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1,892 posts. 3 reviews. 1 list. No wishlists.

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This is a project I had in mind for quite some time now... so might as well pitch the idea right now.

This is a topic to pitch ideas on how to make seafaring characters, especially pirate characters ;)

I'd like to take the opportunity to take that first post to highlight the basics, before you and I dive deeper into actual class builds and ideas :P

- If you plan on being an actual pirate, you're against the law, you live by your own rules and you couldn't care for the rest.
- For other seafaring characters, you can be of any alignment. It includes explorers and marine officers.

- Swim gets you out of a bind everytime.
- Knowledge (geography) is also useful.
- Survival is quasi-imperative

- If you can afford a ship, good for you.
- Water Breathing, Freedom of Movement and other such spells can save your life.
- Fire spells can be a double-edged sword, because it can't be used in water, and often resisted by aquatic creatures, but it's deadly on other ships.
- Light armors "lighten your load" while swimming.
- A backup piercing weapon is useful if you fight underwater.

P.S. Before you bring it up, yes, you can suggest stuff for the ninja :P
- It's an alternate rogue
- It can work for Tian Xian/oriental settings
- If you want to troll your GM with a ninja in a pirate-heavy campaign, might as well suggest you HOW to proceed XD

I can suggest really quick a few archetype ideas:
Barbarian: Sea Reaver, Mounted Fury (with aquatic mounts)
Bard: Buccaneer, Watersinger
Cleric: Travel and Water domains
Druid: Aquatic Druid, Kraken Caller, Shark Shaman, Storm Druid
Fighter: Corsair, Dirty Fighter, Roughrider (with aquatic mounts), Viking
Monk: Monk of the Four Winds, Sohei (with aquatic mounts)
Paladin: Divine Hunter, Grey Paladin, Holy Gun, Sacred Servant (with appropriate deity)
Ranger: Battle Scout, Wave Warden
Rogue: Bandit, Eldritch Raider, Pirate, River Rat, Smuggler, Swashbuckler
Sorcerer: Aquatic, Elemental, Marid and Stormborn bloodlines
Wizard: Siege Mage
Alchemist: Grenadier, Saboteur
Cavalier: Beast Rider (with aquatic mounts), Daring Champion, Hussar, Wave Rider
Inquisitor: Cloaked Wolf, Heretic
Oracle: Elementalist Oracle, Wave Mystery
Summoner: Naturalist, Synthesist (with an aquatic eidolon)
Witch: Beast-bonded (with aquatic familiars), Sea Witch
Magus: Card Caster, Eldritch Archer, Elemental Knight, Esoteric, Hexcrafter
Gunslinger: Bolt Ace, Buccaneer, Maverick, Musket Master, Pistolero, Siege Gunner
Ninja: -none- (no jokes, no archetype has written yet); Rogue archetypes could work though
Samurai: Sword Saint; Cavalier archetypes could work too
Antipaladin -none- (couldn't find any suitable one)
Arcanist: Elemental Master, Unlettered Arcanist (with aquatic familiars)
Bloodrager: Bloodrider (with aquatic mounts), Bloody-Knuckled Rowdy
Brawler: Steel-Breaker, Wild Child (with aquatic companions)
Hunter: Feral Hunter, Packmaster
Investigator: Conspirator, Hallucinist, Infiltrator, Sleuth, Steel Hound
Shaman: Animist, Witch Doctor
Skald: Belkzen War Drummer, Dragon Skald, Warlord
Slayer: Bounty Hunter, Cutthroat, Sniper
Swashbuckler: Daring Infiltrator, Musketeer, Picaroon, Shackles Corsair
Warpriest: Cult Leader, Mantis Zealot, Sacred Fist
Kineticist: Elemental Annihilator, Elemental Ascetic
Medium: Kami Medium, Relic Channeler
Mesmerist: Toxitician, Vexing Daredevil
Occultist: Battle Host, Reliquarian
Psychic: Mutation Mind
Spiritualist: Haunted, Shadow Caller
Vigilante: pretty much anything, since most archetypes grant a different identity.... which in turn mimics another class:
- Avenger: Fighter
- Stalker: Rogue
- Brute: Barbarian
- Cabalist: Witch
- Gunmaster: Gunslinger
- Magical Child: Summoner
- Mounted Fury: Cavalier
- Warlock: Magus
- Wildsoul: Druid/Hunter
- Zealot: Inquisitor

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Ok, the rules are simple:
1) Pick an archetype
2) Fix it... and explain the modifications
3) Keep it balance and in theme with the concept
4) Explain why you fixed it

Two-Weapon Warrior (Fighter) (Advanced Player's Guide)

Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. The penalties are reduced by an additional –1 for every four levels after 11th. This ability replaces armor training 3.

The wording was awkward to the point that wielding 2 one-handed weapons was... pointless, because this ability and Prefect Balance do the exact same thing without reducing the penalty. With this, you get up to a -2 reduction to attack rolls when TWF, regardless of what kind of weapon you have.

Perfect Training (Ex): At 15th, a two-weapon warrior can apply any weapon specific feat for its primary weapon to its off-hand weapon, such as Weapon Focus and Weapon Specialization. This ability replaces armor training 4.

This is to replace Perfect Balance that got merged with Improved Balance. Also, this is an ability I've seen a few times, so...


Ok, what archetype(s) can YOU fix ;) ?

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Just like that, throw one idea (per post) for an AP, feel free to give details about locations, premises, NPCs, plot twists, etc.

[Tentative] Title: Nocturnal Alibis
Location: Any metropolis/cosmopolitan area
- (First AP) The PCs arrive at the scene of a murder.
- They are asked for help by an Investigator or Inquisitor.
- They solve the murder case, but there is something more that they find at the culprit's hideout at the end.

- (Second AP) Another murder scene is discovered. However, the PCs run into a Vigilante, or perhaps a GROUP of Vigilantes, while investigating.
- The connection between the victims is rather fine, but isn't much relevant yet.
- The PCs might be interested by the Vigilante's actions.

- (Third AP) Yet another murder scene has to be investigated, the victim being a NPC from the first AP. This time around, the PCs get to meet the Vigilante's social identity to their ignorance (or the Vigilante's group leader). The group... kinda gets into a fight with the Viligante.
- The PCs and the Vigilante try on their respective sides to solve the case, but end up stepping in each other's territory.

- (Fourth AP) The PCs either assist to a trial from one of the culprits... or end up BEING the culprits due to the Vigilante's actions. They have to defend themselves or might have to speak as witnesses.
- The culprit's associates are scheming something else in the background, such as exposing the Vigilante as the murderer, or freeing the culprit on trial.
- Witnesses have to be defended, the jury can be manipulated, a lot of influence can be done to falsify the trial.

- (Fifth AP) The PCs and Vigilante(s) have to team up to solve yet another mystery, but this time, the stakes are higher. NPCs can't be trusted anymore, the PCs' reputation take a hit and only the Vigilante can help them out, as he does need their help as well.
- The team get their hands on the second-in-command of the one who has orchestrated the murders since the beginning.
- The team discovers something even dire that has been planned in the shadows.

- (Sixth AP) The PCs and Vigilante arrive in time and save the next victim. They do investigate on their own to trace the assassin back to his lair.
- The team discovers the main villain, who is the investigator's/inquisitor's assistant. Basically, the assistant wnated to take revenge on the victims due to being ostrisized.
- Furthermore, s/he used a drop of each victim's blood for a summoning ritual. S/he wants to level the city in order to complete his/her vengeance.
- The summoning ritual can conjure a high-level fiend. Whether or not it actually crosses the planes depends on the PCs' actions.
- If the ritual is foiled, the PCs have the choice to kill the assistant or to arrest him/her. The Vigilante can decide otherwise.
- In the end, the Vigilante can become a helpful source of intel in the city, but any of the assistant's minions could come back with their own agendas.


Yeah... guess which Pathfinder book I got my inspiration from :P

But, yeah, a mix between a d20 adventure and a modern mystery comic book series, it could be a nice run ^_^

Anyway, I've pitched my idea, what about yours?

Ok, the vigilante gets an archetype called the Brute, which is basically a reference to the Hulk. You get a transformation into a larger creature and deals tons of raw damage, except that you're a little... frenzied...

Yeah, that's my major issue here: the Brute is VERY similar to a PrC back in D&D 3.5 known as the Frenzied Berserker. The Frenzied Berserker was a Barbarian PrC which you received a Frenzy. Frenzy was an upgrade to your Barbarian Rage, except that after each fight you had to roll in order to calm down or else you could end up killing your own allies.

I see similarities to the Brute as of now, so I was wondering if there was something to prevent that. I'm a little surprised that the Brute doesn't get a Talent related to that, like a high-level talent which he learned how to control his Brute Form, only saving to avoid hurting others if he unwillingly transformed.

I'm looking at the Vigilante's civilian identity and a LOT of social talents refer to renown, celebrity, network and such, similar to how an aristocrat is more of a social-based class.

The Vigilante, however, offers an alter ego with combat abilities, something the aristocrast doesn't normally have.

That got me thinking: is the Vigilante an answer to have a playable Aristocrat? I'm not saying that every noble is a Vigilante (that would be scary :P ) or that an Aristocrat NPC can't fight... but the parallels between a Vigilante's social identity and an aristocrat are similar.

Or was the class built as a "lone wolf" type character?

In short, does the class feel more like Batman (who's relunctant to work with a team) or like Captain America (who's the leader of a team)?

Does... any of these come with their respective weapon and armor proficiencies? If I apply the Fighter Creature template on, say, an advanced Medium Fire Elemental, does it gain proficiency with all simple and martial weapons, as well as all types of armors and shields?

Bestiary 5, Tsukumogami, p. 253:
Ability Scores: A tsukumogami has a 15 Intelligence, 17 Wisdom, and 14 Charisma. A Medium tsukumogami receives a +4 bonus to Strength, a +4 bonus to Dexterity, and a Constitution score of 19. These ability scores are adjusted for size.

Emphasis mine... How does it works???

An Animated Object already gets adjusted scores depending on its size, so... what about here? I can understand that the Constitution score decreases or increases depending on size, but I don't get it for the Strength and Dexterity modifiers. Do both stay fixed or do they decrease or increase again with size?

Ok, little confession here, I'm a sucker for podcasts, which I listen while working, web-surfing and/or driving (not all at once though XD).

So... I was wondering if Paizo hosts a podcast about Pathfinder/D20, be weekly, bi-weekly or monthly. I remember seeing an interview on YouTube... once... on YouTube... and then I have seen nothing after :P

I'd like to bring you this little tidbit from the Technology Guide, pg. 61, at the end of the Powered Armor description:

Technology Guide, pg. 61 wrote:
Rumors persist of variant forms of powered armor, including suits sized for giants or that can function as vehicles for multiple creatures.

So yeah, after seeing Colossi, Kaiju and one too many Giant Robot-focused video games and animes, I'd like to build a mech as a lost treasure in Numeria... or a super-weapon being developped by a cabal of AI-corrupted androids as part of a mass production for war. The question is that: Do I make it a vehicle or do I make it a creature?

Vehicle: A character could pilot it. However, Vehicle rules don't cover mechs... yet... so it would need a set of custom rules, such as STR and DEX scores, how the pilot's stats affect the mech (mental scores, skills, feats), damage thresholds and attack actions. The upside is that it fits well as an artifact... or a very expensive vehicle and can be fully-customizable. (I know that DragonMech has rules, but man, these are complex as heck)

Creature: As a creature, the mech is a Construct (Robot), thus a sentient being. A character cannot control it unless that is a pilot compartment and that the pilot succeeds a skill check against the robot. Furthermore, AIs can be inserted and can take control over it. Then again, how many times have we seen machine AIs in fiction :P ? Piloting/controlling it would require rules... although it could work like Possession (rule-wise), except that the pilot can utilize the robot's special abilities, regardless of their nature (Ex, Sp or Su). Finally, the CR would be... rather high, considering the size and technology added on top.

So yeah... which option to pick ^_^ ?

Ok, I was checking the Swordtrained racial trait in the Race Builder... and I noticed that something was eeriely missing: a list of swords. They do list some, but not all.

That got me thinking: could we get a Sword weapon group? Right now, swords are spreaded across the Light Blades, Heavy Blades and Monk groups, if not more.

Axes, bows, spears, hammers and flails got their own, so why not swords? Sure, Light and Heavy Blades are there, but... why only put the greatsword in the same group as the scythe, or only put the rapier in the same group as the sickle?

So yeah, would it be okay to have a new weapon group dedicated to swordlike weapons?

Beside, Swordtrained would now be "automatically proficient with weapons from the Sword weapon group". That would be much easier to understand.

Ok, I'm aware that PLAYING a race has guidelines, such as adjustments to your starting level if you have a more powerful race, but what about ENCOUNTERING a race member?

Let's say that I (as a GM) want to have my party encountering a squadron made of humanoid creatures that are actually "super-soldiers". According to the Builder, my homebrewed race would have 40 rps. As a Playable Race, a super-soldier would have to be 3 levels lower for up 5th level, 2 for up to 10th, 1 for up to 15th and none for up to 20th.

But what about CR? Is it +1 CR for 10 rps above 10 rp (+1 CR for 20 rps, +2 CR for 30 rps, +3 for 40 rps)? Is there no adjustment to CR afterall, since it's built as a PC race?

I am talking about a 0HD race here. Think of humans genetically engineered/bred for war, with enhanced abilities and such.

Can you apply more than one? Can you have the monster take class levels (be in another class that isn't a template) as well?

Say I have a Stone Giant (12 HD, CR 8). Can I apply BOTH the Ranger and the Rogue templates (both at +2 CR, be a 10+HD creature)? If so, I'm at CR 12 (8 + 2 + 2). On top of that, could I have it take class levels in another class normally, like Druid or Barbarian? I'd take it that the class templates wouldn't become stronger since they depend on racial HD, but still... by CR 20, this stone giant is gonna be Barbarian 9th-level with the equivalent of also being 12th-level in both Ranger and Rogue.

Ok, I got an idea for an encounter: a construct (type to be determined later) ends up being possessed by an incorporeal creature. Here's the problem: constructs are immune to mind-affecting effects AND necromancy effects, meaning by stuff like magic jar and possession don't work >:(

You can have a robot being overtaken by an AI, but you cannot have a golem being overtaken by a ghost or shadow demon...

Here's my inquiry: is there any way to "possess" a construct? To me, that sounds like a no-brainer, considering that most of them are mindless and wouldn't put much of a fight against outside control... except that they are immune instead of being vulnerable...

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The Gnome Flick-Mace, Khakkhara and War Flute... don't have their damage type listed... at all.

Sure, you can obviously tell that all 3 are bludgeoning weapons, but still...

Type two-handed melee

should be written:

Type two-handed bludgeoning melee

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

Emphasis mine...

If you can wield a lance with ONE hand, you could wield ANOTHER lance in your OTHER hand, all while mounted... right?

Yeah, yeah, totally not practical for 2 copper due to action limits with charges, but still... can it be legally done?

Have you ever crack open a book, be Bestiary or not, and witness a template that can become deadly when applied to the right creature?Or even better: have you seen a template that looks "harmless enough" at first, but became deadly as you found a base creature that could easily break the rules?

I'm so sorry, but... I keep finding that the Undead Lord template from Tome of Horrors can cook up some of the most ridiculous combinations ever made.

Basically, an Undead Lord makes any undead creature more powerful... with the ability to create spawns. At first, you tell yourself that applying it to a skeleton, a zombie, a ghost, a ghoul or a wight isn't too bad...

Try applying it to a Bone Ship (Bestiary 5)... or just about any giant-sized undead there is.

A Bone Ship is basially a sailing ship made of undead remains, totally eligible for the Undead Lord template. Here's the joke: Create Spawn will create MORE Bone Ships from any creature slain by the Undead Lord Bone Ship.

A sailing ship can contain 20 sailors and up to 200 passengers; a warship can contain 60 sailors with 160 soldiers... possibly more if 80 rowers are added in.

Congratulations! A single Undead Lord Bone Ship can kill off up to 220 or 300 creatures... and have its own fleet at its command in matter of minutes... because the create spawn ability doesn't state that the victim has to be of the same size, type or whatnot to become the same undead type of the Undead Lord.

Ok, while it's debatable whether or not the Undead Lord has to kill the creature itself, because a Bone Ship can aim at the hull, hit a powder keg and make the ship explode... but are creatures on board killed by the explosion or the Bone Ship that caused the explosion?

Still, so far, it's probably the template can be make things ugly in a matter of minutes.

Elemental Marshal
Often mistaken for magi, elemental marshals train themselves in the art of war and in the art of elemental infusion, mixing both for a deadly combination. Soldiers at heart and in soul, these are dreaded in the battlefield and blast their foes with powerful elemental blows.
Weapon and Armor Proficiency: An elemental marshal is proficient with all simple and martial weapons and all armors and shields, except tower shields. This ability alters the kineticist’s weapon and armor proficiencies.

Weapon Focus (Ex): At 1st level, the elemental marshal gains Weapon Focus for a weapon of his choice. Furthermore, his elemental marshal level counts as fighter levels for the purposes of feats and other prerequisites. The elemental marshal does not gain his selected element’s basic utility wild talent, although he still selects a primary element. This ability replaces elemental focus.

Kinetic Weapon Channelling (Su): At 1st level, the elemental marshal gains the kinetic blade form infusion and it costs 0 points of burn instead of 1 point of burn. However, the infusion works differently, as the elemental matter does not form a blade, but instead surrounds a weapon. The elemental marshal can only use the infusion while wielding a weapon with the Weapon Focus feat, be a melee or a ranged weapon. Also, any attack delivered with the weapon is considered a regular melee or ranged attack, regardless if the element would make it a standard or touch attack. Finally, the attack benefits from the wielded weapon’s properties, such as reach, bonuses to maneuvers, range (if it’s a ranged weapon), materials and enhancements. Each attack that connects discharges the energy as per the regular Kinetic Blast, it behaves similarly to enhancements such as flaming. He can’t use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll. This ability alters kinetic blast and the 1st-level infusion.

If the elemental marshal learns the kinetic whip infusion, it follows the same rules as kinetic blade, with the exception of the extended reach. If the weapon already has reach, the reach extended by 5 feet when using this infusion.

Armed Gather Power (Su): The elemental marshal can gather energy when wielding a weapon with the Weapon Focus feat, regardless if it is a light, one-handed or two handed weapon. This ability alters gather power.

Infusion trade-off (Ex): At 3rd level and every level which the elemental marshal can learn an infusion, he may select either an infusion or a combat feat. Once the decision is made, it cannot be changed. This ability alters infusions.

Weapon Specialization (Ex): At 5th level, the elemental marshal gains Weapon Specialization as a bonus feat. At 11th level, he gains Greater Weapon Focus. At 17th level, he gains Greater Weapon Specialization. He must meet the requirements for all feats. This ability replaces infusion specialization.

Armor Infusion (Su): At 6th level, as a full-round action, the elemental marshal can accept 1 point of burn to infuse an armor or a shield, to a maximum of 1 point total per item. This maximum increases to 2 points per item at 11th level and to 3 points per item at 16th level. Each point grants the elemental marshal energy resistance 10 to the marshal’s primary element. These don’t stack if the marshal infuses both an armor and shield, but if the marshal has access to another element, he may select that element for a resistance. This resistance lasts for 24 hours, after which it fades away. This ability replaces internal buffer.

Infusion Specialization (Ex): At 8th level, the elemental marshal gains infusion specialization, and he reduces the burn cost by 1 additional point at 14th and 20th levels. This ability alters infusion specialization.

Basically, what if the Kineticist was a soldier with elemental affinity? Critiques are welcomed ^_^

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Considering the success of the Advanced Bestiary, now converted to Pathfinder, are there plans to make a sequel to it, with new templates?

I understand that there is no small feat to create template, there are a few more that could be added. Here are a few suggestions.
- More Dread [Undead] templates... especially with those added in Bestiaries 2 to 5
- Templates related to Aeons, Psychochomps, Inevitables and other outsider groups.
- A "Robotic" template for constructs, like turning a Golem into a Robot.
- Class templates, like giving a creature class features from the Fighter [Martial], Rogue [Stealth], Cleric [Devoted] or Wizard [Arcane], for instance.

As a topic for Halloween night, I alays wonder this: should undead creatures be made as templates instead of unique monsters?

Yes, we do have vampires, ghosts, zombies, skeletons and liches, (just to name a few), but most of the time, an undead creature is "simply" a reanimated corspe or a restless spirit... of a humanoid character. Many undead look like human and/or has a human-like structure... when you could clearly get a dragon wight, a hill giant shadow or a worg wraith.

Yes, the Advanced Bestiary has a ton of "dread" undead templates to apply for living creatures, but at its core, an undead creature is often a "fixed" unique creature. This does anwser my question "what if the undead creature isn't humanoid?", but it does beg the other question about whether or not undead creatures should have been templates in the first place.

Number of pages and flavor text aside, what could be keeping them to have templates for custom banshees, dullahans and dybbuks?

On a sidenote, I do exclude obvious examples of undead creatures. When your monster is essentially a pile of bones shaped into a snake (Boneyard; Libris Mortis) or a pile of corpses like Legion, you kinda don't need a template for that.

Ok, this is a major stretch here, but I felt like it could be a nice if they could regroup all of the APs' major villains (one per AP) into a single compendium.

Hey, if they can release NPC codexes and Monster codexes, I don't see a problem with releasing a codex about Paizo's iconic villains ;)

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Just let me go in, point by point:

Occult Adventures, Wild Talents, Flurry of Blasts, p.19 wrote:
Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply).

So, the blast's damage is equal to 1d6 with whatever modifier that goes with it, and any composite blast, which IS an effect that increases damage), does NOT apply?

At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

O...k... so even if a spell grants you more than 1 extra attack (like haste 2.0), you STILL only get ONE extra blast while flurrying, regardless of how many extra attacks the spell would grant you?

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks.

That's... the only part that I understand, and yes, I know that you can also target the same... target multiple times.

Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply.

Oh boy... Is it this scalable, like first hit (1d6), second (2d6), third hit (3d6) and so forth, or is it only 2d6 points of extra damage, even at the 3rd hit? Pretty sure that this extra damage is base only, but still... If it's a composite blast, how does it work?

[the rest]

Pretty straightforward, becasue it's just one save or check, but the target gets penalized according to how many blasts it gets hit by.

That has to be the most complicated talent I've read. Couldn't they just make it that you could make a blast according to your base attack bonus, with whatever extra attack you could do, such as Two-Weapon Fighting and Haste, at the cost of 1 Burn point per attack? Sounds much less complicated than this...

Ok, 3 primary attacks + 3 off-hand attacks + Rapid Shot + Haste = 8 Blasts in a round, for 8 Burn points, but... SIMPLICITY!

Or is it a spin-off set of rules?

What I'm trying to say is that I want to know if Occult materials will be presented in future books, like having Occult monsters in Bestiary 5, feats/archetypes/items in Ultimate Intrigue, Occult NPCs in future APs such. I just don't want Occult rules to be relegated to "spin-off rules" like psionics were in D&D 3.5.

For instance, does Paizo consider the 6 Occult classes as "core classes", alongside its rules?

How about it?
(going by UE's table of content)
1) New weapons and armors: what would be nice is if you could get more racial weapons (especially halflings and gnomes), as well as reprints from current booklets.

2) New gear... that I have no idea where to begin with. I think that might not be necessary, but reprints (again) would be useful.

3) New magic arms and armors: NOW we're talking! Go nuts. Maybe some weapons and armors to enhance classes from both the Advanced Class Guide and Occult Adventures.

4) Rings, Rods, and Staves: Same as above.

5) Wondrous Items: Same as above.

6) Artifacts and Other Items: How about more intelligent items, but with a longer backstory? How about making an intelligent item the catalyst of a campaign or adventure? Artifacts are pretty straightforward, but if it's intelligent, it basically becomes an NPC.

Ok, basically, an elemental ascetic is a monk-like kineticist who doesn't learn Kinetic Blast and cannot learn any talent that requires a ranged attack.

Here's the source of several problems I have: the archetype doesn't replace some class features that are linked to the Kinetic Blast, which leads to several questions about how do these even work with the ascetic's features.

1) Kinetic Fist: The damage seems to be fixed to 1d6 points of [energy] damage per 3 levels. Am I to understand that you cannot alter/increase the damage? For instance, you can make a fire fist, but can you make a plasma/blue flame/steam/magma fist, thus dealing double damage (since that's what most composite blasts do)?

*) Kinetic Blade/Whip: Oddly enough, these two are straight-forward, as they replace the ranged attack roll by a melee attack roll.

2) Metakinesis: Can it be applied to Kinetic Fist?

3) Expanded Element: The ascetic cannot learn blasts... at all. In fact, that doesn't even ALLOW him to learn the regular blast. So what does he gain if he can't? Does he learn composite blasts that can be applied to Blade and Fist?

I need some answers here...

I haven't seen one, so here it is!


What do you think of Occult Bestiary?

+ Great artworks
+ Great monsters
+ Great concepts

Could have been better
- Psychic Magic being like psionics with power points; a little jarring since Psychic Magic is used with standard spell slots, as described in Occult Adventures.

- Alter Ego as a construct; not feeling that one, as an alter ego is often a carbon copy of yourself, alive and kicking, not built. Outsider, maybe, but construct is just a little weird.

- The Lightning Gun is one OP item; it's not a firearm nor a standard ranged weapon with unlimited ammo, so everyone can use it... because there are no penalty for non-yithian users. This item is gonna get ugly very quick... Hope you like ray guns...

- The Xill Matriarch has... no connection to Psychic Magic whatsoever, as she doesn't have psychic spells. The rest is already though, I just think that it is missing a few psychic abilities.

- It could have used more "specific" monsters:
* A Kineticist creature that "merged" with his element or died from Burn exhaustion (aside from the Combusted)
* A Medium creature possessed with its own spirits; in fact, none of the Medium's features is present in this book.
* A golem made of an Occultist's relics; same here.
* A disembodied Phantom; we have the Unfettered Eidolon, so why not an Unfettered Phantom?

- Little grammatical errors (with fixes):
* Derro, Magister
* Duergar, Tyrant
* Hag, Dreamthief
* Baku, Dreamweaver

(I thought it was the norm to have a coma AND to list creatures according to their group.)

Aside from that... All good. There are returning creatures, but tehy're either templated or as a new subtype.

What are your thoughts (no pun intended) on this book?

Ok, sonic damage has been a little... puzzling lately, because I have no clue where to classify it.

When I looked in some sources about Sonic, even the system itself doesn't know where to put it.

Sonic is often a separate energy source, so far that's good. However, if I take the Elementalist Wizard spell list, here's what I found:
* Shatter is a 2nd-level Earth spell.
* Shout is a 4th-level Air spell.
* Greater Shout is a 8th-level Air spell.

Here's something else I found:
* The Crystal Primal Dragon, an Earth subtype creature, has a Sonic breath weapon.
* Sonic is used as one of the selectable energy types for many psionic powers, as an Earth-related energy.

Sound is a vibration in air, but some are linking sound to resonating crystals, yet even in some points, it's own thing...

If I were to homebrew a Sonic Blast for the Kineticist (yeah, obvious omittion there Paizo :P; same goes with acid, but that's beside the point), would I place it in Air, even if they have 2 blasts already, or Earth, since they could use one more blast and that the Crystal Dragon has a sonic breath?

Sonic is a spell type, without being combined with another one, but even then, it's still confusing.

The Medium gains power with spirits of the dead based on key areas; the Mesmerist uses a powerful gaze; the Occultist channel power through ancient relics; the Psychic has... psychic powers, which are different from regular magical spells; the Spiritualist can conjure a Phantom.

(We're talking about some pretty weird and obscure abilities here.)

And then you have the Kineticist, who can manifest elemental energy in various ways... like just about any spellcaster with a knack for evocation spells.

Seriously, of all Occult classes, the Kineticist comes out as the least alienating/unnerving class. You can EASILY pass as a monk-like warrior (insert Avatar: the Last Airbender reference here) or as a specialized spellcaster... until people realize that they can't counterspell you :P

Is it in the name, because "Kineticist" refers to mind powers? Would the name "elemancer" (pyromancer, hydromancer, aeromancer, geomancer, etc...) have put it as an "occult" class? Is manifesting elemental energy that special?

What's so "occult" about the Kineticist again?

Ok, you can shoot a Kinetic Blast with a ranged touch attack, but outside of Kinetic Fist, there's no Talent, let alone an option to use a Kinetic Blast in melee, thus using a melee touch attack.

Y'know, simply making a melee touch attack that deals your regular/standard blast damage.

So... aside from Kinetic Fist, any Talent that simply allow a Kineticist to deliver a Kinetic Blast up close?

Reason is that a Kineticist CAN use a conductive weapon with his Blast. Problem is that since the regular Blast is a ranged touch attack, the conductive weapon HAS to be a ranged weapon as well. Yeah... I can't really use a conductive spear and be able to poke opponents while igniting them at reach, because it's a melee attack, which the Blast isn't.

Ok, there are several archetypes and character concepts that rely on unarmed strikes and several regular classes can focus a lot of unarmed strikes, such as the recently-released Kineticist. (Kinetic Blast requires one hand free, Gather Power requires both hands free, Kinetic Blade requires one hand free and Kinetic Fist... speaks for itself.)

Here's my problem: Unarmed strikes are weak and pathetic...

1d3 points of damage for a Medium character, needs a feat to make them lethal and safe to use, you can injure yourself against certains enemies and every single item that is worn as gloves doesn't enhance them. For instance, I need a certain amulet, because a gauntlet doesn't transfer its properties to your hand... somehow...

Natural armor bonuses don't get replaced by regular armor bonuses, but damage does...

If Improved Unarmed Strike increased your damage from 1d3 to 1d6, that would have been a touch better, but it's not the case as of now.

So, here's my question: how to make unarmed strikes viable?

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- 11 classes in the Core Rulebook
(Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard)

- 7 classes in the APG
(Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch, Antipaladin)

- 1 class in UM

- 3 classes in UC
(Gunslinger, Ninja, Samurai)

- 10 classes in the ACG
(Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest)

- 6 classes in OA
(Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist)

- 1 class in Ultimate Intrigue

Point being that after the viligante, we'll be at 39 classes. That's a lot of options, WITHOUT counting the archetypes and the Unchained versions. If you can't find your niche with 39 classes, there's a little problem :P

I'm not talking about bloating here. I just don't think that the Pathfinder system will need more classes after the viligante. I mean... what else can be turned into a class? Pretty sure that if it would be a class, it could be turned into an archetype or a prestige class instead. Sure, there are many hybrid classes that could be made, but... even then, the current hybrid classes fill up most of the roles a player could be, and that's without checking the archetypes that USE other class features to change completely the base classes.

Ok, fine, if there's only ONE more class to be added... and to make it 40, a nice round number, I could see an Engineer/Tinkerer/Artificer class. Basically, there's a room for a class that build gadgets that mimic spells, as well as large mech-like armors, vehicles and other steampunk-like contraptions.

BTW, I'm not including 3rd-party classes, but you get my point about official 1st-party classes, right?

You know the hybrid classes that were left out of the Variant Multiclassing Unichained rule? Here's a first draft... like "first draft".

Arcane reservoir : 3rd
Arcanist exploit : 7th
Greater exploit : 11th
Arcanist exploit : 15th
Greater exploit : 19th

Bloodline: 1st
Bloodrage: 3rd
Bloodline Power: 7th
Improved Bloodline Power: 11th
Greater Bloodline Power: 15th
Greater Bloodrage: 19th

Armor: 1st
Unarmed Strike: 3rd
Martial Flexibility: 7th
Maneuver Training 1: 11th
AC Bonus: 15th
Knockout: 19th

Wild Empathy: 3rd
Companion: 7th
Animal Focus: 11th
Improved Companion: 15th
Second Animal Focus: 19th

Alchemy: 3rd
Studied Combat: 7th
Studied Strike: 11th
Investigator Talent: 15th
Investigator Talent: 19th

Spirit / Spirit Animal: 1st
Witch Hex: 3rd
Spirit Hex: 7th
Spirit Ability: 11th
Spirit Hex: 15th
Spirit Ability: 11th
Greater Spirit Ability: 19th

Raging song: 3rd
Rage Power: 7th
Versatile Performance: 11th
Lore Master: 15th
Rage Power: 19th

Studied Target: 3rd
Sneak Attack: 7th
Slayer Talent: 11th
Stalker: 15th
Quarry: 19th

Swashbuckler Finesse: 3rd
Nimble: 7th
Deed: 11th
Improved Deed: 15th
Greater Deed: 19th

Deity: 1st
Domain: 3rd
Channel: 7th
Minor Blessing: 11th
Improved Channel: 15th
Major Blessing: 19th

Any comment and help would be appreciated ^_^

BTW, this topic can be used for other classes, be 1st or 3rd parties.

For instance, I like the Variant Multiclassing rule in Unchained... except that it only covers the core classes and the APG classes. (Oddly enough, the ACG classes were left out ?_?)

In Occult Adventures, will there be sidebars for each class stating what features can be allowed using the Variant Multiclassing rule? "If you want to use the Variant Multiclassing with the Kineticist, here's how to do it." See what I mean?

I'm asking this because most of the time when an alternate rulebook is released, the developpers... don't usually get back into it in later products, considering that the alternate rulebook is, well, an alternate rulebook, completely optional to GMs and players alike. I was wondering if Paizo has plans to reference Unchained rules in later products.

Y'know, just so it doesn't get forgotten ;)

Let's see if I got it right: you essentially substitute feats gained through regular leveling by class features.

Monsters gain feats using their racial HDs as levels, so... could a 3HD monster substitute its feat gained at "3rd level" for a class feature?

Sure, I can have a regular Alchemist (or an archetypical Grenadier) using a pistol or musket with the Explosive Missile discovery, but...

Did Paizo release a bonafide archetype that relies a lot of the use of firearms?

(I'm asking because 1) that sounds like a no-brainer for a class that uses bombs, 2) many other classes got firearm-focused archetypes... and 3) maybe I missed it...)

Let's say you want to play an oracle and must select a curse, which one is the least damaging for you, mecanically?

I keep thinking that the Tongues curse doesn't hamper you... at all. By 10th level, you're... pretty much clear. Why? Because if your allies want to warn you, you understand them. You can't answer back unless they understand you, but... let's face it, what's so complicated for the other players to invest 2 skill points to learn your selected language anyway?

That's my opinion though. What's yours?

Ok... NPCs follow a "rule" based on their wealth, as in that a NPC has a specific amount of GPs to spend to be at the current CR listed.

What if I want to make them richer than usual, thus making them stronger than usual?

Is there a rule of thumb about that, like "+1 CR for every extra 10,000 GP" or something?

I do remember seeing NPcs with the following [paraphrased] note: "[This NPC] has stronger gear than usual, thus is considered 1 CR higher." However, they don't specify what items make that NPC better than usual.

When crafting an Intelligent Item, you can give it a purpose, as well as a dedicated power. The item can have the ability to cast a spell at will, be of 4th, 5th, 6th or 7th-level.

Oddly enough, an item cannot have the ability to cast a spell from a level above or below the aforementioned levels.

Any reason why? It doesn't seem 1) to be complicated to make adjustable prices and Ego modifiers for such spells and 2) to be broken to make a really powerful or much weaker intelligent items.

Ok, let's say I want to play a cavalier, but KNOW that I'll not be needing a mount considering the huge amount of dungeon crawling, can I get an archetype that replace any mount-related ability by something else... aside from the Daring Champion in ACG?

Anything related to weapons, like replacing the mount by the paladin's weapon bond?

Yeah... the paladin has the ability to select either a weapon or a mount... but not the cavalier. You could argue that a mount is needed since it's called a "cavalier", but a "knight" doesn't have to be mounted... I think...

Let's say you have someone riding an elephant... how does it work?
1) Considering that that an elephant takes a 3-by-3 square area, or 15ft., where's the rider? On a horse, he's on the back, but on an elephant... is he on the middle?

2) How does that same rider even attack? An elephant has a 10-ft reach, meaning that even with a lance, the rider cannot attack unless the opponents are directly in front of the elephant. But wait, what about height? Ok, an elephant isn't 15-foot tall, but still. If the rider sits in the middle of an elephant's 15ft. area at say 10 feet high, does this mean he can only attack opponents on the ground, and sides, using reach weapons? The way I see it, the rider cannot use a non-reach weapon unless the opponent is Large or larger.

3) Any way to make these problem easier to solve? I... can only see a polearm master fighter using a sarissa, which is a 15-foot long spear presented in the Giant Hunter's Handbook... or using a ranged weapon, but still, I'm looking for melee combat tips as well.

The reason I'm asking this is simple: you can fight NPCs on the back on elephants or triceratops (regular war mounts, not companions) or you can end up fighting or becoming a Mammoth Rider, which has a Huge mount. How do you use them effectively?

Combat is done by the fighter...
Skills are taken care off by the rogue...
Healing is done by the cleric...
Spells are taken care off by the wizard...

Hence the usual 4-member party...

However, over the years, has there ever being new roles that were added? Many games have more than 4 players, so having more roles to fill can help a lot.

Aside from these 4 roles mentioned above, is there new roles that a party member can fill?

Ok, when I saw the Mutation Warrior fighter archetype in the Advanced Class Guide, the first thing I thought was: "Well, this guy uses a drug to become better."

Let's face it... it's not far from the truth either, as such a character can become addicted and dependant to the mutagen to win his battles. However, I kept thinking about a plot device: what if the warrior's mutagen WAS drugged and that he constantly shoots himself? What if someone tricked him into adding a drug in his mutagen to become more effective... and now he pays the price of addiction?

My question is: what drug would suit best for such a character? This is mostly for a NPC, but still, that would be an interesting feature.

P.S. I say Mutation Warrior... but an alchemist can easily be in the same boat.

If you could pick only one class, without multiclassing, what class would you pick to build an archer?

Yeah, yeah, fighter, ranger, rogue, hunter, warpriest, zen archer monk, that's a lot to choose from... but which one do you prefer and why?

3 people 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?

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? ^_^

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.)

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...

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