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1,288 posts. No reviews. 1 list. 1 wishlist.


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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?

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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.


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...


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.


- 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


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:


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

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.


Magus - Spellblade

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.


Monk - Quinggong Master

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.


Bard - Sound Striker


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.


Monk - Student of Stone

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.


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.


Cavalier - Beast Rider

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.


Swashbuckler - Picaroon


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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kevin_video wrote:
thegreenteagamer wrote:
Any kind of colossal swarm. I don't care what it's a swarm of, but I want so many that it can envelop and freak out a storm giant!
I agree. There's a +0 CR template from the new Advanced Bestiary template book that was Kickstartered this year, I'd like to see a Paizo version for licensed release.

I don't think that there is such a thing as a "Colossal" swarm. A swarm that big would simply be a collective of smaller swarms, either having 9 non-flying swarms in a 30 square feet area (around 2,700 to 90,000 creatures) or 27 flying swarms in a 30 cubic feet area (around 27,000 to 270,000 creatures). Whether the swarm has few or many HD, that many swarms can easily take down big critters. 9 rat swarms deal 9d6 points of damage to a Colossal creature, while 27 wasp swarms deal a whopping 54d6 points of damage to that same creature.


I'd say that for simplicity purposes, swarm got clustered into 10 square feet or 10 cubic feet areas to better fit an encounter with Medium creatures.

As for the Advanced Bestiary... Paizo already used some of their templates in APs, so I don't think it would be a problem to work with them again.

CrinosG wrote:

I know that Tome of Horrors 4 has a megaswarm subtype that lets you use small creatures for a swarm (Such as Dire Rats and Dretches), and Rasputin Must die has the troop subtype that allows you to make a swarm of medium sized mooks.

But on that subject, something else I would like to see: reprints of monsters from old adventure paths. For example the Oni and Kami from Jade Regent.

Any mob-like template would be useful, be for a squadron or a stampede.

As for AP monsters, they've been doing that since B2.

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Yes... and no... Let me explain:
- I plan to start a campaign... in Tian Xia.
- Tian Xia is the famous Asian-oriented flavored continent of Golarion.
- Guess which Cerulean Seas book I'll be using to pepper some encounters near the coastal regions and lakes ;)

On a sidenote, I'm more comfortable with Golarion as a campaign setting TBH. However, the underwater regions of the setting are almost left untouched, so every single Cerulean Seas book will be extremely useful for an underwater adventure, such as recovering a treasure in a sunken ship, having to negociate with an aquatic society or having to fend off marine bad guys.

What I mean is simple: since CS's setting is solely underwater and since underwater regions are almost never covered in campaign settings of any kind, 99% of the material can be used without major changes. Alluria somehow designed a world that can be literally merged with any other setting, and I'm not talking about an alternate material plane or such.

Please do not take it personal though ^^;

Berselius wrote:
Oooo...Half-Dragons! Also Half-Fiends and Half-Celestials! Maybe they could include templated creatures in an Advanced Monster Codex. ^_^

The first codex already has templated creatures

*points to the Vampires*

However... I feel like other templates should be used instead of these three. I dunno, I feel like they are always stealing the spotlight or something.

- Animal Lord/Lady
- DevilBound
- Ghost
- Lich
- Werewolf
- Skeletal Champion
- Worm that Walks
- Zombie Lord
- Graveknight
- Mummified

These templates could use some codex entries.

christos gurd wrote:
JiCi wrote:
christos gurd wrote:
well giants revisited has 2 rune giant npcs one that was both CR 21(the equivalent of adding 8 mythic tiers) so i don't think they are afraid of such npcs.

That they add class levels and/or mythic tiers to a rune giant, I have absolutely no problem with it. The issue here is that having rune giant npcs wouldn't be suitable for mid to high-level games. The highest NPC in the codex is CR 20, the Fire Giant King.

If the next codex bumps the CR to say, 30, than yes, go for it, make as many rune giant npcs as you wish, because the limit would be pushed forward, but if CR 20 is the limit... I don't think they should bother making rune giant npcs if the CR adjustment is gonna be minimal.

i see no rule anywhere saying it had to be 20 CR max in the first place, only that it ended up that way. that being said set made a great point about npcs for rune giants not necessarily being rune giants.

I see no rule about that either; it's just something I noticed in the first codex.

Oh... whoops :P

Yeah, your version works better ^_^


Fighter - Two-Weapon Warrior

Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.

Replace "a two-weapon warrior may, as a standard action, make one attack with both..." by "a two-weapon warrior may, as part of any standard action, make one attack with both..."

Congratulations, you can now make 2 attacks at the end of a charge or while using Vital Strike.

You know that huge castle from Ultimate Equipment that serves as an artifact? Yeah... where can I find actual plans of the place so I can use it as an actual dungeon?

Ok, maybe it's reserved for the Giantslayer AP, but still... that would be nice to get the plans of this castle.

(Too bad that wasn't included in the book :( )

christos gurd wrote:
well giants revisited has 2 rune giant npcs one that was both CR 21(the equivalent of adding 8 mythic tiers) so i don't think they are afraid of such npcs.

That they add class levels and/or mythic tiers to a rune giant, I have absolutely no problem with it. The issue here is that having rune giant npcs wouldn't be suitable for mid to high-level games. The highest NPC in the codex is CR 20, the Fire Giant King.

If the next codex bumps the CR to say, 30, than yes, go for it, make as many rune giant npcs as you wish, because the limit would be pushed forward, but if CR 20 is the limit... I don't think they should bother making rune giant npcs if the CR adjustment is gonna be minimal.

Isn't there a spell that bestow actual lycanthropy... or is it a 3rd-party product?

christos gurd wrote:
I could see the rune giants handled with mythic stuff.

Even so, the resulting CR is gonna get blown up the roof.

"Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function."

So... can a red dragon ghost breathe fire and roast anyone caught in it?

Dragon78 wrote:
The artist for the B3 version of Catfolk is a woman by the name of Carolina Eade.

It's... a woman...

whoops XD wrong word there...

Samy wrote:
I'd also argue that the NPC Codex (and NPC Codex 2 when it shows up) serves very much the same purpose as an Ally Codex (Monster Codex for friendly races). It's organized differently, but the content is the same -- a book full of statblocks for humans, elves, dwarves, halflings and so on. I'm not sure I'd personally pay to have the NPC Codex just rearranged.

Well, if they do NPCs by races, we miss some classes. If they do NPcs by classes, we miss some races, like the NPC Codex has right now.

Deadmanwalking wrote:
Scrying? Requires you to know who you're looking for, and teleporting to them after scrying is iffy rules-wise, since you don't necessarily know where they are.

Scrying allows you to see and hear around the target; Teleport can get you there with a 76% of success, using the "Viewed Once" option, if the target's within the spell's range.

Greater Teleport basically says "screw this" and you get in the right spot every time.

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Alexander Augunas wrote:
Personally, if we're calling it Monster Codex, then I think that the product should restrict itself to expanding upon the monsters found throughout the Bestiaries. Yes, traditionally the core races WERE in the Bestiaries, but half of Pathfinder is breaking tradition, and none of those creatures appear in the Bestiaries. Let the monster books determine what is and isn't a monster, for consistency's sake. Furthermore, the core races have GOTTEN their Monster Codex; its just spread out between several books. More has been said about the Core Races in the Advanced Race Guide than the Uncommon or Featured Races and the NPC Codex consists exclusively of core races. To say that the core races need the space for content or stat blocks is simply not true.

Hmmm... point(s) taken...

Alexander Augunas wrote:

1) Tengu (Tengu have been PC-friendly races in Pathfinder Society for almost three consecutive years now. They deserve to have more information shed upon them.)

2) Catfolk (More than any other PC race, the catfolk need this write-up. Catfolk have been inconsistently designed in all three of Pathfinder's major lines and we need a book to finally nail down what they look like and what they do. Personally, I'm a fan of Bestiary 3's design because actual cat-people is more interesting to me then humans with cat traits painted on, but I'd be down for whatever as long as it is cleared up.)

3 & 4) Aasimars & Tieflings (These guys are CLASSIC Dungeons and Dragon monsters. Many people would place them up with the drow in terms of how iconic to the game they are. Plus Aasimar would make for Monster Codex's first primarily good race.)

5, 6, 7 & 8) Kitsune, Nagaji, Samsaran, and Wayang (Since the Tengu are already in this section, it makes sense to include the other four Dragon Empires core races in the Monster Codex. For having the status of "core race" in one of Paizo's settings, almost nothing has been said about them. Naturally, I volunteer to write the kitsune section! ;-] )

1) Agree

2) TOTALLY AGREE! Furthermore hire back the artist who made the B3 artwork... and commission him to make a bunch of them, each time selecting a different breed of feline, while keeping the mostly human aspect. (No offense to the artist who did the ARG's catfolk arts, but that felt a little too far from the actual description.)

3) & 4) Agree... although the Ratfolks were probably the only non-evil race in the entire codex.

5), 6), 7) & 8) Agree... and bonus points if you can finally stat out a nine-tailed kitsune. Yeah, I'm the exact same guy who complained about how difficult it is to build a nine-tailed kitsune character, since it takes 8 feats to do so.

Alexander Augunas wrote:

9) Rune Giants (To me, this is the iconic Pathfinder giant. Even if they aren't social like flame or frost dragons are, I think that giving the Rune Giant its own write-up would be much appreciated.)

10) Adlets (I don't know why, but I think what little information we have on them is fascinating. They're one of a very few number of CR 10 humanoids that have reached that lofty CR through the acquisition of racial hit dice that isn't a giant. I'd love to learn more about them.)

11) Liches (I think its about time we got those divine lich and alchemical lich variants that the Paizo developers are always hinting at. Plus liches are like the quintessential enemies.)

12) Aboleths (They're the reason for everything wrong with Golarion, right? They're the quintessential mastermind monsters, and they deserve an entry in the Monster Codex. From gillmen statblocks to skum stat blocks (possibly a few "touched by aboleths" options for them, too) and the possibilities of porting the veiled master stat block from Inner Sea Bestiary to the Monster Codex, this section could get REALLY awesome REALLY fast.)

13) Dark folk (I don't envy the freelancer who has to tackle this section, because with five distinct groups, it would be a challenge to pull off well. That said, seeing as both they and gillmen are descendants of ancient Azlant, I feel like they fit well with gillmen and aboleths being in this book.)

14) Mites (The Monster Codex line could use some more love for the little guys. I mean the REALLY little guys. I think the idea that they were trapped on the Material Plane just like gnomes were, but became wicked and cruel instead of curiously obsessive creates a possibility for eerily similar connections between gnome and mite. Plus, fey! Who doesn't like fey?)

15) Dryads (Again, it would be nice to get a few more not-evil creatures into the Monster Codex, and dryads are certainly an option. It could also be neat to get some "corrupted dryad" stat blocks, like fiendish dryands, broken soul dryads, and maybe a few new ones like withered and the like. Plus, the hamadryad exists ....)

16) Harpy (I really like this idea, which someone above me mentioned. Harpies are iconic fantasy monsters, but no one ever does anything with them.)

17) Cyclops (There are SO many awesome nuggets and hints about cyclopses scattered throughout Pathfinder that I've pretty darn interested on the topic.)

18) Rakshasa (I gotta agree with Owen; Rakshasa are AWESOME. I don't need to see stat blocks for the variant types (although that would be cool), but getting some info on these iconic mythological and D&D enemies would be swell.)

19 & 20) Naga (Pick two types. I don't care which, though guardian and lunar stick out the most in my mind. They'd go well with nagaji being in the book and they're VERY iconic as far as creatures go.)

9) Impossible... really, it cannot be done. Well, no, it CAN be done since you CAN add class levels to it, but that giant is CR 17... how do you make 8 to 10 NPCs with a CR that already high without stepping into "epic" territories? The Fire and Frost giants were 10 and 9, respectively. The other giants would work much better since they essentially weaker than the Rune Giant.

10) Agree, that came out of left fields and it could be developped upon.

11) YES! Bonus points if a Bloodrager Lich is made as well ^_^

12) Odd choice really... If Gillmen and Skums are primary slaves to Aboleths, wouldn't be better suited to stat these instead?

13) I don't see a problem, because the Sahuagin, Serpentfolks and Vampires juggled multiple variants on the original monster.

14) Sure, why not?

15) One problem: the tree dependancy. As the new monster entry for dryads, it would be wise to have the stats of an awakened/sentient oak tree, so the dryad doesn't die and can wander around while adventuring.

16) Yep, kudos if they can make a bard archetype too.

17) Same as the giants, would be nice.

18) Hmmm... are the tiger-headed ones the backbone of the species? If so, then sure, knock yourself out... but their roles according to how they serve the Maharaja would have to be explained further.

19) & 20) They don't seem to be monsters that advance in class levels, but more in racial HD. If you can find something, please develop further.

Can't really talk about the other martial classes, but they seem to all have something better than the Fighter:

The Fighter just seems to be the regular weapon master without a single way to make it stand out from the rest. The other classes have at least some specialities in terms of weapon proficiencies or combat style, but the Fighter just seems lost in all that.

That might sound really awkward, but the Fighter could benefit from maneuvers, IN ADDITION OF his class features. It lacks a special power that would make a decent tool for roleplaying... or be an actual menace.

I'm having trouble making a BBEG with a fighter, because the other classes give me so much more to work with. Aside from having a really menacing gladiator, like the War Duke from D&D, I get nothing else.

Ok, long story short, I'd like to have an adventure or campaign based around a criminal case, using an Investigator as the PCs' patron. Here's my major problem: EVERYTHING CAN BE THWARTED BY MAGIC!

Scrying and divination spells can really screw everything up. Finding the bad guy can result into Scrying onto him and then teleporting right next to him.

Any advice on how to make a criminal case REALLY hard to solve? I'm not really talking about having powerful minions taking roles of the main culrpit until the mastermind is revealed, but asking more about making it difficult for PCs to easily solve it through magic.

Sure, I can't expect my party to have a diviner everytime, but... anything would be welcomed.

Samy wrote:
JiCi wrote:
Ok, hear me out. You might be saying "But JiCi, those are all standards PC races. Why should THEY be in a Monster Codex?". I'll answer: "Why not?" Those 20 races I've listed are among the ones with a HUGE society and the most used in games, regardless of settings. Don't you wish that Paizo stat out important figures in those?

Yes, but they aren't commonly used as monsters.

I wouldn't mind at all seeing a book devoted to friendly races, but I'd call it something like Ally Codex (and have already suggested that in the Monster Codex thread anyway).

Hmmm... "monster" is kinda of a loose term. D&D always listed the PC races as "monster" entries.

For instance, the Aasimar and Tiefling are in the first Bestiary, as a "monster" entry, alongside their actual PC stats and guidelines. Does that make them "monsters" by any means? I don't think so.

I... could see that they went with the most "monstrous-looking" humanoids for the first codex, but again, the drows, the duergars, the giants and the ogres aren't that much monstrous per se, just a variation on the human, dwarf and elf.

Ok, fine, the TITLE might need a change, like "Monster Codex 2: Walking Amongst Humans", but still, I think everyone would like to have societies explained based on the PC races. Sure, you have the "of Golarion" booklets, but goblins and kobolds still got into the codex anyway, so that shouldn't stop Paizo from developping the PC races even further.

More weapons, more archetypes, more items, more magic items are granted, but to see different NPCs with classes you MIGHT not have thought before is where the codex is at.

Why not expanding the Chromatic and Metallic species then?

Chromatic: Brown, Yellow, Purple, Orange and Grey
Metallic: Adamantine, Mithral, Steel, Cobalt, Orium

One more thing (get used to it, I'll post as many comments as I'll have ideas):

- Dwarves
- Elves
- Gnomes
- Halflings
- Aasimars
- Tieflings
- Dhampirs
- Catfolks
- Fetchlings
- Ifrits
- Oreads
- Sylphs
- Undines
- Tengus
- Changelings
- Gillmen... huh... shouldn't it be Gillfolks?
- Merfolks
- Sulis
- Svirfneblins
- Strixs

Ok, hear me out. You might be saying "But JiCi, those are all standards PC races. Why should THEY be in a Monster Codex?". I'll answer: "Why not?" Those 20 races I've listed are among the ones with a HUGE society and the most used in games, regardless of settings. Don't you wish that Paizo stat out important figures in those?

Let's say you're visiting a dwarven underground settlement. What are the stats for the typical guards, clerics of Torag, earth druids, fighters and nobility figures?

Let's say you're visiting an elven city. What are the typical archers, scouts, mages, hunters and kings?

I could go on and on, but if the next codex covers a BUNCH of races presented in the Advanced Race Guide, that'll be more power for DMs. Furthermore, some of the monsters were covered in the ARG, like the goblins, hobgoblins, orcs, drows, kobolds, ratfolks and duergars. Finally, I don't see why shouldn't some of the NPCs be good-aligned. If players piss off a dwarven community dedicated to Torag, the LG guards are going to go after them.

Gauss wrote:
Unfortunately, Greater Unarmed Combat is not a Paizo feat.

I know that... but... DMs can allow 3rd-party sources in their games, no?

It's one thing that you can TWF with unarmed strikes, but... at 1d3 points of damage, in addition of having Improved Unarmed Strike not boosting the damage, you're gonna need a LOT of modifiers to be efficient... unless you pick a pair of cestuses or spiked gauntlets, both which give you the equivalent of daggers.

You might want to pick this feat as well...

Greater Unarmed Combat

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