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Creating a Numerian War Machine
“Numerian war machine” is an inherited template that can be added to any construct (referred to hereafter as the base creature). A Numerian war machine retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 3

Type: The base creature gains the Robot subtype. Clockwork constructs lose their Clockwork subtype.

Special Qualities and Defenses: The Robot subtype modifies the base creature as follow:
Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.

Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.

Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

Special Abilities: A Numerian war machine has a number of Construction Points (CP) used to purchase abilities and defenses. A Fine construct has 1 CP, and constructs bigger than Fine gain 1 extra CP for each size category above Fine; a medium animated object has 5 CP. If a Numerian war machine spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent. Unless noted otherwise, these options can be taken multiple times.

Force Field (Ex, 2 CP): A force field sheathes a machine in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the machine (typically 5 × the machine’s CR). All damage dealt to a machine with an active force field is reduced from these hit points first. As long as the force field is active, the machine is immune to critical hits. A force field has fast healing equal to the machine’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. This can only be taken once.

Integrated Weaponry (Ex, 1 CP): A machine that has one technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the machine’s body once the machine is destroyed. A machine is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat. The weapon has the same statistics as a firearm sized for the base creature, except that it never misfires, automatically reloads itself as a free action and never needs ammo. Taking this option also grants the following ability:

Combined Arms (Ex) When taking a full attack action, a machine can attack with melee and ranged integrated weapons simultaneously.

Laser Weapon (Ex, 2 CP): These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals fire damage, never misfires, automatically reloads itself as a free action and never needs ammo.

Plasma Weapon (Ex, 2 CP): These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon’s attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals half fire damage and half electricity damage, never misfires, automatically reloads itself as a free action and never needs ammo.

Lancing Blast (Ex, 2 CP): These upgrades laser or plasma weapons can fire a shot, as a standard action once every 3 rounds, as a 120-foot-long line. All creatures in this area take 1d6 points of damage per the base creature’s HD and a Reflex saves halves the damage. The save DC is Intelligence-based. The damage is either fire (laser) or half fire and half electricity (plasma). This option can only be taken if the machine has taken Laser Weapon and/or Plasma Weapon first, and it applies to only one weapon at the time of creation, thus a Numerian war machine with two laser weapons would need to take this option twice to apply Lancing Blast to both weapons.

Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. This can be taken multiple times for a fly speed, increasing the maneuverability by one step, up to Perfect. This option can be taken to gain a ground speed equal to the base creature’s alternate base speed.

Speed Boost (Ex, 1 CP): As a swift action up to 1 time per 2 HD per hour, a machine can double one of its speed for a duration of 1 minute.

Faster (Ex, 1 CP): One of the machine's movement modes increases by +10 ft.

Pilot Seat (Ex, 3 CP): A special seat with controls has been built into the machine, allowing a creature two sizes smaller than the base creature to get inside and control the machine. The machine retains its own abilities, physical scores, resistances, immunities and weaknesses, but gains the driver’s mental scores, skills and feats. Each time the machine is damage, one quarter of the damage received is also dealt to the driver, modified by its own resistances, immunities and weaknesses. The driver uses the machine’s defensive abilities and has total concealment if the machine is targeted. However, it is possible to target the driver directly using mind-affecting effects and such. It takes a full-action to get in and out of the machine. Unless the machine is willing, due to its Intelligent quality, the driver must make a Will saving throw to control the machine for one round. The DC is equal to twice the machine’s HD. Failing the save doesn’t allow the machine to be controlled, but the driver can still retry on the next round, or get out. If the machine is willing, the driver can let the machine control itself, thus gaining a safe spot to hide. This can only be taken once.

Self-Repair (Ex, 2 CP): A machine possesses nanites (microscopic swarm of robots) to heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice. Up to once per day, as a full-round action, it can heal any construct it touches of 1d6 points of damage per the base creature’s HD—if a machine uses this ability on itself, it automatically heals the maximum amount. This can only be taken once.

Rockets (Ex, 2 CP): A machine can fire, as a standard action, a rocket to a range of 100 feet per 2 HD. A rocket explodes on impact in a 5-foot-radius burst per the machine’s size category, dealing 1d6 points of damage per 2 HD (half fire, half bludgeoning) to all creatures in the area. A Reflex save halves the damage. A machine carries a maximum of 1 rocket per 3 HD. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based. This can only be taken once.

Superior Optics (Ex, 1 CP): A machine can see invisible creatures or objects as if they were visible.

Built-in cable (Ex, 1 CP): A machine’s natural weapons can be used as reach weapon. Taking this option multiple times increases the reach by one step each time.

Enhanced Construction (Ex, 1 CP): One of the machine’s physical scores increases by 2.

Grab (Ex, 1 CP): The machine gains the grab special attack with one of its melee natural weapons. Taking this option applies only once per weapon.

Abilities: Increase from the base creature as follows: Int 10 or as the base creature’s, which ever is higher.

Skills: A Numerian war machine gains skills, as per the Intelligent quality.

Feats: A Numerian war machine gains feats, as per the Intelligent quality.

There we go. In short, if you have read the Inner Sea Bestiary, you know about robots. I'm looking to create a template so I can create my own robots using existing constructs.

I'm looking for constructing comments, insights, suggestions and the whole shebang. DON'T COME HERE AND SAY "I DON'T LIKE ROBOTS, SO IT SUCKS!"; IF YOU JUST DON'T LIKE THE IDEA, DON'T COMMENT ON IT.

If you think it's broken, please tell what is, why it is and how to fix it. I'm open for suggestions.

Thanks in advance, and enjoy ^_^.


It's true that you get petrified... you're screwed, even more if your statue gets crushed. However, I keep getting ideas that turning someone into stone can have its benefits:

- Petrifying the entire party followed by curing them is a good way for DMs to either reset the campaign or to make major changes to the world. Petrifying the heroes only to restore them 20 years later can be used to alter many things.

- Petrifying prisoners to make them easier to store into a prison.

- Petrifying diseased or cursed victims to seal the effects until a cure is found.

- Petrifying yourselves and have someone else get you inside a castle, as regular statues with a contingent stone to flesh spell that activates 1 hour after being petrified.

- Flesh to Stone, then Stone to Mud = instant Kill

The only way I just can't find how to use petrification is to use it to petrify more than one creature at once. For instance, I can't petrify a man holding his wife and have both turned into a single statue. Another example would be someone grappling a monster and sacrificing himself to stone him and the monster into statues at the same time.

Anyway... how creative can you be with petrification?


Construct Armor (from Ultimate Magic) is an option that allows you to build a Construct that can fold itself into a breastplate for you to wear. Here are some major problems:

* The construct has to be of your size... which is a problem since many constructs are Large or bigger, leaving not many choices for Small or Medium wearers.

* Only the construct's creator can benefit from it... which is a problem because the majority of creators does not benefit from armor due to the lack of non-proficiency.

* The construct armor offers protection similar to a breastplate... which is a problem because a +6 to AC is nothing for creators as their spells can do much better. One would expect the "breastplate" to bestow half the construct's Natural Armor bonus to the creator's AC as an Armor bonus instead of +6.

* The construct armor doesn't grant its creator some of its resistances or even immunities.

Construct Limb (also from Ultimate Magic) is an option that allows you to build a Construct that can fold itself into a gauntlet-like armor piece for you to wear. Here are some major problems:

* The construct has to be Small or Tiny... which is a problem since many constructs are Large or bigger, leaving not many choices.

* Only the construct's creator can benefit from it... which is a problem because the majority of creators does not benefit from shield due to the lack of non-proficiency.

* The construct armor offers protection similar to a heavy shield... which is a problem because a +2 to AC is nothing for creators as their spells can do much better. One would expect the "heavy shield" to bestow 25% of the construct's Natural Armor bonus to the creator's AC as an Shield bonus instead of +2.

* The construct limb doesn't grant its natural attack to the creator. One would expect the limb to grant one of its natural attacks, adjusted to the creator's size.

So... what's the use for these features again? because I can't essentially buy as a fighter 2 Iron Golems with one granting me a +10 armor and the other granting me a +5 shield with a 2d8 slam. What's the point?


Ok, 1d10 points of damage for a martial weapon is questionable, because it's one die above the "standard" damage cap for the other one-handed martial weapons.

I'm sorry, but losing the AC bonus when attacking, a -1 penalty to attack rolls and not being able to use your hand while using it doesn't counter the high damage cap. The AC bonus counters the fact to you lose it when attacking and the +10 bonus to CMD to resist being disarmed counters the attack roll penalty. Not having a free hand is neutral because... it applies to every weapon.

So, was the damage errata'ed to 1d8?


The monk's unarmed strike can strike up to 2d10 points of damage by level 20, can be made bludgeoning, piercing or slashing with certain feats and can be enhanced via various magic items. Aside from reach, which can be made using Lunge, DR bypassing with silver or cold iron, which I'm pretty sure that a spell or effect can be done for that, ranged attacks, which some feats and spells can help, and damaging damage such as a fire elemental... there's really no reason for a monk to use a manufactured weapon.

No weapon that deals above 1d10 can be used with Flurry of Blows. Only 4 Monk archetypes rely on weapons:
- The Monk of the Empty Hand, which uses improvised weapons, and can use Ki Weapons to add unarmed strike damage to them, in addition of being able to Flurry.
- The Weapon Adept, which uses the monk weapons more efficiently, but doesn't obtain Ki Weapon, oddly enough.
- The Zen Archer, which uses bows and arrows, and can use Ki Arrows to add unarmed strike damage to them, in addition of being able to Flurry.
- The Sohei, which uses alternate weapons, doesn't get the unarmed strike damage increase, but can Flurry with the chosen weapons.

Unless I homerule that the Weapon Master gets Ki Weapons similar to Ki Arrows instead of Purity of Body, I don't see a reason to use a manufactured weapon... at all...


(I don't know if it's the right place, but feel free to move that topic to the right section if need be.)

Did Paizo ever think of making a Pathfinder video game? That would be a nice thing to see. Just imagine something similar to Dungeons & Dragons: Shadow over Mystara, that would be nice and a great throwback to the arcades.

Playable characters:
- Amiri, female Human Barbarian
- Lem, male Halfling Bard
- Kyra, female Human Cleric
- Lini, female Gnome Druid
- Valeros, male Human Fighter
- Sajan, male Human Monk
- Seelah, female Human Paladin
- Harsk, male Dwarf Ranger
- Merisiel, female Elf Rogue
- Seoni, female Human Sorcerer
- Ezren, male Human Wizard
- ???, male Elf Alchemist*
- ???, male Human Cavalier*
- ???, female Half-Orc Inquisitor*
- ???, female Human Oracle*
- ???, male Gnome Summoner*
- ???, female Human Witch*
- ???, male Half-Elf Magus*
- ???, female Half-Elf Gunslinger*
- ???, female Human Ninja*
- ???, male Human Samurai*

*Bear with me, no name and race has been "revealed" for the new classes.

Stages:
- Rise of the Runelords
- Curse of the Crimson Throne
- Second Darkness
- Legacy of Fire
- Council of Thieves
- Kingmaker
- Serpent's Skull
- Carrion Crown
- Jade Regent
- Skull & Shackles
- Shattered Star
- Reign of Winter
- Wrath of the Righteous

(You probably have guessed that one stage per Adventure Path would be ideal.)

Ok, it's a big wishlist, but a Pathfinder video game would be nice to see :)


Let's say my players learn that an enemy force, a huge one, is marching toward an important city. It's one thing to have the PCs run toward the city, warn the guards about it and have them prepare the siege weapons and defenses... but what about the army? What can a DM, like myself, do to run a siege properly?

Sure, once per X rounds, the enemy's siege weapons fire at the walls and deal damage as usual, but what about the units? Let's say they breach the walls or the main gate and start invading the city? What's the best way to deal with battles without having the PCs single-handedly blocking the invasion?


1 person marked this as FAQ candidate.

I see this: "The [ghost touch] weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes." then I see this: "It [the incorporeal creature] has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB.". If a ghost picks up a ghost touch weapon, what score does it use in place of its non-existant Strength? Its Dexterity? Its Charisma?


Are they available as PDF files, or are they only available as physical soft-cover magazines?


LGBT character ever presented in Pathfinder?

Here's the thing: Esmerelda Darkshadow is one of the Eldritch Knights presented in the NPC Codex. According to her bio, Esmerelda is a female elven knight who seems to be cursed with pain and misfortune, as an oracle predicted that every person she loved will be met with doom. That prophecy occured when Esmerelda's wife-to-be got killed by orcs.

(Why she doesn't seek to resurrect her is beyond me, but whatever... Her girlfriend got killed, not died of old age)

So yeah, touchy subject, but still curious about if it's true...

BTW, I'm aware that this has been done before: in Eberron, as well as in the Races of Eberron book, the changelings (Doppelganger-descended humanoids) had a lifestyle that could have multiple lovers of either gender. However, that was in 3.5, not Pathfinder.


*cracks open Monster Manual 1 (3.5)*
*checks for horse*
*sees the carrying capacity*

*opens Bestiary 1 (PF)* (I got the legal PDF file :P )
*checks for horse*
*sees NO carrying capacity*

So... where are they? I know that I can calculated manually, but I question why they weren't printed alongside the mount's statblock.


Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.

Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.

Emphasis mine. Improved Balance now lets me wields 2 one-handed weapons as I would with a one-handed weapon and a light weapon... but am I to understand that I get the exact same bonus with Perfect Balance? I'm having trouble with this, because it feels like I should be able to use 2 one-handed weapons at no penalty at all, but it's so confusing.

Do I get the -1 reduction to attack rolls, regardless of the weapons I use? Do I literally ignore that ability if I'm using 2 one-handed weapons?

Let's say I'm playing a 15th-level Dwarven Fighter with a battleaxe and a warhammer, do I even benefit from those abilities?


Which skill(s) do you think is/are underwhelming, underdevelopped... or downright useless?

I might get hated for that, but I seriously think that both Craft and Profession are underwhelming, underdevelopped... and downright useless.

Why? Crafting is LOOOOOOONG, for nothing. A longsword should take 1 day to forge, no more. Due to the time it takes to make, you'd be better off buying the item you item instead of crafting them. Furthermore, the skill lacks elements that would make items better. I remember in a Dragon issue (358, I think), there was an article about adding non-magical enhancements to items with expert crafting skills.

Why? Profession... is useless, it has no use. Which adventurer is gonna stop adventuring to work? Furthermore, aside from questions about the profession you're doing, there's no skill check nor related bonus to these. (Brewer) doesn't give you a bonus to identify a faulty drink or even in Alchemy; (Baker) and (Cook) don't have you prepare specific meals that grants temporary bonuses, and I actually expected to get a list of 10, 15 or even 20 meals that would use these skills; (Gardener) and (Herbalist) don't give you bonuses to identify plants and deal with plant creatures; (Librarian) doesn't give you bonuses to Gather Information and Search releated to books; (Merchant) doesn't give you bonuses to check item values; (Miner) doesn't give you bonuses to identify mineral structures; and so forth... Profession is just not used efficiently enough to be even considered when selecting your skills.

I said my opinion, what about yours?


1 person marked this as a favorite.

Battle staff (Two-handed martial weapon)

Cost: 15 gp
Dmg (S): 1d6/1d4 / Dmg (M): 1d8/1d6 / Critical: x2
Range: -- / Weight: 6 lbs / Type: B
Special: Double, monk

A battle staff is a 5-foot long sturdy wooden pole with a 1-foot long cast-iron piece in the middle, a large metal knob at one end, which is something custom-forged to the wielder's liking, and a slender piece of metal, similar to the center piece, at the other hand. The battle staff is treated as a quarterstaff for the purpose of feats and such abilities, and is treated as a metallic weapon for the purpose of special materials and similar enhancements.
---
Dire staff (Two-handed exotic weapon)

Cost: 45 gp
Dmg (S): 1d8/1d4 / Dmg (M): 1d10/1d6 / Critical: x2
Range: -- / Weight: 8 lbs / Type: B
Special: Double, monk

A dire staff is a more dangerous version of the battle staff, with the metal pieces being reinforced and something studded to deliver more precise strikes. The dire staff is treated as a quarterstaff for the purpose of feats and such abilities, and is treated as a metallic weapon for the purpose of special materials and similar enhancements.
---

Ok, listen up, I'm just sick of that the simple quarterstaff doesn't have better variations ever since new weapons have been introduced. Swords, axes, hammers, flails, spears, picks and bows all got better versions, whetehr be stronger martial variations, stronger exotic variations or even both. Staves always got the short end [of the stick] with barely, if not a single more powerful version. Yes, there's a Bo Staff, but it's an exotic quarterstaff with the blocking ability added. You don't hit harder as you would when going from a longsword to a bastard sword or from a battleaxe to a waraxe.

So I propose to you, a martial and an exotic version of the simple quarterstaff. I also bring back a concept that the 3.5 added: weapon equivalencies, meaning that one feat or ability can work for multiple weapons. The only thing I've upgraded each time was the damage die for only one end. What do you think?


10 people marked this as FAQ candidate.

"An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's."

The tree is a Plant-type creature, not a Construct-type one, so technically, it should have a Constitution score since it's a living creature... but the spell seems to have missed that part.

So what do I do? Do awakened trees have Constitution scores?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

You know that alternate magic rule in Ultimate Magic? Yeah, do Paizo plan to expand it with new words, prestige classes and such?


Both lists are outdated and are lacking a bunch of monsters from Bestiaries 2 and 3.

Their excuse to not overwhelmed the GM and players with many monsters is bogus now. Why? Because of this. Yeah, this site, from Paizo themselves, has everything you need, including monsters that could added to the Summon lists.

Don't have the book with the new monster in question? A few clicks and you have it.

Seriously, with people using the Summoner class more, it would be more than fitting to update the list of monsters they can call.


Ok, idea is simple: I want to make the Gestalt rule (leveling up in to diferent simultaneously) into a template so it can be used in non-Gestalt games.

The template isn't that complex, as you would level up in 2 classes at the same time. The problem is how to balance it with non-Gestalt characters.

My first thought is to impose a CR adjustment... but I'm a bit at odds on how. Here's my first shot:
2 classes with low BAB: +1
1 class with low BAB and 1 class with medium BAB: +2
2 classes with medium BAB or 1 class with low BAB and 1 class with high BAB: +3
1 class with medium BAB and 1 class with high BAB: +4
2 classes with high BAB: +5

What do you guys think?


Ok, here's the rundown:
- PCs need an item.
- Item is a trophy.
- Trophy is won by participating in a huge interplanar tournament.

However, I'd like the tournament to be more than just fights after fights, because, you know, I'd like to vary a bit.

For fights, I have a few ideas:

Number of oponents
- one-vs-one
- team battles
- tag-team battles
- free for all

Type of fights
- regular battle
- hail of death
- last one standing
- chariot battle
- beast match
- death vat
- underwater battle

For non-fight events, I have a few ideas too:
- races
- archery/ranged weapon contest
- strength tests
- ...

Yeah, this is where I'm jammed. Could you guys help me come up with more events or more kinds of fights for this tournament? I'm sure you guys have more ideas than I do :P.


I already got the general books like the Player's Handbook, Bestiaries, Ultimates and stuff, but I have nothing about Golarion. What books do you suggest for me to buy in order to do a Golarion campaign?

(I'm running an Eberron campaign right now, but the formula is wearing thin at some points.)


Almost every effect that causes petrification only affects one creature at a time, but what if I want to affect 2, 3 or even 20 creatures at once? Is there a way to do that? Is there a spell or a creature's special ability that would cause multiple petrification effects?


Monk of the Empty Hand
Ki Weapons (Su): At 5th level, a monk of the empty hand may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round.

Zen Archer (for a similar ability)
Ki Arrows (Su): At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.

Can someone please explain to me why the Weapon Adept, a Monk archetype focused on using Monk weapons other than the unarmed strike, doesn't such an ability? I mean, that would be a logical addition since like the Empty Hand and the Zen Archer, the Monk is using weapons other than his fists.

Was there a balance issue in the playtest? Was that neglected? Was it intended to begin with? Why? Of course, I can always house-rule that the Weapon Adept can replace Purity of Body by Ki Weapons, modeled after Ki Arrows, not the one for the Empty Hand with the magical enhancements and stuff... but I'm curious to know why that was omitted considering how obvious that ability would be fitting for the Weapon Adept.


Simple enough, how about a topic in which DMs present their players to others? You don't have to go with levels and all of the details, just tell with what kind of party you're dealing with. I'll start:

My players:
1) a female elven bard, with an archetype based on dancing.
2) a male squole (Alluria Publishing) binder (conversion I've found here)
3) a male elven alchemist... who probably discovered the most deadly combinations ever with spells, bombs and discoveries.
4) a male canine animus (Alluria Publishing) sorcerer, with an archetype based on the Battle Sorcerer.
5) a male obitu (Alluria Publishing) cleric/wizard/dread necromancer, with a Pathfinder adapted version from the Libris Mortis.
6) a male obitu (Alluria Publishing) sorcerer/dragon disciple.

I stated mine, what about yours?


I'd like to know if someone came up with ideas (feats, rules, etc) to craft wands and potions that replicate spells above 4th-level and 3rd-level respectively.

Thanks for the help ^^


Let's say you have a Medium humanoid prone opponent in front of me, standing, and I'd like to pin his arm or his neck into submission or to have him surrender to tell me info using my trident, or any forked weapon, in between the prongs. That would technically be a pin without a grapple.

Can it be done? If so, how?

Pretty sure you saw that think of tactic in fictions already, so I'm just looking for a way to replicate taht in Pathfinder.

Thanks for the help ^^


1 person marked this as FAQ candidate.

Any logical reason why firearms were excluded ?

There's the pistol of infinite sky... which is theoratically a +5 endless ammunition pistol.

Care to explain why they made a specific firearm but not the ability to apply endless ammunition to firearms ?


Ok, I'm pretty sure that since the Advanced Races Guide came out, a lot of players wants to play kitsunes with 9 tails, using the Magical Tail feat. However, since the feat doesn't get stronger by itself, you have to select it 7 more times to get 9 tails in the end. A regular class gets 10 feats, from 1 to 20, which doesn't let you much space for customization.

Long story short, the feat tax is way too heavy for that...

Technically speaking, why WOULDN'T a kitsune player go the extra mile to get all 9 tails once he started it ? I'd like to fix this, by making this feat a "only-take-once" feat that grows stronger as you level up.

MAGICAL TAIL
You grow extra tails that represent your growing magical powers.

Prerequisite: Kitsune, character level 3rd, Cha 17

Benefit: You gain a new spell-like ability, represented by an extra tail, each usable twice per day, from the following list, according to your character level:
3rd: disguise self
5th: charm person
7th: misdirection
9th: invisibility
11th: suggestion
13th: displacement
15th: confusion
17th: dominate person
However, each time you would gain a new spell-like ability, you must also meet a Charisma score prerequisite, which is 16 plus the number of additional tails. For instance, in order to gain invisibility, you would need to be 9th level and possess a Charisma score of 20 (16 [base] + 4 [extra tails]).

How's that for a first attempt ?


Ok, I'm pretty sure that since the Advanced Races Guide came out, a lot of players wants to play kitsunes with 9 tails, using the Magical Tail feat. However, since the feat doesn't get stronger by itself, you have to select it 7 more times to get 9 tails in the end. A regular class gets 10 feats, from 1 to 20, which doesn't let you much space for customization.

Classes that grant lots of bonus feats, like the fighter, would be adequate for a 9-tailed kitsune... but what about the other classes. Wizards, ninjas and samurais can help, but not as much...

I've been meaning to ask: aside from fighter builds, which are pretty easy to do, is it possible to become a 9-tailed kitsune in other classes and still be a valuable party member ? I'd like to see sample builds for that.


The Magus gets a 6-level spell list, but it's actually a clipped version of the regular sorcerer/wizard spell list. I... don't understand this at all.

I don't get why a Magus couldn't cast Finger of Death, Polar Ray or Ride the Lightning. I don't get why the Magus didn't get a spell list similar to the Bard, in which 7 or 8-level spells were made into 6-level spells. For instance, Great Shout is a 8-level regular sorcerer/wizard spell, but a 6-level bard spell. They rearranged the bard spell list so it would be balanced as a 6-level list.

Why couldn't they do that for the Magus ?
1-level sorcerer/wizard spells = 1-level magus spells
2-level sorcerer/wizard spells = 1-level magus spells
3-level sorcerer/wizard spells = 2-level magus spells
4-level sorcerer/wizard spells = 3-level magus spells
5-level sorcerer/wizard spells = 3-level magus spells
6-level sorcerer/wizard spells = 4-level magus spells
7-level sorcerer/wizard spells = 5-level magus spells
8-level sorcerer/wizard spells = 6-level magus spells
9-level sorcerer/wizard spells = 6-level magus spells

(Of course, the list would have been restricted to certains spells.)

That would have worked. Right now the magus doesn't have many high-level spells that benefit from its full caster level nor does it have access to higher 7, 8 and 9-level spells, whether be by the spell list or by its class features.

So yeah, I just hate how awful the magus spell list is. Am I the only one who think that ?

Oh, BTW, don't give me that "magi had to be balanced since they use weapons" reason, ok ? Sorcerers and wizards have BARELY any option when it comes to close combat. Weak BAB, even though most melee spells are touch attacks, no at-will spell-like ability (even their 1st-level bloodline/school powers aren't, with that wimpy damage it deals) and finally no spells = you're screwed. The magus should technically be the cleric equivalent for arcane spells and if you have to make the traditional/standard magic warrior kind of character, it should be the magus.

Unfortunetaly, it lacks the power behind it, a.k.a. a 9-level spell list converted into a 6-level spell list, like the bard's.


Hi,

For an upcoming story arc (I love using that term to define quests within a campaign), I plan on having the players set up for an unfair gladiator match. What I mean is basically a situation where the players are outnumbered, and will probably be unarmed, and that the players will have to survive, flee or try their luck in fighting the gladiators. Think of it of a situation where there used to be public slaughtering of slaves, that used to happen back in Rome.

Here's my conundrum: the gladiators are gonna be the equivalent of a strike force, or the ruler's personal gladiator team. I'm looking for original ways to make them unique. I have decided the race for them, but... I'm looking for something more, like a template to give them that beefer look. I don't want my gladiator team to just be a bunch of NPCs with class levels, I want them to have that thing which makes them stronger... and worthy of being a gladiator team to begin with.

While I did decided my race for the team, take it as if the template or templates I'm looking for could be applied to any race, whether be dwarves, orcs or hobgoblins.

I know that I could apply the Advanced template for a stat boost... but is there something else that I can use instead of that ? I have nothing against that template, safe that it's not very exotic-looking.

Thanks in advance.


Taken from Blood of Angels (an official Pathfinder accessory about Aasimars), p.26, about new curses for the Oracle class:

Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

Emphasis mine, it says "weapon attack rolls", does the "weapon" part include unarmed strike or not ?

(The whole idea would be for a Peri-blooded aasimar fire oracle with this curse using unarmed strikes to attack... and possibly bypassing this penalty, if it can be done.)


Ray Spell (Metamagic)
You can alter your spells to cast them as rays.

Benefit: The area and/or the effect becomes a ray, requiring a ranged touch attack to hit the target. If a spell has a saving throw to half or negate the damage, a ray spell does not require a saving throw to do so; the target takes the full effect of the spell if hit. If a spell can affect multiple targets, you get a ray for each target, but only one ray if secondary targets are involved. For instance, a ray chain lightning requires a ranged touch attack for the primary target, but not for the secondary targets, as per the spell.

A ray spell uses up a spell slot one level lower than the spell's actual level (minimum 1st).

Special: You cannot apply this feat to spells that require a melee touch attack, as it is already covered by the Reach Spell feat.
----
Close Spell (Metamagic)
You can alter your spells to cast them directly from your hands, discharging them upon impact.

Benefit: The area and/or the effect becomes a touch, requiring a melee touch attack to hit the target. If a spell has a saving throw to half or negate the damage, a ray spell does not require a saving throw to do so; the target takes the full effect of the spell if hit. If a spell can affect multiple targets, you get a touch for each target, provided they're within your reach, but only one touch if secondary targets are involved. For instance, a close chain lightning requires a melee touch attack for the primary target, but not for the secondary targets, as per the spell.

A close spell uses up a spell slot one level lower than the spell's actual level (minimum 1st).

Basically, a feat that provide rays and another that provides a melee touch, what do you think ?


The rules don't say that it can... nor that it can't. So what about it ?


I can understand that you need to be CL 10th to benefit from the feat for a spell like shocking grasp... but what about a spell like searing light ? must I be CL 10th to benefit from the feat for this spell, is it CL 15th, or is it CL 20th since it's 1 die per 2 levels ?

I stated searing light as an example, but if I take a spell like pellet blast, must I be CL 10th or CL 20th to benefit from the feat ?


Ok, absolutely no offense to the artist who drew the wyvaran in the Advanced Race Guide (p.238), but can someone please tell me why the wyvaran, which is supposed to be a cross between a kobold and a wyvern, looks more like a half-blue dragon gnoll, especially with the snout being more canine than lizard-like ?

Is it supposed to be a throwback to previous D&D editions in which the kobolds looked like rats or diogs instead of lizards ?


Ki Weapons (Su): At 5th level, a weapon adept may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with a monk weapon for 1 round. At 11th level, the adept may spend ki to grant an enhancement bonus or magical weapon abilities to a monk weapon for 1 round, at the rate of 1 point of ki per +1 bonus or its equivalent. The adept may not spend more than 3 points of ki at one time for this purpose. For example, an adept can spend 2 points of ki to give his monk weapon a +1 enhancement bonus and the ki focus quality, or just the flaming burst quality. At 15th level, the limit increases to 5 ki per round. The adept may use this ability to add magical weapon qualities to monk weapons that could not normally have such a quality, such as adding the disruption quality to a slashing weapon, or the vorpal quality to a bludgeoning weapon. This ability replaces purity of body and diamond body.

(I took this from the Monk of the Empty Hand archetype)

Ok, here's the reason: to me, the weapon adept is supposed to be better with manufactured weapons than unarmed strikes, and I fail to understand why this archetype doesn't have such an ability for monk weapons when both the Monk of the Empty Hand and the Zen Archer have it, for improvised weapons and arrows, respectively.

Honestly, without it, I don't see a reason to use my monk weapon when my unarmed strikes can deal at least twice the damage.


I mean, think wbout it, when a creature dies and gets raised as an undead creature, it should look like the base creature. Yes, we have zombies, skeleton, ghosts, vampires and graveknights, but what about an ogre shadow, a troll wight, a red dragon wraith or a minotaur spectre ?

Shouldn't undead be a template to be applied instead of any eligible creature ?


Both Heal and Harm are 6th-level spells, and Mass Heal is a 9th-level spell... so why not have a Mass Harm spell as a 9th-level spell, that deals up to 250 points of damage to 1 target per level ?


I've just checked Psionics Expanded: Advanced Psionics Guide and it's still a work-in-progress. However, when Psionics Expanded: Hidden Intentions came out, it was labeled as the 6th entry of the 6-booklet series, a.k.a. the last one, and it got added to Expanded soon after.

Since all 6 booklets are regrouped into one, does this mean that Psionics Expanded: Hidden Intentions is finished, or is there still more material to be added ?


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"Quick-converting" is a little term I came up with to just give the major aspects of the characters to be converted without actually having to make a full stat block.

So... anyone tried converting the LoL's champions into actual Pathfinder characters ? Oh, and by "quick-converting", I do plan to just get the major details, so that if anyone wants to make a character like a Champion, s/her would have the "requirements" to do so. Now, let's begin:

Ahri, The 9 Tails Fox
female Kitsune sorcerer, with dancing steel orb (1d6, x3, Bludgeoning)

Akali, The Fist of Shadow
female elven ninja/shadowdancer, with 2 kamas

Alistar, The Minotaur
male minotaur or asterion (Genius Guide to Races of Hoof and Horn) barbarian (brutal pugilist)

Amumu, The Sad Mummy
male young/small osirion mummy/gnome barbarian (breaker or wild rager)
I sincerely have no clue what this guy's supposed to be...

Anivia, The Cryophoenix
female arctic giant eagle sorcerer (rime-blooded wildblooded)

Annie, The Dark Child
female young human sorcerer (fire elemental bloodline) with charmed black bear pet

Ashe, The Frost Archer
female elven/human magus (myrmidarch)/arcane archer, with frost or freezing burst composite longbow

Blitzcrank, The Great Steam Golem
male clockwork warrior with the clockwork servant's mental enhancement fighter (brawler)

Brand, The Burning Vengeance
male medium fire elemental fighter (brawler) with the Eldritch Heritage feats (fire elemental)

Caitlyn, The Sheriff of Piltover
female human gunslinger (musket master), with musket or rifle

Cassiopeia, The Serpent's Embrace
female nagaji sorcerer (serpentine)

Cho'Gath, The Terror of the Void
male fiendish entobian (Alluria Remarkable Races: Entobian) barbarian (savage barbarian)

Corki, The Daring Bombardier
male gnome rogue (pilot), with medium flying machine and firearms

Darius, The Hand of Noxus
male human fighter (two-handed fighter), with greataxe

Dr. Mundo, The Madman of Zaun
male half-orc alchemist (ragechemist)

Evelynn, The Widowmaker
female elven rogue/assassin

Ezreal, The Prodigal Explorer
male human sorcerer (sage wildblooded)

Fiddlesticks, The Harbinger of Doom
male intelligent scarecrow cleric (undeath subdomain), with scythe

Fiora, The Grand Duelist
female human fighter (mobile fighter)/duelist, with rapier

Fizz, The Tidal Trickster
male piscean (Alluria Cerulean Seas) ranger (skirmisher), with trident

Galio, The Sentinel's Sorrow
male gargoyle fighter (armor master)/stalwart defender

Gangplank, The Saltwater Scourge
male human rogue (pirate), with cuitlass and pistol

Garen, The Might of Demacia
male human knight (strategist), with greatsword

Gragas, The Rabble Rouser
male dwarf barbarian (drunken brute)

Graves, The Outlaw
male human gunslinger (mysterious stranger), with musket or rifle

Hecarim, The Shadow of War
male ghul centaur (The Genius Guide To: Simple Monster Templates) fighter (roughrider), with a spear

Heimerdinger, The Revered Inventor
male cunning gnome (101 Not so simple Monster Templates) alchemist, with wrenches

Irelia, The Will of the Blades
female human fighter (weapon master, with dancing two-bladed sword

Janna, The Storm's Fury
female silfide (Genius Guide to Races of Wind and Wing) sorcerer (djinni bloodline), with staff

Jarvan IV, The Exemplar of Demacia
male human knight, with spear

Jax, Grandmaster at Arms
male human ??? monk (of the Empty Hand), with glowing staff
The guy fights with a lamppost, need I say more ?

Karma, The Enlightened One
female human oracle, with 2 fighting fans

Karthus, The Deathsinger
male human lich wizard (necromancer)

Kassadin, The Void Walker
male fiendish human soulknife (Psionics Unleashed), with soul blade

Katarina, The Sinister Blade
female human rogue/red mantis assassin, with 2 sawtooth sabers and daggers

Kayle, The Judicator
female half-celestial/human paladin (empyreal knight), with greatsword

Kennen, The Heart of the Tempest
male gnome ninja, with LOTS of shurikens

Kog'Maw, The Mouth of the Abyss
male cunning ankheg (101 Not so simple Monster Templates) barbarian (true primitive)
this one's a pain to figure out...

LeBlanc, The Deceiver
female human sorcerer, with staff

Lee Sin, The Blind Monk
male blind human monk

Leona, The Radiant Dawn
female human paladin (wariior of the holy light), with longsword and shield

Lulu, The Fae Sorceress
female gnome sorcerer (fey bloodline), with staff and lyrakien azata familiar

Lux, The Lady of Luminosity
female human sorcerer (celestial bloodline), with mace

Malphite, Shard of the Monolith
male medium earth elemental barbarian (elemental kin)

Malzahar, The Prophet of the Void
male human sorcerer (void-touched wildblooded)

Maokai, The Twisted Treant
male young treant barbarian (wild rager)

Master Yi, The Wuju Bladesman
male human fighter (weapon master), with bastard sword

Miss Fortune, The Bounty Hunter
female human gunslinger (pistolero), with 2 pistols

Mordekaiser, The Master of Metal
male human??? or human skeletal champion antipaladin, with heavy mace

Morgana, Fallen Angel
female half-fiendish human witch

Nasus, The Curator of the Sands
male canine anumus (Alluria Remarkable Races: Anumus) cleric/pharaoh (Alluria Remarkable Races: Anumus), with staff

Nautilus, The Titan of the Depths
male clockwork warrior with the clockwork servant's mental enhancement barbarian (sea reaver), with flying blade

Nidalee, The Bestial Huntress
female elven druid (lion shaman), with spear

Nocturne, The Eternal Nightmare
male shadow sorcerer (shadow bloodline)

Nunu, The Yeti Rider
male gnome ranger (warden), with yeti partner

Olaf, The Berserker
male human barbarian (hurler), with 2 battleaxes

Orianna, The Lady of Clockwork
female clockwork warrior with the clockwork servant's mental enhancement summoner (evolutionist), with globe-shaped eidolon

Pantheon, The Artisan of War
male human fighter (phalanx fighter), with spear and shield

Poppy, The Iron Ambassador
female gnome fighter (armor master), with tower shield and warhammer

Rammus, The Armordillo
male primordial (101 Not so simple Monster Templates) reptilian (turtle) anumus (Alluria Remarkable Races: Anumus) barbarian (invulnerable rager)

Renekton, The Butcher of the Sands
male sebek-ka (Alluria Cerulean Seas) ranger (wild stalker), with 2 short swords

Riven, The Exile
female human fighter (unbreakable), with bastard sword

Rumble, The Mechanized Menace
male gnome rogue (driver), with phlopgiston iron golem (Book of Monster Templates)

Ryze, The Rogue Mage
male elven wizard, with staff and book

Sejuani, The Winter's Wrath
female human druid (arctic druid), with flail and board companion

Shaco, The Demon Jester
male human rogue (acrobat), with 2 daggers

Shen, Eye of Twilight
male human ninja, with 2 katanas

Shyvana, The Half-Dragon
female red half-dragon human sorcerer (draconic bloodline)

Singed, The Mad Chemist
male human alchemist, with spear

Sion, The Undead Champion
male half-orc skeletal champion barbarian (scarred rager), with greataxe

Sivir, The Battle Mistress
female human fighter (tactitian), with starknife

Skarner, The Crystal Vanguard
male cunning (101 Not so simple Monster Templates) diamond medium scorpion barbarian (breaker)

Sona, Maven of the Strings
female human bard (magician), with string instrument

Soraka, The Starchild
female elven sorcerer (starsoul bloodline)

Swain, The Master Tactician
male fiendish Strix sorcerer (warped wildblooded), with raven familiar

Talon, The Blade's Shadow
male human ninja, with chakram

Taric, The Gem Knight
male human cleric (Earth domain, theologian), with warhammer

Teemo, The Swift Scout
male gnome ranger (battle scout), with greatclub

Tristana, The Megling Gunner
female gnome gunslinger (musket master), with musket or rifle

Trundle, The Cursed Troll
male young troll barbarian (savage barbarian), with greatclub

Tryndamere, The Barbarian King
male human barbarian (titan mauler), with greatsword

Twisted Fate, The Card Master
male human wizard (diviner)/harrower, with Harrow Deck

Twitch, The Plague Rat
male ratfolk rogue (poisoner), with hand crossbow

Udyr, The Animal Spirit
male human druid (pack lord)

Urgot, The Headsman's Pride
male zombie lord human alchemist (reanimator)

Varus, The Arrow of Retribution
male elven fighter (archer), with composite longbow

Vayne, The Night Hunter
female human inquisitor (witch hunter), with hand crossbow and heavy crossbow

Veigar, The Tiny Master of Evil
male gnome wizard (phantasm school), with staff

Viktor, The Machine Herald
male clockwork warrior with the clockwork servant's mental enhancement alchemist (vivisectionist), with vestigial arm discovery

Vladimir, The Crimson Reaper
male human vampire wizard (necromancer)

Volibear, The Thunder's Roar
male ursine anumus (Alluria Remarkable Races: Anumus) druid (storm druid)

Warwick, The Blood Hunter
male human werewolf ranger (trophy hunter)

Wukong, The Monkey King
male vanara monk (weapon adept), with quarterstaff

Xerath, The Magus Ascendant
male medium lightning elemental magus

Xin Zhao, The Seneschal of Demacia
male human fighter (polearm master), with spear

Yorick, The Gravedigger
male zombie lord human cleric (undead lord), with greataxe

Ziggs, The Hexplosives Expert
male gnome alchemist, with lots of bombs

Zilean, The Chronokeeper
male human wizard (foresight school), with staff

Please note that these are just first attempts, and that any critique is welcomed to improve them.


Pathfinder Adventure Path #53: Tide of Honor (Jade Regent 5 of 6)

There is a new monster called a Raiju, which looks like a rat with dark yellow fur that has electrical attacks (creature on the left).

Hmmm... I wonder where they got that idea from...


I plan to have a massive extraplanar competition inside a Coliseum on my game soon. The premise is quite simple: the players need an item that happens to be the price.

I need competitors for the event and while I could make all of them, I'm asking for your help as I believe you can come up with quite the unique participants. The catch might sound stupid for some of you: I got a 6-player party, and I would like to conduct team battles, hence the extra help from you guys to make competitors.

Here are the criterias for the competitors:
- any race... or suitable monster, with any template if desired
- any class, any archetype and any prestige class if desired
- any alignment, depending on the class restriction, of course
- between CR 15 and 20 (yes, it's a high-level competition)
- starting wealth is equaled to the PC wealth amount for the chosen level
- any book is allowed
- statblock, description and a few lines about the general strategy he/she/it would use in a team battle.
- I'm currently running an Eberron campaign, but since the competition is extraplanar, or "interplanar", as well as being inside a demiplane with the Coliseum in question, competitors can come from anywhere, any setting, any plane.

Pretty straightforward. However, if you're using 3rd-party materials, please provide a link or reference of the book(s) you've used.

Like I said, I'll make competitors myself (not to be posted here though to avoid peeking from my players), but I would love it if I could get help from you guys. You can make teams or single entries too, no obligation in that department.

Thanks in advance... and don't be afraid to be creative.

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