Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Gauntlets of the Skilled Maneuver (Trip), Lenses of Detection, +1 Light Crossbow, +1 Dagger, Handy Haversack, Bookmark of Deception, other mundane gear.
Kuranes is a dark haired man of medium height and build with vibrant green eyes and a goatee that he fidgets with when nervous. He is brilliant, and devoted to his research, but rather unnerved by what he has discovered thus far. He is simultaneously fascinated by and in deep loathing of the Dark Tapestry. After an unfortunate encounter with an Aboleth that he barely survived he has developed an intense phobia of deep water. He is very careful and logical, able to discover the rational cause of events around him, but gets manic and paranoid if he realizes something is unexplainable... He is a member of the Pathfinder Soceity, and has been sent to track down Nostra Montagna (The former member of the party who turned out to be a spy), an ex-pathfinder who has stolen valuable information regarding a secret and disturbing cult...
Thanks for the help, everybody!
Wow... I've never seen that one before...Reveal Weakness in particular is freaking amazing.
I had already pretty much finished the build, but now I am probably going to re-do it... Thanks for the heads-up!
Thanks for the ideas, folks!
Right now I am thinking most along the lines of the Air Elementalist... especially the Magic Missile focus... Maybe a force-magic specialist..
Making a character to replace a dead one for a just-turned 6th level party. The rest of the group is a Paladin, Cleric and Alchemist.
Looking for an idea that is at least reasonably powerful, but is interesting.
Just something for future:
'A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged.'
'The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.'
So it would not retain the natural attack abilities of its previous form anyway (since they are not class abilities/feats/etc.)
Being a low-Int creature though, it would probably be quite confused at being a new race...
I did something similar before... when I did it it was:
Death: Cleric with lots of death-stuff
The best thing in my opinion about metamagic is using to do things that would be otherwise impossible.
Persistent Spell is one of the absolute best metamagics because as far as I know there are basically NO spells that force the opponent to save twice... and it allows you to add that to any spell.
Maximize and Empower spell are two of the very weakest metamgics, because all they are doing is increasing dmg/healing/etc, whereas higher level spells already DO that (usually much more efficiently) So not only are you not getting new options for versatility, you are getting weaker options than you could have for free.
Metamagic feats can be awesome for the right characters...
Here are my favourites:
-Persistent Spell ! This one gets an exclamation mark because holy moly it is ridiculously good. +2 spell level to make things have to save TWICE... this pretty much doubles the chance of a spell getting through. Best for SoS kind of spells, but useful for almost anything that allows a save.
-Quicken Spell - As others have mentioned, this is preactically required at higher levels, but really isnt much worthwhile until you are casting 6-7th level spells or higher.
Reach Spell - This is one of my personal favourites, and I feel like it is somtimes overlooked. +1, +2 or +3 to spell level to increase range by the same amount (touch to short to medium to long range)
Intensify Spell - this one is a bit more specialized, and you need to have more of a specific plan to make good use of it (fireball, shocking grasp or common uses, especially the latter for Magi)
Dazing Spell - As others have mentioned, this one is fantastic. +3 spell level is steep, but the effect of potentially taking multiple targets out of the action is great (and on an easier-to target Will save if there is no save assocaited, which is nice)
Some metamagic is much more limited in scope, and is way better to get on a rod, these include Elemental Spell, Ectoplasmic Spell and Piercing Spell (to pull out for creatures immune to energy types, incorporeal creatures and creatures with SR, respectively)
Rime Spell - This one deserves special mention... You have to be built more around it (only works for cold spells) but it is REALLY good. For only +1 spell level you get to cause an entangled effect on ANYTHING damaged by the spell, with NO SAVE. Wow.
I noticed the stuff about highest damage notable things, and it made me wish we had kept track of those things...
One thing I do remember was the Most Damaging Full Attack...
Needless to say the fight was very much in our favor after that.
Another thing I remember (although not the exact numbers) was the groups resident tank stepping into a room of inivisible Janni Captains and taking the full force of 8 of them full-attacking, all 2d6 sneak attacks...
We all enjoyed this campaign a lot.. the flavor of the story was fantastic.
James Jacobs wrote:
Ahh thanks for the clarification... We are just nearing the end of the campaign... I will tell the Oracle who has the title :)So would that be 'Abbott-Protector of the Sarenite' or 'of the Sarenites?'
I am assuming the latter.
The Magic Jar ability is a spell-like ability, spell-like abilities never require any material/focus/etc components.
For reference: (from Universal Monster Rules)
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).
Druid would definitely be the best bet I would say...
That is freaking awesome...
Funny thing about #3 on the bad ideas...What with being stuck in Kakishon, and now stuck in the plane of fire... we have an entire Bag of Holding Type III packed to the brim with unspent treasure :P
I'm currently running through Legacy of Fire and we are on the fifth book (The Impossible Eye)
I am debated how to use the Wish... My character is the leader of the party and the face, so she wants to wish for something that will benefit the whole party, but I also want to wish for something appropriate to the storyline.
So, any ideas? My mind is a complete blank...
Note there is a specific printed one as well in Ultimate Combat:
Talons of Leng
Finely laid gold filigree lines these ornately worked talons. Once donned, the talons of Leng grant the wearer a natural claw attack with each hand that deal 1d4 points of damage for a Medium wearer, or 1d3 points of damage for a Small wearer. These claw attacks have a +3 enhancement bonus on attack and damage rolls. On a critical hit, the target must succeed at a DC 20 Will save or become permanently confused as per the insanity spell. This is a mind-affecting effect.
The wearer of the talons of Leng is immune to effects that grant the confused condition. For as long as she wears the talons, however, her Wisdom is reduced by 2, as alien voices constantly whisper through her head. The talons of Leng do not interfere with spellcasting, the use of handheld items, or wielding weapons.
Question one: Yes. BUT... between the built in penalty for the awkward weapon and the size difference penalty you will be looking at a whopping -6 on all your attack rolls...
Also I don't know how you could transition it into the short sword form...
Well, this means someone could easily charge several staffs over the course of a few days and then go into a dungeon with access to maybe double or triple the normal number of spells per day, completely throwing the normal spell system balance out the window.
I always thought it was annoying having limits on spells per day anyway though, so hey it could be fun.
Taking 20 to try to break out of being tied up makes perfect sense.
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
And for reference:
Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus.. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check.
So if someone with a CMB higher than yours ties you up you CANNOT break out. Even on a 20. No matter how strong you are.
Hi everyone, just feeling a bit confused on which direction I should go with this character...
Name: !Abawe The Foolish
Note: age penalties only apply if my Lesser Age Resistance (via Immortal Spark) is dispelled
Str 15 -1 age +1 level +2 enhance
Feats so far:
The 4th level feat is from the Combat Trick rogue talent.
I am having trouble deciding where exactly to go at this point, as there are several different directions for the build...
The character is sort of a dashing Pathfinder, fighting in melee and at range with shortbow, in charge of trap disabling and Knowledge skills. He is also currently the physically strongest character in the group (the rest of the group consists of a Half-Elf Dual-Cursed Oracle, Human Crossblooded Sorcerer and Strix Musket Master Gunslinger... yeah silly stuff but so far it is really fun)
I really wouldn't be concerned at all.
As long as you stick to the rules I assure you you will have no problems whatsoever :)
As far as later levels- the 12th level ability for the 4W Monk LOOKS really powerful, but the conditions on it actually make it really underwhelming and it is almost impossible to abuse, so no worries there either. :)
Nodachi... 1d10, two-handed, 18-20 crit, martial.
With your choice of Slashing OR Piercing, no less....It is definitely my #1 favourite mechanically.
On a different note, I have to say that one thing that stops a number of weapons from being my favourites is I HATE rolling d4's...
Personally I am all about planning out a character build in all the details (although I usually only build up to about 12th level) but I usually just make a list of 'which items would be most desirable' in my head.... But when I am actually playing in a campaign I get whatever items I happen to come across one way or another... If they match up nicely with what I wanted, that's lovely, but if they don't, hey thats how the game goes.