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JiCi's page

1,943 posts. 3 reviews. 1 list. No wishlists.


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Kahel Stormbender wrote:

Kinetic fist isn't anywhere near as good. Unless you have the associated archetype, dipped into monk, or otherwise have a natural attack. Can you imagine the surprise of someone getting bitten by a high level kitsune kineticist who is using kinetic fist? Or a half dragon elemental astheic who's unleashing their full claw/claw/bite chain (with improved natural attack feats) alongside kinetic fist and Powerful Fists? Which would raise the kinetic fist damage from D6's to D8's or D10's. On top of your natural attack's damage.

I could see that being effective. Still prefer kinetic blade though since it uses your full blast damage.

I honestly don't understand why Kinetic Fist has such a low Blast damage... "1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6)" ? WHY?!?

Kinetic Blade just blows this talent in pieces, because it deals FULL damage.

What are the chances that a PC will fight with a ton of natural weapons OR unarmed strikes, considering that multiclassing into Monk or Brawler would actually cripple your Kineticist progression?

Did someone in the playtest managed to get Greater Two-Weapon Fighting and Improved Unarmed Strike and OHKO a powerful monster to warrant such a nerf or something?


Rennaivx wrote:
JiCi wrote:
N. Jolly wrote:
There's a few things I find a tad extraneous (required dual identity), but aside from some minor issues that can be overlooked, I think the class as a whole is a very great addition to the game, and it's becoming my favorite mundane class.

I actually think that Dual Identity is a great feature to add social abilities/skills to classes that lack them.

Your typical fighter or rogue isn't gonna be the best diplomat/smooth talker here :P

You also don't technically have to make use of dual identity. Social talents require you to be in social identity, but using vigilante talents in social identity just risks exposing you. If everyone already knows, there's no risk (you just lose the protection from divinations that dual identity gives, which puts you on the same playing field as every other class out there).

And there's lots to make the class worth it even if you're ignoring dual identity completely. It's one of those classes (bard and oracle are two others for me) that can work with just about any character concept, especially when you mix the spellcasting archetypes in.

It's true that you can ignore the Social identity, but it offers a LOT of useful features ;)

Furthermore, you can reveal yourself to the other party members, but I'd say you can have some fun trying to hide it from other XD


N. Jolly wrote:
There's a few things I find a tad extraneous (required dual identity), but aside from some minor issues that can be overlooked, I think the class as a whole is a very great addition to the game, and it's becoming my favorite mundane class.

I actually think that Dual Identity is a great feature to add social abilities/skills to classes that lack them.

Your typical fighter or rogue isn't gonna be the best diplomat/smooth talker here :P


Dragon78 wrote:
I also find it weird that we have an entire AP article about gigas but not a single one has made it into a hardcover bestiary.

Considering that AP #96 and B5 were only 3 months apart, pretty sure that they already had everything ready for B5 and couldn't add more.


Could we handle another hierarchical monster line, or are people sick of those?

For instance, the Rakshasa was a lone creature in B1 (like in the 1st Monster Manual), until B3 came along and added 5 more species to the category; other booklets added more species too. Eberron added more Rakshasas as well back in the days.

So... would it be a good idea for Paizo to pick a solo creature and expand its species further?

Ok, I'm blaming Independance Day for that, but... I'd like them to pick the Gray and add warriors, hunting beasts, flying scouts and of course, a queen or overlord.

Furthermore, well, I kinda miss the Githyankis and their conquering ideals, so...


SmiloDan wrote:

I like 5th Edition cantrips, which scale with level approximately at the same level many martials gain additional attacks.

Maybe if these class abilities did extra dice of damage at levels 6, 11, and 16 in PF? And instead of adding 1/2 level, add the spellcasting ability modifier? 1d6+3 or 5 at 1st level, 2d6+4 or 6 at 6th, 3d6+6 or 10 at 11th, and 4d6+15 or so at 16th.

That would have been nice, even better by being at-will.


Maybe I got into Psychonauts a bit too much recently, but I could see an adventure inside a victim's consciousness/dream and having to fight a nightmare creature as a final encounter.


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ErisAcolyte-Chaos jester wrote:
Like some sort of vampire/insect hybrid. Vampires with wings that use an proboscis to suck the blood from people. I could see that working.

A humanoid strige would be great ;)


ErisAcolyte-Chaos jester wrote:
JiCi wrote:

Aside from that, will there be any tips for GMs in order to scare players?

That... seems to be the hardest thing to do here. Sure, you can have gory visuals (all explained by the GM, unless you have time to show an image :P ), disturbing characters and haunting locations, but... what about the scaring factor?

Do you need a remote to turn off the lights while playing? Do you need a series of music tracks? Do you need to practice your theatrical performance?

I mean, let's face it: you can have the most horrific setting ever, but that doesn't guarantee that the players will be scared by it :P

Horror is subjective, and really is about reading the audience and not playing into every trope. Another part is the expectations they might have mechanically, so discribing a monster rather than telling the players directly what the monster is can sometimes throw off their mental muscle memory, and lead to them being unprepared to face something like that.

Most importantly, have an understanding on what kinds of thing make for good horror in your genre. Slasher genre is all about having one creature that's very good at killing or hiding, is fairly tough to kill, and can potentially come back to haunt them. Horde Genre is all about massive numbers, numbers you can't kill fast enough to avoid getting overwhelmed(so you need to plunge deeper and kill the source). Play with expectations however you choose, but the heroes should NOT have the upper hand. People do win in horror, but often they barely scrape a victory.

You bring interesting points ;)

Mark Seifter wrote:
That Running a Horror Game section has advice for spooking both characters and the players that play them.

Thank you ^_^


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I've seen Mythic Adventures, Mythic Origins, Mythic Realms, Bestiary 4 and 5 with Mythic elements, but the omittion of Mythic elements in both Occult Adventures and Ultimate Intrigue was weird. Furthermore, for Occult classes, nothing "Mythical" was presented in Occult Bestiary, Occult Origins or Occult Realms.

Maybe it's the fact that Mythic is an optional PC feature. Sure, mythic creatures have been presented, but it feels more like a template-like variation.

It could also be that people keep comparing Mythic Adventures to the Epic Level Handbook, when Mythic isn't for post-20th level characters, but for standard characters with special powers.

Even so, the Mythic classes were focused on the 11 core classes, without going much into the other classes. I hope that they plan to add more mythic rules for the new materials in the future.


Lucid Regression (Ex): The Brute has trained himself to better control his Brute Form after heated battles. The Will Save DC to avoid attacking allies and bystanders, after all enemies are gone, is reduced by 10. At 18th level, the Brute doesn't need to make a save anymore to avoid attacking others. A brute must be at least 10th level to select this talent.

Raging Brute Powers (Ex or Su): The Brute can tap into his inner rage to gain extraordinary powers. He may select a Rage Power from the Barbarian class list, using his Vigilante level as his Barbarian level. He must have the required level to select certain powers.

Brutish Strength (Ex): The Brute has learned to bulk up his form and tapping into his inner rage. Upon assuming his vigilante identity, the Brute gains gains a +4 enhancement bonus to his Strength and Constitution. A brute must be at least 12th level to select this talent.

Monstrous Wielder (Ex): The Brute uses his immense strength to lift and wield objects that no person would be able to. He can wield weapons up to one size larger without penalty from wielding inappropriate sized weapons. The weapon category (light, one-handed, two-handed) is not affected. For instance, the Brute using a Huge Greatclub would be using it a two-handed weapon. A brute must have the Sizing Equipment talent before selecting this talent.

I've suggested these a while back ;)


Kineticist: YES PLEASE :D ! My favorite class, hands down ^_^ Hey, wanna play a class with an AT-WILL scalable ability? Here ya go!

Medium: Would like it if it wasn't tied to specific locations... which you cannot easily find everywhere you go...

Mesmerist: Hmmm... I'm a bit unsure about a class which key ability cannot affect multiple targets at once... Wasting one use for each target seems rather pointless.

Occultist: While it might be difficult to get every item to be an implement, I really love the class and its relic hunter vibe.

Psychic: Bah... It's okay I guess... I'm not interested that much into full spellcasting classes...

Spiritualist: I get the general idea, but I feel like something is missing, like more emotional foci or something similar to evolutions. Should every Anger Phantom be the same? Not too sure about it...


Rite Publishing wrote:
Azure_Zero wrote:
Any Half-dragon stuff?
No this is for dragons not half-dragons.

I know that they have an ability to assume a humanoid form, but... would it be "balanced" if they receive an upgraded ability (in a later product) to assume a half-dragon form?

Yeah, yeah, "half-dragons are annoying/overused", I know that, but still... it wouldn't be as far out as to see a high-level taninim assuming a half-dragon form during an encounter.


Azten wrote:
Or just daggers. Those don't break after hitting something.

Ninja tricks only work with shurikens, not other thrown weapons.


Cevah wrote:
Oh, my ninja merchant is not only a pirate, but a Pirate Lord!

Here is what I really don't understand about this meme:

- Ninjas are essentially Asian rogues, with a few mystical powers here.
- There were also pirates on the coasts of China and Japan.
- You mean to tell me that ninjas NEVER attacked a docked pirate ship during wars?

So the whole thing about ninjas "never" having fought pirates is kinda bogus when you think about oriental settings instead of European/Central American settings.

Technically speaking, you could have a ninja as a pirate, you just don't CALL it a "ninja" as much as you call it a "Tian Xian mystical rogue" with a sailing ship as a base of operation. However, to better hide your ninjitsu, you craft your katana or wakisashi as a saber/cutlass and your shurikens as dagger-like needles.


Dragon78 wrote:
A race of creatures that by day take the form of Lashunta but by night transform into monstrous insect like creatures. Maybe originally a tribe of lashunta that was cursed or magical experimented on. They only detect as evil in there true forms at night. The transformation is forced one way or the other.

Sounds more like a vermin version of Lycanthropy... which is a totally valid template wish ;)


Templates:
- Multi-headed; how to get a multi-headed creature
- Multi-armed; how to get a creature with multiples arms/forelimbs
- Tauric; how to get a centaur-like combination between 2 creatures
- Kinetic; how to grant Kineticist abilities to creatures of suitable subtypes

New familiars
- Wasp
- Bumblebee
- Mantis
- Scarab
- Beetle
- Caterpillar/Butterfly
- Dog
- Fish, tiny (for aquatic settings)
- Mole
- Rabbit
- Lemur


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54. Goliath Mask: among the foliage and flowers, there is a huge discernible pattern with large eyes and sharp bright lines. Getting closer however causes the mask to shake and even flap, revealing a giant-sized butterfly that soars away.

Recipe: Thrush (Ultimate Magic, Mastering Magic, New Familiars), Giant simple template as many times as you wish :P If you have the Advanced Bestiary, pick the Gigantean template.


Aside from that, will there be any tips for GMs in order to scare players?

That... seems to be the hardest thing to do here. Sure, you can have gory visuals (all explained by the GM, unless you have time to show an image :P ), disturbing characters and haunting locations, but... what about the scaring factor?

Do you need a remote to turn off the lights while playing? Do you need a series of music tracks? Do you need to practice your theatrical performance?

I mean, let's face it: you can have the most horrific setting ever, but that doesn't guarantee that the players will be scared by it :P


Hmmm... on one page it says "approximately July 2016", but here it says "Aug 4"... is there a delay?

I don't mind a delay, but in this case, why not pushed it back to October and release it close to Halloween? That would be quite appropriate ;)


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Just for fun ;)

#3: Vigilante
You can assume two roles as a character. You can technically play as an Aristocrat, which is a NPC-only class. The archetypes offer a LOT of diversity without sacrificing the core aspect of the class. Why? Because all archetypes only change the vigilante identity, not the social one. I feel that for someone who wants to play whatever he wants as a class, but doesn't want to tone down the roleplay aspect of his character, the vigilante is perfect.

#2: Occultist
This used to be the spot for the magus :P You gain many proficiencies, powers keyed to items and psychic spells, which 1) aren't affect by an armor's arcane spell failure percentage and 2) duplicate many actual arcane spells. I also love the relic hunter aspect of the class, which is something that is often seen in games, wandering and exploring dungeons to find interesting treasures. While I get that it's not really a fighter/wizard class nor a replacement to the magus (an occultist sadly cannot spellstrike someone with focus powers), it is a great alternative.

#1: Kineticist
This one really hit home for me. The fact that the Kineticist has an at-will primary ability really elevates a lot of troubles with micromanagement and the "saving it for later" syndrome. While the Burn is a major weakness, it's not mandatory; you don't have to Burn every time you use a Kinetic Blast, as it's all up to you. Plus, Gather Power solves this issue. Finally, the warlock had a similar mecanic in D&D 3.5 which we didn't get until now with the Kineticist, not to mention that it offers a lot of customization vis the elements and playstyle.


- Swordpike
- Two-handed martial spear (greatspear)
- Kontos
- Voulge
- Pike (basically a 15ft-long spear)
- Corseque
- Dagger-axe (Gee in Chinese)
- Broadsword
- More Gnome/Halfing/Orc racial weapons
- One-handed reach weapon that isn't a whip, like a longflail or longmace
- Weaponized musical instruments
- Bayonet for crossbows
- Punching dagger for bows
- Lance-like weapons, basically OTHER weapons that can be used one-handed while mounted


Can you pick VERY simple ones such as "Obey [the item's] owner"???

Sounds like a bypassing option to get at-will 4th, 5th, 6th or 7th spells...

You can create your own intelligent items, as they don't always have to be rewards, so... could you create an intelligent item which sole purpose is to obey your commands, thus use its dedictaed power(s) without any restriction?


The Shaman wrote:

I am thinking about changing the Magical Child specialization to Bard (from unchained summoner) and giving it access to some of the bardic music abilities (inspire courage, competence, heroism - basically the "positive" stuff) as special vigilante talents, essentially making it a familiar-assisted buffer rather than a sort-of summoner. Do you think this would work?

Alternatively, I would just ditch the familiar for the music,but I do not want to make it too similar to the bard.

Well, if people want to keep the Familiar for the Magical Child, I'd say this:

Magical Child (Vigilante) (Ultimate Intrigue)

Animal Guide (Ex): [Ok, I'll skip to the part it needs some changes]
At 5th level, the familiar can alter its form as per the Polymorph Familiar spell, using the vigilante level as the caster level. However, each casting is tied to a specific form that is permanent each time the spell is cast. At 13th level, the spell lasts indefinetely and the familiar can change forms as per the change shape universal monster ability if it doesn’t already have it.

I removed the entire ruling about the familiar gaining the equivalent of the Improved Familiar feat for various reasons.
1) Not many choices based on the original familiars
2) Not many choices for encounters
3) Not many choices per level; there are not many critters in every level.
4) Not many options to get the equivalent of Kerobero in both forms :P


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Same thing here: got almost every single book they've released.

I didn't know that they were in trouble :(


Avoron wrote:
What the Whaler Left Behind

Ah ah, love it XD

It has a lot of abilities as well, but at least both can attack from melee or ranged. Still, that's quite the boss-like monster there :)

Avoron wrote:
Corn Treant

This came out great ^_^


Darigaaz the Igniter wrote:
If the mecha dragon's cannon isn't fired from its mouth I will be highly disappointed.

The way I could envision it is that the machine guns are lined alongside its wings and the cannon is inside its mouth.


Ok... I could see an Eclipse Dragon fusing together as a result of a great battle between a lunar dragon and a solar dragon, like they charged each other while breathing and the resulting nuke merged them into one being.

The Mecha Dragon is rather easy... as someone built it :P BTW, kudos for picking the Moving Fortress variation :D

The Stygian Centaur is a creature that I fail to understand any kind of omittion. We used to have a centaur-like demon back in D&D 3.5, centaurs have equine lower bodies, nightmares ARE horse-like outsiders and recently, we have gotten stygian-blooded horses that passed as descendants of nightmares and mortal horses. Yet no centaur was insane enough to conceive with a nightmare...


@Avoron

I wrote down my favorite combinations for fun. I never expected you to make them O_O

Thanks a bunch for statting my suggestions ^_^... but now I'm curious about HOW you'll use them in your game.

I'm thinking of a mad scientist, or an ancient artifact that fuses creatures together ;)


Dragon78 wrote:

A magic glove that grants a weapon property of your choice to thrown weapons would be cool. It would have a selection of weapon properties to choose from.

I would love to bring back those magic stones/gems that attack to weapons and grant them additional abilities like extra 1d6 vs undead or extra fire damage.

I know, right? The thing is that bows, crossbows, slings and firearms transfer their enhancements to their ammunitions, so by that point, I question the lack of a similar item for thrown weapons.

Most of them are destroyed when used, so investing in magic thrown weapons is rather useless. A gauntlet-exclusive enhancement that transfer whatever enhancement it has to thrown weapons would solve a LOT of issues.

Sure, it wouldn't make the weapons indestructible, but at least it would make them powerful for a short time.


Set wrote:
Hydra + Naga (a half-dozen venomous spellcasting heads, oh yeah)

Hmmm... didn't we get a multi-headed naga in the past? It sounds familiar.


Considering the whole inspiration of the class, Kineticist (water/cold; cryokineticist) seems like the most accurate choice here.

Yeah, believe it or not, the developpers literally went with supernatural misfit-like fictional characters as inspiration for the Kineticist class, such as Firestarter and Carrie, even if most people get a big "Airbender" type of feel about it.

Elsa got "cursed" with ice powers, that's right down the Kineticist alley.


stormcrow27 wrote:
Shuriken are not designed to be machine gun bullets. You throw a group of them for distraction with some poison/minor enchantments and hope you hit with two or three, then go invis or stealth and sneak attack with stuff like smoke or poison bomb or the kuji-kiri Naruto shadow clone ki power thing. Or add in an explosive shuriken now and then. Ninjas work best in quick strike and infiltration moves, just like spec forces now.

Well... yeah... I understand the practical natural of shurikens, but... how do you explain "Flurry of Stars" then?

What about holding a shuriken between each finger and flicking the wrist, or swiping a stack with your hand? Ok, not feasible in real life, but... we're talking about ninjas with Ki points, so...

A single shuriken coupled with a sneak attack is a good strategy for skirmish and yes, you could assassinate a NPC with a single star, but what if you could release a whole bunch at once?

You get what I'm talking about, right? Realistically, a shuriken wasn't built for that, but as a Pathfinder weapon, it can be done, so why not go along that?


Disarm, Trip, Grapple, Monk... all of these are weapon special features. What new weapon special feature(s) would you like to see?

Disclaimer: That MIGHT be considered a topic for House Rules, but I post it here so people can talk about that. Feel free to change the category if needed.

Paired: When you use this weapon in each hand, you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting.

The Sawtooth Saber currently has this as a special exclusive feature, but I'd like to see this for other new one-handed weapons.

Feint/Drag/Reposition/Dirty Trick: When you use this weapon, you get a +2 bonus on combat maneuver checks to [Feint/Drag/Reposition/Dirty Trick].

We have Disarm and Trip, so the new tactics could be added as well.

Mounted: When you use this weapon while mounted, you can use it with one hand.

I have lost count on how many times I've seen warriors wielding a non-lance weapon in one hand while riding a mount. Maybe they could extend it to weapons from the polearms and spears weapon groups.

Fearsome: When wielding this weapon, if you are entitled to an Intimidate check, you gain a +2 bonus on that check.

This seems like a good addition, especially when displaying feats have been expanded.


Chess Pwn wrote:
JiCi wrote:
Mashallah wrote:
JiCi wrote:
I get that the Attack Roll would have a penalty (-2 TWF, -2 Flurry, -2 Rapid Shot), but still...

Still what?

A Ninja is designed around having lots of attacks that never hit unless you're really lucky.

Still "it's possible to get as many as 10 attacks using the feats/class features I've listed"...

Ok, I understand that hitting something would be problematic, but there are ways to counter that, be by spells, magic items, high dexterity score and whatnot.

I get that it can be situational, but I'm also asking this as a GM, y'know, to prepare a high-level encounter. I get that I can make up rules as I go, but I like to follow them as closely as possible, hence why I asked if I could get as many as 10 ranged shuriken attacks in one round. I can think about how to get a better attack roll later, but I need to start with this before thinking about that :P

Only 9 attacks.

Which one doesn't work?


Mashallah wrote:
JiCi wrote:
I get that the Attack Roll would have a penalty (-2 TWF, -2 Flurry, -2 Rapid Shot), but still...

Still what?

A Ninja is designed around having lots of attacks that never hit unless you're really lucky.

Still "it's possible to get as many as 10 attacks using the feats/class features I've listed"...

Ok, I understand that hitting something would be problematic, but there are ways to counter that, be by spells, magic items, high dexterity score and whatnot.

I get that it can be situational, but I'm also asking this as a GM, y'know, to prepare a high-level encounter. I get that I can make up rules as I go, but I like to follow them as closely as possible, hence why I asked if I could get as many as 10 ranged shuriken attacks in one round. I can think about how to get a better attack roll later, but I need to start with this before thinking about that :P


Solar Dragon + Lunar Dragon = Eclipse Dragon
Red Dragon/Clockwork Dragon + Animated Tank (AP #71) = Mecha Dragon
Centaur + Nightmare = Stygian Centaur
Juggernaut Robot (AP #89) + Iron Colossus = Robot Colossus
Bone Ship + Bakekujira = Whaling Wreck
Treant + Fastachee = Corn Tree
Chuspiki + Ratfolk = Aeromousefolk (very lame name, I know...)


I'd like to get this as well ^_^

Let's see:
- 3 are covered in B4 (Agyra, Bezravnis, Mogaru)
- 1 is covered in Mythic Realms (Agmazar)
- 10 have yet to be covered (Cimurlian, Ebeshra, Igroon, Mantraska, Shbloon, Lord Varklops, Queen Vorgozen, Yarthoon, Yorak, Zimivra)
- It takes 2 pages to cover a Kaiju statwise

So... 20 pages, plus intro, outro, related lore and magic items could capped at 30 or 36 pages.

Fair enough, I'd say ;)


Oh, here's something I would like to see:
- An enhancement for gauntlets that bestow whatever other enhancments the gauntlet has to thrown weapons.

A +1 flaming gauntlet that grants the flaming property to daggers, javelins, shurikens and whatnot I throw using the gauntlet.

Hey, if bows, crossbows, slings and firearms can have it, so could gauntlets.


I get that the Attack Roll would have a penalty (-2 TWF, -2 Flurry, -2 Rapid Shot), but still...


At 20th level:
- 3 attacks via primary hand
- 3 attacks via off-hand and GTWF
- 2 attacks via Flurry of Stars (uses 1 Ki point)
- 1 attack via Rapid Shot
- 1 attack via spending 1 Ki point, using one of the Ki Pool's abilities

So... 10 shuriken attacks? Each potentially dealing Sneak Attack damage if all conditions are met?

Granted I need:
- Two-Weapon Fighting
- Improved Two-Weapon Fighting
- Greater Two-Weapon Fighting
- Point-Blank Shot
- Rapid Shot
- Quick Draw

But still...


Advanced Race Guide, Featured Races, Catfolk, Equipment wrote:
Claw Blades: These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.

I know that as a GM myself I could allow it, but realistically, would claw blades work with other creatures other than catfolks?

It's a set of claws that converts natural claw attacks into iterative light slashing attacks... and catfolks aren't the only creatures with claw attacks, even as an alternate racial trait. Humanoid half-dragons and half-fiends could wear these, weretigers and werebears could wear these, Ursine Wildsoul vigilantes could wear these, babaus, hezrous, nabasus, succubi and other demons could wear these, gargoyles could wear these, etc.

See what I mean? It doesn't seem like a game-breaking rule to allow other creatures to wear and utilize claw blades.


David knott 242 wrote:
But I thought that the main purpose of Vital Strike was to allow you to take a move action and then strike an opponent for more than a single standard attack action's worth of damage. Making Vital Strike into a full round action would defeat the point.

Here's the catch: it doesn't work when you move. According to MANY FAQs, Vital Strike doesn't work if used "as a standard action"; you technically cannot replace an attack that requires a standard action by Vital Strike. That's the main problem.

BTW, by making it a full-round action, I basically made the feat into a way to bypass DR and Hardness.


I might sound like a broken record, but... Vital Strike

Look, do you want to avoid any kind of confusion and rule tweaking?

Just make it a FULL-ROUND ACTION!

The fact that it's "When you use the attack action" confuses every single person that plays the game. Why? Because you CANNOT use the feat WHEN you use the attack action.

Spring Attack? Nope
Regular Charge? Nope
Wind/Lightning Stance? Nope
Mounted Charge? Nope
Manyshot? Nope

NOTHING that USES the attack action is eligible to a Vital Strike.

"As a full-round action, you focus yourself to deliver a single, yet powerful strike. You can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."

DONE! Screw movement, screw other attack actions that are standard or full-round, screw everything else...

It takes 6 seconds to smack a target for double, triple or quad damage.


Gorbacz wrote:
Compilation books signal the end of an edition's lifecycle. If you put one out, everybody will switch into "Patfhinder 2.0 is imminent" mode.

Ultimate Equipment didn't mean the end though :P


Dragon78 wrote:
Or you could combine all alignments into one book and call it "Ultimate Philosophies".

I think that they're already good with the separate booklets.

The thing is that "making a villain" isn't just about alignments and moralities.


Gulthor wrote:

I don't mean to derail this thread by dragging alignment into this, but I completely, utterly, vehemently disagree that a pirate can't be lawful.

Lawful indicates that you have a code of honor, are true to your word, are disciplined, and/or are loyal.

These above traits are *all* applicable to some pirates.

Lawful does not mean that you slavishly follow all laws.

For instance, a paladin can not give a flying fig for the laws of Cheliax and can break them without blinking, and yet House Thrune is the legal, lawful, rightful authority over those held lands.

Likewise, a Lawful pirate's loyalty would lie with his ship and its crew, in the same way that another lawful character's loyalty may be given to a nation.

Many pirates are chaotic. Many pirates are evil. I would argue that many truly villainous pirate captains would *VERY* easily be Lawful Evil.

Having a hierarchy among the crew doesn't necessarily mean that they are Lawful. Having a leader doesn't mean being Lawful either.

It's more about morality toward society itself. The crew can be loyal to their captain, but not toward the rest of the world.


Cursed items are annoying... but that's by design. That got me thinking about which cursed item... technically caused the least amount of troubles for characters.

After some reading, the Ring of Truth doesn't seem that bad.
1) You still can "ignore" the answer. Answering "I don't know" when you actually don't know the answer won't get you in trouble.

2) It's a Will DC 20 save to refuse answering. We're not talking about such a big deal here.

3) Questions HAVE to be directed at you. You don't start answering every question you hear whether or not you get asked.

Oh yeah, one more thing, the Vow of Truth is now "justified" when you wear this ring :P

Another example is the Girdle of Opposite Gender... which seems more like a prank-like item than anything else. You changed gender, so what? Mecanically, there's almost nothing related to gender. I haven't specific spells, ietms, feats, prestige classes, archetypes and whatnot where being male or female is required. In fact, there's a little loophole here: what if the target DOESN'T have gender? A male changeling doesn't exist, so how does the cursed belt work on her?

So yeah, the gender-switching belt doesn't seem that harmful, compared to other items. Changing alignment can screw your character up, but gender? I doubt it.


Lamontius wrote:
read the skull & shackles players guide

I have yet to check it out, but I'll try to give it a look ;)

Still, with everything that was released lately, it could use an update ^_^


HyperMissingno wrote:
JiCi wrote:

I think the Kineticist struck a cord for players, because:

1) Many at-will abilities; the warlock pleased a lot of players with the Eldritch Blast class feature, which was an at-will ability. The Kineticist has similar abilities that grant at-will powers.

2) Resemblances to characters with elemental powers; while the class is inspired by supernatural misfits in fiction, it resonates a lot with characters from anime, manga, comic books, video games and cartoons as well. If you're a fan of Avatar: The Last Airbender or Fairy Tail, you'll love playing as a Kineticist.

3) Lots and lots of options; so far, we have 7 elements to choose from, and 3rd-parties recently added more elements to the mix. The class on its own offers diversity and adaptability.

You forgot 4) Constitution based class; because there are defense nuts out there who love the sight of all those hit points, even with burn.

Huh... was there really a demand for Constitution-based classes? I always thought that even if Constitution wasn't used as a primary stat, it was still imperative to manage, because it governs hit points, Fortitude saves and other physical checks. Every class needs this.

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