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JiCi's page

1,310 posts. No reviews. 1 list. 1 wishlist.


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Bob Bob Bob wrote:

Can't take Mauler with Improved Familiar.

"This ability replaces speak with master and speak with animals of its kind."

"and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)."

Oh... bummer...


1 person marked this as FAQ candidate.

Here's one of the Mauler familiar's qualities:

Familiar Folio wrote:
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Emphasis mine

This... is considering that most regular familiars are animals that have Int 1 or 2... but what about familiars that you can obtain with the Improved Familiar feat? Many of them have an Int score higher than 6... so... do they get dumber??? or does their Int score remain the same if it's 7 or higher?

Does your Shadow Drake, Faerie Dragon or Pseudodragon get an Int score of 6?


NikolaiJuno wrote:
JiCi wrote:
NikolaiJuno wrote:
The Lance is actually a very unique weapon in that while mounted it can be used in one hand, but is still considered a two-handed weapon.

It's two-handed when you're not on a mount, but one-handed when you're mounted.

As awkward as it sounds, you may have 2 lances hooked to the saddle, ready for you to switch if you desire. Since they're both considered one-handed while mounted, you can TWF with both... once you get passed the penalties.

If you can wield a shield AND a lance while mounted, surely you can wield two lances... although lance/shield bash might be a better alternative.

Charging while pouncing would only applies to the first attack, but the remaining ones would be doable.

PRD wrote:

Lance

Price 10 gp

Type martial

A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

"With one hand" is not one-handed. It's still two-handed the same way a light weapon is a light weapon when wielded in one hand.

Huh... I think that you're wrong here... If I can wield a lance in one hand... then it's considered a "one-handed" weapon... because unless written elsewhere, wielding a lance while mounted doesn't give you the benefits of wielding an actual two-handed weapon, such as using Power Attack.

Beside, if you can wield a lance while mounted with one hand... guess what you can do with the other hand. A shield can be held and wielded to bash, and so can another lance.


Magda Luckbender wrote:

Pathfinder et al skips over it, because it's a nit-picky detail, but a knight-in-armor typically held a lance in a Lance Rest, which distributed impact shock to the armor and, thence, to the mount. This 'lance rest' is actually what allows a lance to be used effectively in one hand. Rather than go into the detail of 'well, if you have a Lance Rest then a lance can be used to maximum effect in one hand, otherwise you must either hold it in two hands or do reduced damage', they wisely just ignore this detail and assume all lance-wielders have appropriate gear.

It would be silly if the Pathfinder devs ruled that a knight with a charging lance doesn't actually hit very hard, by neglecting the use of a Lance Rest. So they just ignore (simplify) the topic of Lance Rest and make an exception for lances.

If you want a more realistic system, in GURPS a properly-braced lance charge uses the strength of the mount for damage calculations. How much detail do you want in your RPG?

I kinda understood that something is technically holding the lance... or else, how on Earth would you be able to use it as a one-handed weapon, as per the rules?

My question is that the lance is the ONLY weapon that 1) deals multiplied damage on a charge and 2) is considered a one-handed weapon while mounted. There is no other weapon that has these same exact qualities.

This is why I'm asking this. A lance is part of the Spear weapon group, so is there something out there that allows a mounted warrior to use another weapon to wield just as effectively and to deal just as desvatating results as wielding a lance?

You talked about a lance rest. Ok, well, in a world where technological advances go into several directions, did someone ever come up with a spear rest or a tiger folk rest?

While it's true that the lance is held tucked under your armpit... or at least rested on your shoulder, did someone out there make a regular one-handed piercing weapon capable of dealing as much potential as the regular lance?

Feel free to call shenagigans, but I've seen TONS of characters in other medias mounted on horses, or other kinds of beasts, and wielding something similar to an actual spear, not a cavalry lance... so I'm sure that there's something out there.


NikolaiJuno wrote:
The Lance is actually a very unique weapon in that while mounted it can be used in one hand, but is still considered a two-handed weapon.

It's two-handed when you're not on a mount, but one-handed when you're mounted.

As awkward as it sounds, you may have 2 lances hooked to the saddle, ready for you to switch if you desire. Since they're both considered one-handed while mounted, you can TWF with both... once you get passed the penalties.

If you can wield a shield AND a lance while mounted, surely you can wield two lances... although lance/shield bash might be a better alternative.

Charging while pouncing would only applies to the first attack, but the remaining ones would be doable.


Sounds a little... odd that only the lance can do that.

I'm looking for a way to make any weapon from the spear weapon group, the group where the lance belongs, to be as efficient as the lance.

Any way to make a longspear wieldable in one hand while mounted, or to make a trident deal double or triple damage on a charge?

I could expand this to weapons from the polearm group... but one thing at the time, shall we? ^_^


Considering that the lance is a one-handed weapon while mounted... go with TWO lances while charging! XD


Dumb question, but still...

How many hands do you need to cast a spell? Assuming you're human, both of them, or just one?

If I'm a wizard holding a staff, can I let one hand go of it (a staff being a two-handed weapon) and cast a spell with just one hand free and take... whatever action to grasp it again in the next round?

(Yeah, that last part is a bit hazy, because unless I'm having Quick Draw, I assume that it would take me a move-action to grip my staff back with my free hand.)


Helikon wrote:
He is a god. Gods do not have stats?

I wouldn't mind seeing avatars or aspects of them though ;)


messy wrote:
JiCi wrote:

1)A feat similar to Superior Unarmed Strike

because you're NOT gonna get far with ONLY 1d3 points of base damage if you're not a monk or brawler.
something like this?

Yeah... without being a 3rd-party material... not to say that this is a bad thing though.

I just wished that Paizo would have done this sooner...


Trogdar wrote:
JiCi wrote:


3)A feat that boosts spellcasting according to the caster level
A 10-th level sorcerer with Cha 20 (+5) casting a 5th-level spell now has a DC of 25 (base 10 + spell level 5 + cha mod 5 + 1/2 caster level 5). I'm so sorry, but spell-casting SHOULD take in consideration the actual caster level, or half of it.

This would break the game. Spellcasting DC's are already really hard to save against. Increasing spell DC's across the board by 10 points at level 20 would make character save progression basically irrelevant.

For a limited use feat, it could work...

Also, I always thought it was dumb that the ONLY thing that makes the spell different between 2 casters is their key ability score modifiers, NOT their actual level.


1)A feat similar to Superior Unarmed Strike
because you're NOT gonna get far with ONLY 1d3 points of base damage if you're not a monk or brawler.

2)A feat that allows spellcasters to learn spells from similar classes
such as a paladin learning cleric/oracle spells (I think there is, but I'm not sure), a magus learning sorcerer/wizard spells and whatnot

3)A feat that boosts spellcasting according to the caster level
A 10-th level sorcerer with Cha 20 (+5) casting a 5th-level spell now has a DC of 25 (base 10 + spell level 5 + cha mod 5 + 1/2 caster level 5). I'm so sorry, but spellcasting SHOULD take in consideration the actual caster level, or half of it.

4)A feat that makes 1st-level domain/bloodline/school abilities useable at will
Considering the weak damage output and such, I don't see how making them at will instead of limited per day would be broken.


Great work dude ^_^

Here's something that's been bothering me a little however:

Has Iron Gods ever gotten a Player's Guide? Every AP before it had one, except this one.


UnArcaneElection wrote:
^Go the Shadowrun route with this and have the Dragon also get into politics . . . .

Hey, can't spoil everything now :P


Ugh... QUIT WORRYING ABOUT THE BLOAT ALREADY!

Dude, you JUST need the 3 core book the play the game, the rest is just supplementary/not mandatory.

You don't need more classes, more races, more feats, more spells, more monsters, etc... All 3 books cover everything you need.

You take it or you leave it, as simple as that.

Furthermore, what is there to worry about? Too much material? Why again? Too much options? When is it a BAD thing to have "too much options" again?

Occult Adventures is around the corner, feel free to take it, no one forces you to use these rules, let alone buy the book.

Dude, if you're solely use the APs, all you need is the 3 core books and the 6 APs. That's it, because most of the stuff use in the APs are reprinted for your convenience. Same goes with the modules.


Ok, I'll just double-back on one of my suggestions.

How about an AP where a dragon is the main antagonist?

I know that this might lead to getting a mythical red dragon instead of another dragon kind, I know that dragons aren't that common in Golarion, I know that dragons are often overused... but, still...

- Take a dragon
- Polymorph into a humanoid for disguise
- Have him, or her, look for a shattered artifact across the world. The point is to emphasize on a dragon's obsession for wealth and power.
- Give the dragon minions, such as a die-hard kobold tribe, a half-dragon offspring and even lesser dragons, because the main dragon has the Orb of Dragonkind.
- ???
- PROFIT!


Matrix Dragon wrote:
JiCi wrote:

How about... "Champions of Dragons"?

- Emphasis on dragon worship, not dragon slaying
- Archetypes for dragon-themed classes
- Expanded info on Apsu, Dahak and Tiamat
- Heralds and related creatures for those deities
- Items, spells, feats, traits, name it...

Archetypes could include:
- Dragon Rider (cavalier)
- Getting a dragon companion/familiar
- Expanded draconic bloolines (sorcerer, bloodrager)
- Breath Weapon expert (alchemist)

I would love this. In WotR I tried running a Paladin of Apsu to link in with the dragon at the start of the campaign, but the complete lack of useful information on Apsu made running this really difficult.

The main issue is that unlike WotC's game, Pathfinder doesn't have the Dragon Deities as core ones. In DnD, Bahamut was turned into the God of the Cold and Wind and Tiamat into the Goddess of Conquest... in addition of their draconic aspects.

Here, Apsu and Dahak are just racial/monstrous deities with little to no tie to fundamental elements or themes.

Furthermore, as I already talked about it my wish thread for a "Blood of Dragons" booklet, dragons aren't THAT present or influencial in Golarion. However, that doesn't mean that they shouldn't.

I have yet to see, and could see an AP where the main antagonist is a dragon... like a mythical red dragon (typical, but still).


Gorbacz wrote:
Given that pretty much nobody at Paizo, and certainly not James Jacobs is a fan of half-dragons/dragonborn/draconians/etc., I wouldn't hold my hopes up.

Well, it is just a suggestion afterall.

Not being a fan is one thing, but pretty sure they can get around that at some points.


How about... "Champions of Dragons"?
- Emphasis on dragon worship, not dragon slaying
- Archetypes for dragon-themed classes
- Expanded info on Apsu, Dahak and Tiamat
- Heralds and related creatures for those deities
- Items, spells, feats, traits, name it...

Archetypes could include:
- Dragon Rider (cavalier)
- Getting a dragon companion/familiar
- Expanded draconic bloolines (sorcerer, bloodrager)
- Breath Weapon expert (alchemist)


Dragon78 wrote:
The Arcanist already has a blast option that is a supernatural ability.

Yes... that's what I noticed :P


Weakness: automatically fail swim checks, lose swim speed, 1st round causes fatigue, 2nd round causes exhaution, 3rd round causes unconsciousness.


2 people marked this as a favorite.

Huh... upon thought... I'd like to see archetypes that make use of the Kineticist's Kinetic Blast.

Fighter: replacing weapon and armor training with the blast and talents.

Ninja: Kinetic Blast as a Ninja Trick, and Kinetic Talents as a Master Trick, both using Ki points instead of Burn points.

Brawler: replacing martial flexibility and maneuver training with the blast and talents. Hey, that'll give us the Kamehameha or the Hadoken XD

Magus: blast and talents as arcanas, using the pool points.

Arcanist: blast and talents as exploits, using the reservoir points.


Cuup wrote:

Addressing all the posts about lack of adventuring hooks/locations:

I'm planning on this campaign to be a more roleplay-heavy one. There are many campaigns that take place primarily in one city, where political intrigue is the driving force. As for dungeons: maybe scouts reported that one of the ships fell behind last night and hasn't moved since. The PC's are now part of a search party to go back and figure out what happened to this ship, only to find out that it's been taken over by a rebel group of ____ for ____ purposes.

The ammunition issue is a significant one, and one I hadn't thought of. I will definitely like to figure out a solution to how to forge things on a ship, and where to get the materials.

Technically speaking, ANY urban adventure/quest can work with a series of ships. An uprising sect? A rigged election? An arcane experiment gone haywire? A theft? There's a ship for it...

Dungeon crawling can be reserved to underwater scavenging hunts, exploring sunken cities and ships and fighting aquatic monsters.

Transport between ships can be done with Teleportation Circles.

My 2 cents on the subject


ShoulderPatch wrote:
Iterative, I can think of no way with a PC that hasn't been mentioned. The only other thing I can think of even like that is Animal Companions by their rules can get a 2nd iterative attack of a main attack if they have no secondary attacks. However that's strictly for AC's as far as I know. Otherwise Rodinia already listed most of what I was going to say... Haste and Blessing of Fervor, Speed on an AoMF, AoO's (maybe w/ [teamwork]feats that provoke them) and reach.

The Razortusk feat in APG gives your half-orc PC a bite attack. Kitsunes also have a feat that give them a bite attack... maybe it,s an alternate trait, can't remember.


Let's say one character has a bite attack, he can only use it once per round. Is there any way to allow him to make multiple bites using iterative attacks. I know that Feral Combat Training allows a monk, or a brawler, to use a selected natural weapon for flurrying, but... that means that you can use it up to seven times during a flurry, but not up to three times during anything else without flurrying...


Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

So basically, if my gunslinger has Signature Deed (Up Close and Deadly), I can literally spam this deed as long as I have at least 1 grit point in reserve.

For something called "Up Close and Deadly"... where's the "Up Close" part? Isn't there suppose to have a maximum range to that, like "any ranged attack under 20 feet" or something?


I'm pretty sure that this has already been suggested, but... how about a mob, squadron, megaswarm (Tome of Horrors 4 terms) or whatever-you-call-a-large-group-of-Small-or-larger-creatures template?

You know the idea that 20th-level characters can wipe out entire armies on their own? Yeah... that's a little... problematic...

Throwing at them giant "swarms" of soldiers that chip away of their HPs isn't gonna pleas ethem and MIGHT reconsider going Leeroy Jenkins on them all of a sudden.


Morgen wrote:
What do you expect people to do, roll dice to randomly select everything?

For classes? No...

For races? Hell yeah!

Think about it: The PCs start in an alchemist's laboratory as guinea pigs for his maddening experiments. The PCs free themselves, but not without "permanent" damage.

Make a table using each and every single quality and traits and have players roll the dice 5 times.

Enjoy you new mutated form people XD

High-level healing spells could restore the original physical bodies though, as a mean to get rid of that.


Can you really blame your players from planning ahead? Even then... EVERYTHING you do can throw a wrench at their plans.
- Rolling ability scores can change their plans.
- Getting KILLED change their plans.
- Getting REINCARNED change their plans.
- Getting CURSED change their plans.
- Getting AFFLICTED change their plans; gaining a level while having an ability damage can screw everything. You can't select that new feat because right now you DON'T have the high enough score.
- Getting CAPTURED change their plans; you're striped for your gear for 3 levels, due to a scenario and have to make your way out using whatever you have.

A sorcerer is allowed to change spells known according to the situation, just like a fighter can change its weapon according to the situation. If you know that the scenario will have aquatic environments, the sorcerer might go for Water Breathing and Fredom of Movement instead of other spells, just like the fighter might go for ranged weapons if the scenario keeps, or made it clear, that the enemies are flying constantly and are rarely seen in melee.

Adapting to the situation will less likely get you killed than sticking to a plan and having to deal with its shortcomings.

I see nothing wrong for players to plan ahead... but in the end, THEY have to be cautious of what awaits them. Nothing always goes... according to plan, afterall.


Any other opinion?


Back in D&D 3.5, that was a table that showed how much cash a PC should start with if it doesn't start at 1st level... but higher.

I... can't find something similar for Pathfinder...

Care to help me with this?


Arcane Cannon (Ultimate Combat)... at least for one of its aspects:

The cannon is treated as a conductive weapon... which is by itself pretty useless. Since it's an arcane spell, there aren't much options to it.

Bloodlines are weak, school powers are weak... and no, it doesn't act like the magus' spellstrike... despite being released in Ultimate Combat, which is after Ultimate Magic.

So yeah, Arcane Cannon isn't a bad spell... but its secondary ability is worthless.


Kazaan wrote:
Nothing I found in the Siege Engines section indicates that they use anything other than the Attack Action to actually fire them. It may take multiple full-round actions to load and aim, but once it's ready to go, it's just a standard attack action to pull the trigger. Vital Strike isn't listed as precision damage; it's just extra damage dice so the prohibition on Siege Weapons dealing precision damage is inconsequential. Thus, I see no reason to conclude that a siege engine does not benefit from Vital Strike.

My thought exactly...

Also, to everyone questioning the idea... I see nothing wrong at taking down a Huge or bigger creature using a ballista or cannon instead of picking at its ankles.


Claxon wrote:

Considering even 20d6 is only 70 average damage each round it's not that big a deal.

At the same level full BAB characters have 4 attacks. 3 of which have likely have a pretty reasonable chance to hit.

You need to deal 24 damage per hit on a full attack to basically come out equal. Let's make some assumptions. Nodachi, for 5.5 of average damage. Power attack adds 15 damage at level 16 (when you get greater vital strike). That's 20.5 average damage. You probably have a strength bonus of at least +3, and probably a weapon enhancement of at least +3. That gets us up to 26.5 damage, very easily. When you start factoring critical hits which will double up that damage (which vital strike doesn't get multiplied on a crit) it still doesn't look all that great. It's not bad, it allows you some mobility and a good amount of damage.

But, lets also consider the thing you really need to compete with, bows. With the myriad of ways to get animal companions you can get the mobility you need to move and always make a full attack. With static damage modifiers, rapid shot, many shot, and iterative attacks its very easy deal substantially more damage than that. My ranger using instant enemy regularly deals over 100 damage each full attack. With a critical hit damage usually bursts up over 200.

I mean it sure looks fancy to roll 20d6, but honestly it's not that big of deal if you can only do it once per round.

Compared to spending only one charge instead of one per attack and being able to target all thinsg in a 200-foot-long line with no save?


1 person marked this as a favorite.

Vital Strike can used with ranged weapons. Someone needs to roll attacks when firing a direct-fire engine such as a ballista or cannon. That someone could have Vital Strike as his feats.

Can you actually Vital Strike something or someone using a ballista or cannon???

It doesn't say that these siege engines require a full-round action to fire, meaning that it's done as a standard action, but still...


So Vital Strike works on ranged attacks...

Oh boy, this made technological weapons even scarier...

An X-Laser deals 5d6 points of fire damage per attack, and it can be used for iterative attacks, costing 1 battery charge per shot. However, NOW you can use Vital Strike for ONE single shot per round, costing ONE charge, that deals 10d6, 15d6 or even 20d6 points of fire damage, depending on how many Vital Strike feats you have.

Ouch...

I assume that Vital Strike CANNOT be used with slow-firing weapons, since Vital Strike requires a standard action, while shooting a slow-firing weapon, such as a railgun, requires a full-round action, but for some of heavy weapons in the booklet, that can get ugly pretty quick.


On a sidenote, you might want to houserule that firearms can get that enhancement, but at +3 instead or +2, and both modern and technological firearms at +4 instead of +3.

Furthermore... there actually IS an alternative for getting unlimited ammo for firearms... but it requires Psionics Expanded from Dreamscarred Press... and its GM's approval.

There's an enhancement called "Energy", for an additional 12,000 gp (not an enhancement bonus equivalent). In short, your bow, crossbow, sling and even pistol (firearms are used for various archetypes in this book too) now shoots cold, fire or electricity projectiles at will, made of pure energy (chosen at creation), but at the cost of not being able to use/shoot regular ammunitions. For instance, you can get a +1 fire energy composite longbow that shoots fire arrows for fire damage, not piercing, but you cannot use it to fire regular physical arrows, even magical ones.

So yeah, you can have a +1 fire energy pistol that literally mimics Paizo's laser pistol, or arc pistol or zero pistol, depending on your choice. To cheese even further, you can have a +1 fire energy flaming burst Lawrence 1917 flamethrower that doesn't have a backpack-like tank on your back and that can fire multiple times per round (according to your BAB) dealing 5d6+1 points of fire damage on everything in a 60-foot long line. Don't believe me about the "multiple times" part? Check this out... from the developper himself!.

Give such a tool to your pyrokineticist... and he'll roast everything for 9d6+1 points of fire damage a shot... because I believe that Great Weapon Aflame applies to ranged weapons as well (might not though).


Instead having:
7th: Dragon Form (1/day) as Form of the Dragon 1
10th: Dragon Form (2/day) as Form of the Dragon 2

You'd have:
4th: Dragon Form (1/day) as Form of the Dragon 1
7th: Dragon Form (2/day) as Form of the Dragon 2
10th: Dragon Form (3/day) as Form of the Dragon 3

Point is to get Form of the Dragon 3 instead of capping at Form of the Dragon 2. Granted if you're a sorcerer, you can ALWAYS cast the actual spell and/or make an item that allows you to use that spell, but still...

Would that houserule break the game?


I'd allow it... to every single projectile weapon for that matter, be firearms, slings and whatnot.

Dude, an endless ammunition bow creates arrows... out of thin air... that's far more suspiscious than having an endless ammunition pistol creating a bullet and gunpowder load, both hidden inside the chamber/barrel.

My take: firearms aren't commonly used compared to bows and crossbows, and they can be outruled easily for flavor reasons. So why allow it for items that can't used at all? That's my explanation on why they didn't allow it for firearms.

Leaving out reload feats? Yeah sure... that's like saying that keen shouldn't be used because players won't take Improved Critical...


FAQ'ed


rknop wrote:
Has anybody yet requested "Underwater Adventurer's Toobox"? Because that's one I really do want....

I actually suggested an underwater AP. Believe me, you'll get more materials out of it.

In the meantime, you could be interested in Alluria's Cerulean Seas setting. EVERYTHING for underwater in there:
- standard setting, races, items, classes, etc.
- psionics
- arctic/northern portions of the setting
- abysses
- oriental-flavored portion of the setting


christos gurd wrote:
Isn't the point of the arcanist blade adept to go into eldritch knight?

You still need at least one level in a suitable martial class because the PrC requires you to be proficient in all martial weapons; the blade adept only grants you one proficiency.


Rise!

- Ship combats
- Underwater combat, like having a bubble filled with water that grants the amphibious quality
- Beast combat, basically the PCs versus a HUGE monster
- A race, be mounted or not
- An obstacle course, using Acrobatics, Climb, Swim and even Strength checks, like pulling yourself on a raft with a rope to shore


Azten wrote:
Hey, Spellslinger is pretty good... if you take the next 19 levels in a different spellcasting class.

Congratulations, you broke my sarcasm detector...

3 schools MAX would have been better for it.


*waits for the Kineticist drops*

That'll be a sweet gestalt option ^_^


BTW, Disclaimer: I might look like I'm ranting, but it's just my opinion on some rather poorly designed abilities.

Some others:

Summoner - Synthesist

Quote:

Fused Eidolon: A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon's senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon's actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon's Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon's temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner's normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class's eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Emphasis mine... because this becomes problematic:

Quote:

Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner's class level. This ability replaces merge forms.

So basically... the eidolon, when separated, has ZERO skill ranks and ZERO feats...

Honestly, I fail to understand why fusing with the eidolon DOESN'T get you bonus ranks and bonus feats... which are all given to the split eidolon.

****************************************

Summoner - Broodmaster

Quote:
Eidolon Brood: At 2nd level, instead of a single eidolon, a broodmaster summons two Small eidolons to his side, each less powerful than the single eidolon of a standard summoner. Each eidolon has it own base form and associated base statistics and free evolutions. Regardless of the number of eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons' base statistics must be divided between the eidolons, including Hit Dice (minimum 1), skill points, number of feats, armor bonus, Str/Dex bonus, evolution pool (but see below), and maximum number of natural attacks. Individual eidolons in the brood must purchase evolutions separately. Once a broodmaster decides on the forms and abilities of his eidolons, they cannot be changed until the summoner gains a level.

In other words, your eidolons are downright useless... Would have been MUCH better if the summoner add to decide the actual level of each eidolons. For instance, a 10th-level broodmaster could have 1 10th-level eidolon, 2 5th-level eidolons, 1 8th-level and 1 2nd-level eidolons, and so forth.

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Magus - Spellblade

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Force Athame (Sp): At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus's physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. This ability replaces the spellstrike class feature.

Honestly, the whole idea of having a ghostly dagger while expanding a prepared spell is kinda... dumb. The damage remains fixed, the duration is too short, and the magus is kinda ill-fitted for TWF anyway. Maybe is the duration lasted 10 minutes per spell used, and the damage increased depending on the spell level, like 1st = 1d4 / 2nd-3rd = 1d6 / 4th-5th = 1d8 / 6th = 1d10. Furthermore, the fact that you cannot make an athame attack PLUS spell combat in the same round, sorta defeats the whole purpose.

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Monk - Quinggong Master

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Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

The whole thing is confusing, because some powers require a level that doesn't correspond to the traded ability, not to mention that this archetype has been abandonned when the new sources came out, as we have no rule of thumb to add new spells/feats to the list.

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Bard - Sound Striker

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Bardic Performance: A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature. This performance replaces inspire competence.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

That could have been combined into a single power for starters. Weird Words could have been a single use of Bardic Performance, for a multi-hitting power, either on a single target, or divided into mutliple ones.

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Monk - Student of Stone

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Strength of Stone (Ex): At 3rd level, a student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt. This ability replaces fast movement.

Here's the problem: it doesn't scale like Fast Movement, so you basically trade 60 feet of speed... for a +1 bonus. Yeah... That should have been that you add a bonus equal to your monk level.

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Arcanist - Blade Adept

I'm... tempted to add every single ability for this one, because the archetype misses one crucial goal: to be effective with the blade. Yeah, where's the ability to treat your BAB the same as your caster level? Don't give me the "that would have been broken" excuse. If you have a martial-oriented arcane spellcaster, make sure that it can actually HIT things with weapons.

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Cavalier - Beast Rider

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Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).

I... don't understand the concept here. The GM can allow other creatures as suitable mounts for the regular cavalier anyway. The only benefit is the make a bear or wolverine... Large... which could have been made into a feat. Not really worth trading over heavy armor proficiency IMO.

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Swashbuckler - Picaroon

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Deeds: The picaroon gains the following deeds, each of which replaces an existing deed.

Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn. This deed replaces opportune parry and riposte.

Kinda pointless if you take the Sword and Pistol feat...

That's all I could find after some research...


How about using the megaswarm subtype from Tome of Horrors 4, as your guidelines?


Cavalier (Beast Rider) can net you a mount... although what's kinda dumb is that "DMs can allow mounts" in the regular class entry anyway so...

As for the actual mount:
- Shark
- Dolphin, Orca
- Snapping Turtle
- Elasmosaurus
- Giant Gar
- Manta Ray
- Tylosaurus
- Archelon
- Basilosaurus

Unfortunately, I can't find any companion which is amphibious like your merfolk...


As I mentionned in another AP-related topic, anything related to the underwater regions would be nice.

TBH, that's one part of every setting that keeps getting omitted. While it's understandable as most PCs travel on land as terrestrial races, there is a lot of potential if they open up the seas and oceans of Golarion.


Ok, I got one for you... but it's not really set IN Golarion per se:
An Adventure Path set underwater

Yup, you heard me right, I want an AP that goes literally IN the Inner Sea, the Steaming Sea, the Arcadian Ocean, the Obari Ocean, the Ivory Sea, the Embaral Ocean, the Valashmai Sea, the Okaiyo Ocean, the Songil Sea... and/or even the Elemental Plane of Water.

How about an AP focused on something related to the Eye of Abendego, like an ancient artifact that allows someone to literally MOVE the Eye around, causing havoc? How about having the Cloud Castle of the Storm King stationned INSIDE the Eye?

Here are several points to an underwater AP:
- Many, many, MANY challenges for the PCs when it comes to gear, which they might need to look for in order to get in the water.
- The opportunity to develop aquatic races, like the merfolk, sahuagins, locathahs and whatnot.
- The opportunity to use a massive creature as a villain, such as a kraken, a storm giant or even an awakened megalodon who claims to be the sahuagin racial deity's avatar/herald.
- While Skull & Shackles dealt with pirates and treasure islands, an underwater AP could deal with sunken ships, underwater caves and sunken cities.
- The chance to add aquatic archetypes and alternate racial traits.
- If Occult Adventures gets released by that time, it's a good way to have a Hydrokineticist NPC on board.

I know a good 3rd-party publisher who has quite the expertise on underwater adventures, Alluria Publishing. Maybe they could hire the writers to help them out with such an AP.

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