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Genie

Kain Darkwind's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 1,593 posts. 3 reviews. No lists. 1 wishlist.


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Matthew Downie wrote:
stormcrow27 wrote:
Swarms are easy to handle if you have anything that does energy damage. That's why carrying torches is handy at any level, because you can burn (provided the swarm isn't immune or resistant to fire) them

I don't think there's any rules support for hurting a swarm of spiders or whatever with a torch. Torches don't do area effect damage.

"If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage."

So if you are facing a swarm that is immune to your weapon damage, you can use a torch to deal them 1 point of fire damage.

So like 9 rounds of combat (divided by the number of players with torches) for a CR 1 spider swarm, assuming you successfully hit AC 17 each round.


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Speaking is a free action, but you still need your mouth free to do so.

Listening (passively) is a free/non-action, but you still need your ears to do so.

Manipulating material components might be a free action, but that doesn't circumvent the need for a means with which to do so. It doesn't just automatically happen because it's a free action.

Schrodinger's wizard is not in the box though, this seems like a simple enough obstacle to overcome.

Regarding the earlier discussion about time stop and getting the rest of your turn. Please note that fireball, magic missile and wall of force do not say you get the rest of your turn after casting them either, but you still do, because they are standard actions. The reason Anzyr doesn't get the rest of his turn is not because time stop robs you of a move action, but because maximizing it with a metamagic rod makes it a full round action.


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My players complained about clockwork soldiers (CR 5ish?), at level 14. What are you going to do?

I mean, it isn't like I had stripped them of all their magical gear and forced them to get out of an antimagic, wall of force, adamantine prison practically naked and then attacked them with these soldiers while they had no protective gear.

Apparently clockwork soldiers have high hit and damage for their CR. Who knew?


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Seannoss wrote:
And Anzyr... thanks for all this (seriously!) I do not play high levels much and after this discussion have zero interest in it ever. And if I run something at higher levels, this will give me a list of things to ban/nerf.

This right here is one of the only reasons I ever bother to engage Anzyr on these boards. Not for him, but for those out there who are buying into his product. He portrays one very specific possibility for high level play, Seannoss, and dismisses all other possibilities as 'not the rules'. His specific possibility is not fun for everyone, but it is presented as just 'the way things are'.

You don't need a giant nerf bat to have fun with high level games. Just like you don't need a houserule to determine that a given question is 'hard' despite it normally falling under 'easy' sans mitigating circumstances. There are plenty of other ways to use the rules. Hopefully you don't let Anzyr drive you away from something that has been rewarding and fun for thousands of quieter, less obstinate players across the world.


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The date for this blog entry appears to be a year off.


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BigDTBone wrote:
Kain Darkwind wrote:
I'm actually quite uninterested in combing the rulebooks to find some statement that supports the common sense innate within determining that the provincial level 1 rogue who has grown up in Diamond Lake cannot use his +6 Knowledge (local) modifier to answer questions about destinations on the other side of the world. Much less that those questions are the exact same DC as those about the locale with which is he eminently familiar. That you pretend such is otherwise is simply testament to the fact that you are unable to understand or accommodate other points of view. That you do so belligerently and dismissively is your own personal flawed choice to make, but contributes to me not intending to retread this tired ground about your fantasies of martial inferiority. My suspicion is that even logical and reasonable concerns about caster/martial imbalance are ignored or passed over by the developers, due to the sheer degree of hyperbolic claims made by you and those who share your views.

Common sense or no, Anzyr has the right of how knowledge (local) works. There isn't really any room for saying otherwise. The fact that you refuse to even *look* for the rule to support your claim implies that you already know this but simply don't like it.

My sense is this is true of martial/caster disparity as well. You know it is real but simply don't like the idea so you deny it.

See Anzyr's response to Coriat, who bothered to provide rules (which have been provided to him before)? That's why. It isn't because I 'know I'm wrong'. It's because the convoluted and obstinate way Anzyr presents his ideas is immune to reasonable discourse, and I'll not waste effort on his behalf.

There is absolutely nothing wrong (or houserule/nerf/dick DMing) with evaluating whether the information sought is easy, moderate or difficult. For the planetary traveler to Castrovel, his knowledge (local) eventually comes to encompass that which he's learned on Castrovel, and basic questions about their society ARE easy for him. The round after he arrives? They aren't.

As for the martial/caster disparity, I believe there are issues. I also believe that the incredibly loud vocal minority has distorted the conversation to the point where their nonsensical scenarios are the face of the argument to the developers and have caused it to be completely ignored. This isn't a 'with me or against me' issue. There is room for concern without being a fanatic ranting.


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I'm actually quite uninterested in combing the rulebooks to find some statement that supports the common sense innate within determining that the provincial level 1 rogue who has grown up in Diamond Lake cannot use his +6 Knowledge (local) modifier to answer questions about destinations on the other side of the world. Much less that those questions are the exact same DC as those about the locale with which is he eminently familiar. That you pretend such is otherwise is simply testament to the fact that you are unable to understand or accommodate other points of view. That you do so belligerently and dismissively is your own personal flawed choice to make, but contributes to me not intending to retread this tired ground about your fantasies of martial inferiority. My suspicion is that even logical and reasonable concerns about caster/martial imbalance are ignored or passed over by the developers, due to the sheer degree of hyperbolic claims made by you and those who share your views.


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Thank you for proving my point on Knowledge. Knowledge (local of everywhere).

Only in the same way that walking down the road is in the game. It is something you can attempt within the rules, something that you use the rules to work for. But no one is 'entitled' to get down the road without incident. In fact, most of the game is based on the idea that there will be incidents. It is comically simply for a DM to prevent a PC from gaining free wishes, while still allowing them to utilize those other methods for other purposes. Perhaps even to gain paid-for wishes. Since none of your methods other than blood money rely on your own innate power, the entities involved can simply say 'no', or cut you off after a few, or raise the price, etc. In regards to Blood Money shenanigans, it seems fairly simple to ambush such fools with dispels or to not allow bonuses to your ability score to apply. It's silly to say that the PCs can change tactic to get their free wishes, but the DM can't possibly adjust tactics to ensure that they pay for them.


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Anzyr wrote:

Power attack with a high STR and a two-handed weapon aren't a real thing in any game where they are not desired in. I'm not sure what that has to do with anything though. Could you elaborate?

Unlikely to your satisfaction, given that you believe and argue strenuously that a DC 10 knowledge check gives you the names of hundreds (or all) metropolis sized cities on a planet.

However, given that your satisfaction means very little to me, 'free wishes' isn't something innate in the game, making it different from things like elves, the sorcerer class, Power Attack, etc. It is an interpretation of something that exists in the game (wish) and potential ways to obtain these things. Saying 'no' to the typically convoluted methods employed is not a rule change.

I agree that simulacrum could be better worded, or at least examples given. But by its current wording, the DM, not the player, gets to determine 'appropriate' by whatever standard they choose. And that includes nixing 9th level spell-like abilities. If those are appropriate to the style of game they are running, great. If not, kiss them goodbye. That's not a houserule, that's a ruling. Which is what the DM is for.


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I happen to have that 'developmental disorder', Chris, and I don't know why people act ashamed about it. And I wasn't conflating anything. I know all too well how irritating it is to disregard a rule like it wasn't there. I have found more fellows on the spectrum gaming than I have at awareness conventions. It's not some dirty secret that you can't discuss or mention.

On topic, free wishes aren't a real thing in any game where they are not a desired thing.

(Also, I didn't see any replies to my comment, so if you were upset or had something particularly clever to say about it, feel free to pm me.)


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Wrong. Invisibility has two advantages. 1. Your opponents lose their Dexterity. 2. Your opponents have to guess which square you are in.

Pinpointing you only negates (2).

As for a creature covered in flour or tar, that's got to be up to the DM. I personally would have it negate invisibility, same as glitterdust or whatever that sparkle spell is.


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Coriat wrote:
ckdragons wrote:
Coriat wrote:
Our game has actually gone the opposite route of late, keeping the numbers lower but making it harder to completely bypass DR.
Would you mind elaborating on your game mechanics with DR?
I actually don't recall or have handy the exact details (it's largely implemented on the DM side), but I'll go looking.

I have the following DR.

DR/magic (greater magic requires +3, high magic requires +5, epic requires +6)
DR/alignment (good, evil, chaotic, lawful)
DR/material (adamantine, cold iron, silver, etc)
DR/type (slashing, bludgeoning, piercing)
DR/-

A +5 club (for instance) doesn't penetrate anything other than high magic and lower. Not DR/evil, not DR/slashing.

And we don't use the nonsense "+6 total enhancement bonus" crap for DR/epic. If you don't have a +4 appropriate bane weapon, or a +6 actual enhancement bonus, you don't go through it.

A paladin's smite evil penetrates DR/good. Not all DR.

Mythic as well. Mythic abilities that allow you to 'ignore DR', allow you to 'penetrate epic DR'. Not holy or barbarian or such.


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No apologies necessary, Sara Marie, things happen. Especially during holidays. Thank you for making it right.


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Alright, so the resent package arrived today. It contained Valley of the Brain Collectors, Plunder and Peril, and the Giant Hunter's Handbook.

The first two are correct, but the Giant Hunter's Handbook is wrong. I already got that book in my December books. The book should have been the Ranged Tactics Toolbox. The invoice said Ranged Tactics as well. I think it must have been mispacked.

I don't want Ranged Tactics to be sent out as a separate shipment, that's silly to waste shipping on. If possible, I would like it sent with my January subscription books?

Also, is there any way to return the extra copy of Giant Hunter's Handbook to you, or is that just a wash?


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Really, too kind would be doing it before I found an extra 20 bucks. I'd like to think of this as just average run of the mill kindness. In any case, we've got a few weeks before it's an issue. Hopefully Paizo replies in the affirmative and we'll be solid. I know I can't wait for the conclusion. Reading five chapters and missing the last would be the worst!


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Sharaya, I would have PMed you this, but it doesn't seem to be an option. The craziest thing happened today, I found an extra 20 dollar bill in my wallet on the way home from work. And then this was the first message I saw when I logged onto Paizo. It seems to me that an extra 20 dollars would cover the cost of the last book of Iron Gods. I don't have Insain Dragoon's shipping info or such, but is there anyway that we can just charge me for that last book and its shipping and send it to him (or her)? In addition to my own subscription copy and when they come out, naturally. I'd hate for anyone to miss the last chapter of an AP, especially around Chanukah.


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No worries. I'm more concerned that my post office is doing something screwy than that you guys might have forgotten me. Just bringing it to attention.


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So I've been fairly patient, but this has yet to arrive. Tracking information shows no information after it arrived in Detroit three weeks ago.


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Well, part of the reason might be that under either definition of 'only', there are different possible readings. For instance, if 'only' delineates an upper limit of 'standard action', is it still ok to take a standard, swift, and several free actions? I think that's the bigger question. No one (reasonable) doubts that you could take a swift or move action instead of a standard action. But can you take them in addition? Obviously not a move and standard, but a move and swift, or standard and swift? I say no. And given that the limit on free actions remains GM moderated even when not nauseated, I don't see that as being worth discussing.


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Crossovers are always fantastic. Tarzan at the Earth's Core, Jetsons meet the Flintstones, Scooby-Doo and Batman Too...and I feel it's been awhile since we had an actual co-existing television universe on TV. Buffy and Angel, sort of? All in the Family and the Jeffersons?

The episode had one of the lamer villains from Flash's Rogue Gallery, but Rainbow Raider actually has a pretty solid history of being a 'team up' villain for the Flash. Other than his first appearance, Barry Allen tended to have help with the Rainbow Raider, first from Batman and second from Green Lantern.

The real magic was watching Oliver best Barry though, via tactics and outthinking him, setting up the field to favor him.

We are seeing where Thawne starts to oppose the Flash though. I'm still hoping he doesn't become the Reverse Flash (and that it isn't Wells either), but the seeds are growing now. Getting a superpowered beating in front of your girlfriend has got to do terrible things to a man's ego.


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Doubt it's intended, but definitely written. As Bronnwynn says though, a 20th level capstone...not going to be unbalancing. I think the biggest obstacle would be whether or not it feels right for the setting, and that's something that would be dependent on how separate the DM considers arcane and divine magic.


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Rynjin wrote:
More accurately, like literally every literary hero ever he has the most amazing superpower of all: Plot contrivance.

Fixed that for you. A pointless observation though.


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I doubt it, it would be a little too clumsy, and there is always the fact that Thawne is supposed to be the Reverse Flash (although the one in this time should be Cobalt Blue instead) His name is obviously a play on the author of The Time Machine.

I suppose he could be, but what is the point of making it all mysterious if he's just Zoom?


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Excellent, and that is completely understandable. Thank you, Sara.


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Just want to make sure this one is on track. The payment method was declined, and I had it retried the same day. It should have taken, but I don't see funds taken out of my account. If I need to do anything else, please notify.


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"Diplomacy" from Dungeon 144 is one of my favorite adventures, and possibly the greatest non-combat adventure I've ever read. As is "The Lightless Depths", also from that issue.

If there is a challenger to Diplomacy, it would be The Prince of Redhand, from Dungeon 13- something. Let's say 131, and I totally didn't cheat and look at Josh's list.

Possibly the most fun I've had DMing would have been Chapters 2-4 of The Savage Tide. The Bullywug Gambit, Sea Wyvern's Wake and Here there be Monsters were all top notch blends of action and interaction that moved along very smoothly from one point to the next.

Two of the best I've read (unfortunately not played nor DMed) would be The Styes and Chimes at Midnight. The settings were very evocative and made me want to experience them from one side of the screen or the other.


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Game Master wrote:
Kain Darkwind wrote:
Honestly, why not drop the mesmerist down to d6 and 1/2 BaB? Use the extra design space to buff up those tricks.
Screw that! I'm playing a melee mesmerist - don't touch my HP and BAB! There's plenty of boring back-line support classes who can let the real adventurers do the fighting - the mesmerist is able to handle the front lines if built for it with the right feats and abilities (he has no need to be a primary melee, that's what his spells and powers are for).

If you really were set up for melee, the at most, 2 less hp/HD and -5 attack wouldn't really damage your build.

Hearing that there is some sort of ability in the works to make the mesmerist more of a hybrid is heartening however. Currently, there is no more reason to have a mesmerist with 3/4 and d8 than there is for a wizard.


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Honestly, why not drop the mesmerist down to d6 and 1/2 BaB? Use the extra design space to buff up those tricks.

Designing fiddly little abilities like what tricks are right now is counter-intuitive, both to the class and the game.

I would personally try to angle for something like

1. The mesmerist can affect X people at a time. X is level based, but not necessarily level.

2. When an affected person is subjected to a situation that corresponds to a mesmerist's trick, the effect activates with an immediate action by the mesmerist. It is then 'expended'.

3. With a minute long prep session, the mesmerist can reprep the expended tricks.

So if my mesmerist only knew vanishing arrow and the shadow flanker trick, and he could affect three allies, if any of the three allies were targeted by a ranged attack, he could use vanish arrow. And then if any of the three allies made a melee attack, he could use shadow flanker. Then, after combat, he could reprep them.

Otherwise, you're looking at the fiddly ability of fiddly abilities. The triple blind is just too harsh for super situational bonuses.


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I agree that the standard assumption is around the table, though I do not recall what you describe being the case when I did play around the table. (Back in the military, Korea 2002) It may be my memory that is faulty.

For some reason though, I have gotten the impression that there are the following 'times' for an interrupt ability.

1. After targeted, but before dice is rolled.
2. After dice is rolled, but before hit or miss is revealed.
3. After hit is revealed, but before damage is rolled.
4. After damage is revealed, but before it is applied.

Maybe I'm wrong, maybe there aren't that many. But that's too much, regardless of whether you are tabletopping or mIRCing. It isn't streamlined, and it is fiddly little stuff like the difference between after targetted but before a roll is revealed/rolled/picked up and blown on that sends people to the rulebooks to check it out. I don't think the difference should be a balancing factor, and if all the interrupt abilities were placed at one point (I prefer point 4.), it would make things run quicker. At all tables.

That said, we agree about the trick durations, I said as much in my original post. I'd prefer they don't expire until either triggered or the next day when they are reset.

But man I love this class.


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AlanDG2 wrote:
Kain Darkwind wrote:

And I'm saying that every time an ability has to be activated in between the decision to attack and the attack roll itself, it slows the game down.

When I'm DMing and attacking with 5 or more bad guys, I do not have time to type out, "Goblin 1 is attacking you." *Roll* "Goblin 1 misses you. Goblin 2 is attacking you." Etc. I don't know if I would have time to say it, if I gamed around the table. My old DM never did, he simply informed us of the combat description, which included the misses and hits.

Admittedly, especially on play by post gaming, this might slow things down. In such cases, you probably should present the attack roll and let the person activate any powers after...simply do not apply the damage until after the power has been determined.

True, and that is typically how I run most of those abilities. I suspect play by post would be even more slowed by adding more checks and interrupts than my real time online game.


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xevious573 wrote:

That's kinda a weird way to play considering there are many reactive abilities that trigger off an attack roll being made at someone. Plus it doesn't make sense that a player wouldn't know they are being targeted by an attack or spell (unless of course the attacker is unseen).

It's your game but I'm pretty sure the system assumes that players know when an attack roll is being made in their direction.

And I'm saying that every time an ability has to be activated in between the decision to attack and the attack roll itself, it slows the game down.

When I'm DMing and attacking with 5 or more bad guys, I do not have time to type out, "Goblin 1 is attacking you." *Roll* "Goblin 1 misses you. Goblin 2 is attacking you." Etc. I don't know if I would have time to say it, if I gamed around the table. My old DM never did, he simply informed us of the combat description, which included the misses and hits.


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I agree the tricks need to be loaded differently. No time limit, or approach it from a different angle...once an ally is affected by a trick, it can't be for X duration.

One of the cool tricks I saw was Vanish Arrow. The concept of this is great. "Ha! I stole your arrow of death!"

The execution is a nightmare for a PC mesmerist though. While players may target foes and then roll their attack, DMs rarely do so in my experience. Thus, making the ability trigger when targeted but before rolled makes it impossible.

When I DM, I do not tell my players they are being targeted by ranged attacks, then roll them, then tell them who was hit. I simply roll, then describe the misses and hits. It would be better to have the ability trigger on a hit.


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|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.

And I disagree on all your points.
Luckily for me, that which is asserted without evidence can be dismissed without such.
Likewise.

That's not lucky for you at all, actually, since you are the one with the position that a police officer requesting that people consider their own ignorance about the situation and similar such withhold judgement until they are no longer ignorant is some how a breach of etiquette in a debate upon ethics. You are literally of the position that you wish to dismiss that which is asserted with evidence, while asserting your own ignorant opinions and observations as somehow superior.


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|dvh| wrote:
Kain Darkwind wrote:
|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.

And I disagree on all your points.

Luckily for me, that which is asserted without evidence can be dismissed without such.


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|dvh| wrote:
I was replying to you. Please don't tell us what or how we discuss ethics.

I think pointing out your ignorance and making the connection that those woefully unequipped to understand the situation have no business making authoritative statements about it is quite fair.

Just as coming up with a reasonable counterpoint would be on your part. Pleading for exemption from the debate while insisting that you get to continue it seems unethical though. Ironically so.


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At least four, Taker of Eyes, the ghoul from Monster Codex, the graveknight from Undead Unleashed, and the vampire from AP 48.

I'm guessing a few more. If you wanted to include ones from the game's myth, many of the deathknights of Oerth are, and Soth.

But go ahead and answer the question in reverse. How many double dipping NPCs are there? Who even have builds close to the jury rigged ones that are designed to take advantage?


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BigNorseWolf wrote:
If NPCs are messed up... have you SEEN npcs? Animals from the npc codex got an extra attack because someone reaaaally didn't read multi attack in on the differences between 3.5 and pathfinder, some of the pregens have feats they don't qualify for, numbers don't add up...

This is a pretty good strawman, but ultimately still composed of a hay bale.

See, mistakes in NPCs are inconsistent. It happens, human error creeps in. But not all 1st level investigators have weapon focus. Not all druids have too many high level feats.

That is not the case for the undead antipaladins. Every time, they have been done in the same manner. Consistent. In accordance with the rules.


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And even if we discount a third party AP, it also directly contradicts every single undead anti-paladin build that Paizo has done to date.


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yellowdingo wrote:
Grand Magus wrote:

.

It's actually a nice day to go stand in line for a while. (We have "early voting" in my state.)

"On Tuesday, November 4, 2014, the U.S. Midterm Election will be held
for all 435 members of the United States House of Representatives and 33 of the 100 members of the United States Senate."

.

Why bother. You should be representing yourself.

Yes, all 300 million of us. Good idea.

Alternate response, "He is. By voting."


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BigNorseWolf wrote:
Coriat wrote:


Concluding that our aiming-for-vampirism antipaladin in Way of the Wicked would eventually use base+cha+divine grace once he becomes undead, pretty much mirroring his living use of base+con+divine grace, does not require going deep under the hood of anything.

The rules are written largely for (and occasionally by) living, breathing creatures with bilateral symmetry, 4 limbs, a head, and opposable thumbs. The further away from that assumption you get, the wonkier the rules are going to become. That there's no speed bumps in between dragonstyle and a vampire paladin is a pretty good track record for a rules clarification. Most other clarifications have reacted wonkily with far more.

Bodak antipaladin 8 from undead revisited. Fort +23. Charisma 24.

+7 Cha modifier +3 racial HD base, +6 class base +7 unholy resilience = +23

Vampire antipaladin 17 from Pathfinder 48. Fort +24. Charisma 20.
+5 Cha modifier, +10 class base +5 unholy resilience, cloak of resistance +4 = +24.

I'd say that the obvious answer is that no matter what convolutions one does via this FAQ and bonus stacking to arrive at a different answer, undead antipaladins have been adding their Charisma bonus twice due to the lack of a Constitution modifier.

My suggestion is that if a bonus replaces a typical bonus (ie Weapon Finesse attack rolls, undead Fort saves, etc) and encounters a bonus that is intended to stack with the old bonus (ie Weapon Focus attack rolls, Unholy resilience Fort saves, etc), the stacking still occurs.

Because it is quite obvious that real stats have been doing it this way for awhile now.


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Major_Blackhart wrote:
Love it all to death. Just a little disappointed no examples of those ultra paragon trogdolytes we hear about.

Me too! I had thought that the enlightened Xulgath were the top of the ziggurat for trogs, and then to find there were even more potent ones? Wow!


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Devil Army Stats:

Platoon of Erinyes (XP 4,800)
LE Medium army of Erinyes
hp 44; ACR 8
DV 32; OM +12; ranged
Tactics dirty fighters, sniper support, spellbreaker, taunt
Resources magic weapons
Special darkvision, fear, flight, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 6
Commander erinyes, Cha +6, Leadership 15, Morale +6; Boons - hit and run

Platoon of Osyluth (XP 6,400)
LE Medium army of Osyluth
hp 49; ACR 9
DV 33; OM +13
Tactics cautious combat, defensive wall, dirty fighters, expert flankers
Special darkvision, fear, flight, immune (fire, poison), invisibility, poison, significant defense (electricity, good, silver), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 4
Commander osyluth, Cha +5, Leadership 16, Morale +5; Boons - flexible tactics

Platoon of Hamatula (XP 12,800)
LE Medium army of Osyluth
hp 60; ACR 11
DV 35; OM +15; ranged
Tactics dirty fighters, expert flankers, false retreat, relentless brutality, spellbreaker
Special bleed, darkvision, fear, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 5
Commander hamatula, Cha +5, Leadership 17, Morale +5; Boons - merciless

Squad of Pit Fiends (XP 38,400)
LE Diminutive army of pit fiends
hp 77; ACR 14
DV 43; OM +23; ranged
Tactics cautious combat, dirty fighters, false retreat, full defense, relentless brutality, sniper support, spellbreaker
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 7
Commander Pit Fiend, Cha +8, Leadership 28, Morale +8; Boons - merciless

Platoon of Pit Fiends (XP 307,200)
LE Medium army of pit fiends
hp 110; ACR 20
DV 49; OM +29; ranged
Tactics cautious combat, defensive wall, dirty fighters, expert flankers, false retreat, full defense, relentless brutality, sniper support, spellbreaker, taunt
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 10
Commander Pit Fiend General, Cha +10, Leadership 30, Morale +10; Boons - merciless

Company of Pit Fiends (XP 2,457,600)
LE Gargantuan army of pit fiends
hp 143; ACR 26
DV 55; OM +35; ranged
Tactics all
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 13
Commander Morax, Cha +10, Leadership 44, Morale +10; Boons - loyalty

Platoon of Barbazu (XP 1,600)
LE Medium army of barbazu
hp 27; ACR 5
DV 25; OM +5
Tactics full defense, relentless brutality
Special bleed, darkvision, grab, immune (fire, poison), significant defense, spell resistance, teleportation
Speed 4; Consumption 2
Commander hamatula, Cha +4, Leadership 16, Morale +4; Boons - merciless

Platoon of Narzugon (XP 3,200)
LE Medium army of narzugon
hp 38; ACR 7
DV 32; OM +15; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 5
Commander erinyes, Cha +5, Leadership 14, Morale +5; Boons - sharpshooter

Host of Narzugon (XP 51,200)
LE Colossal army of narzugon
hp 82; ACR 15
DV 42; OM +23; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 7
Commander Narzugon cavalier 10, Cha +4, Soldier 10 ranks, Leadership 21, Morale +6; Boons - Defensive Tactics, Flexible Tactics, Hit and Run

Expendable Lemure Mass (XP 400)
LE Medium army of lemures
hp 5; ACR 1
DV 21; OM +1
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 0
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Expendable Lemure Horde (XP 1600)
LE Huge army of lemures
hp 27; ACR 5
DV 25; OM +5
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 2
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

[size=120]Expendable Lemure Wave (XP 6,400)[/size]
LE Colossal army of lemures
hp 49; ACR 9
DV 29; OM +9
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 4
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Unique Devil Armies:
The Infernal Charge (XP 102,400)
LE Medium army of narzugon cavalier 10
hp 93; ACR 17
DV 46; OM +26; ranged
Tactics calvary experts, defensive wall, dirty tactics, expert flankers, false retreat, full defense, relentless brutality, siegebreaker, sniper support
Resources magic armor, magic weapons, powerful mounts
Special challenge, darkvision, fear, flight, immune (fire, poison), order, powerful charge, significant defense (electricity, good, silver), spell resistance, spellcasting, tactician, trample
Speed 6; Consumption 12
Commander Natara, Cha +7, Soldier 25 ranks, Leadership 32, Morale +12; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hit and Run, Loyalty, Merciless

Dark Flight Special Forces (XP 76,800)
LE Medium army of cornugons
hp 88; ACR 16
DV 43; OM +23; ranged
Resources magic weapons
Tactics full defense, relentless brutality
Special bleed, darkvision, fear, flight, immune (fire, poison), regeneration 5, significant defense (electricity, good, silver), spell resistance, spellcasting, stun, teleportation
Speed 3; Consumption 10
Commander Ruthegax, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hold the Line, Hit and Run, Loyalty, Merciless

The Dark Eight (XP 614,400)
LE Diminutive army of advanced pit fiends
hp 220; ACR 22
DV 54; OM +34; ranged
Tactics all
Resources artifact armor, artifact weapons
Special create spawn (undead), darkvision, disease, fear, flight, grab, immune (fire, poison), invisibility, poison, regen 10, significant defense (electricity, epic, good and silver), sneak attack, spell resistance, spellcasting (9th), teleportation, weapon specialization
Speed 4; Consumption 17
Commander Dagos, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - bloodied but unbroken, defensive tactics, flexible tactics, hit and run, loyalty, merciless, sharpshooter

Units tend to follow the organization set down in Gates of Hell by Dicefreaks. Thus,a squad is 9 devils (diminutive), a platoon is 81 devils (medium) and a company is 729 (gargantuan). The army blocks are designed for mass combats, although some of the higher level ones are downright apocalyptic. I suppose that's appropriate, if 700 pit fiends show up and start blowing things up, it might as well be the end of your world. Most likely though, mass combats using diabolical armies will use Medium sized or smaller armies, so that's what I focused on.


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Erik Mona wrote:

I just looked through the whole book.

There are two druids with alignments listed as CE, a troglodyte on page 215 and a troll on page 229.

Both should be listed as NE.

Thanks for bringing this to our attention.

Two trogs, one on page 217. (He's multiclass, which is why you probably missed him.)

Thanks, those must have been the ones I was remembering (didn't have the book when I posted). One, and I figured it was a mistake, but two and three, I was thinking there might be a pattern or some material I missed making it legit.

By the way, I absolutely love the book and its organization. I would buy another even if it had exactly the same monster races featured. (You'd have to switch things up to get me to buy MC3 though)

Also, I've said it before, but thanks for not following the 3e route of never using new classes and material beyond the sourcebook they appear in. Seeing alchemists, witches, samurai, magi and oracles integrated into the monstrous societies was solid. In fact, of the non-ACG classes, the only ones I didn't see featured was gunslinger, ninja, summoner and inquisitor. And it seems I was wrong about the gunslinger, since I just glanced over the ratfolk and saw one sneak in there.


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I noticed a lot of non-neutral druids in the books. Troglodytes and vampires especially. Maybe some trolls too.

Is there anything that allows this by the rules? (Obviously, I don't care if there's not, I'm just curious if something was said about it.)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Muad'Dib wrote:

When a company uses the term "Diversity" that is code for reaching out to new markets.

The comic book industry has for 60+ years has catered to the young white male demographic. During this time white males made up for almost all of the industry and they understandably write best about what they know.

Why should any company be complacent with such a small demographic when you can reach out to Women, Men and people of all races and cultures?? They are in the business of selling comics, makes sense trying to open up your product to as many people as possible.

The term Token is totally disrespectful. I wish we could retire it.

-MD

The concept token is totally disrespectful. I wish we could eliminate it.

A poorly written character sucks, whether he's black, white, an alien, or a she. That's into other shes.

A well written character is great, again, whether they have any or none of the above qualities.

A well selling, well written character is the best, because they stick around forever.

When Superman died and four imposters took over, maybe some of you remember one of them was a black man named John Henry. Care to guess which one my half-black best friend liked the most? If you said Cyborg, because he was the baddestass, you'd be correct. Meanwhile, I (white Jew) hated John Henry's art (Man of Steel had a terrible artist back then), but loved the character. Went on to collect his short lived solo series. He was great, like a black Iron Man (no, not War Machine), smart, physically powerful, and endorsed by Superman himself. Didn't save his comic, and these days, I don't even know if Steel is around.

Well written is great, regardless of diversity level. But you need sales, or it goes away.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

That's one point to take away from it. But why are martials limited solely to hit point damage, while mages can attack multiple venues?

I personally like magic to cost something, for effects beyond a 'magic blast' or 'magic shield'. Most settings have these mechanics, and since 3e, DnD has not.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Negative levels is a great example of the asymmetrical nature of magic vs martial combat.

A creature that has been reduced in hit points, but not brought below 0 fights exactly as fiercely (barring self preservation instinct) as one at full hit points.

A creature that has been inflicted negative levels has missing max hp, takes a penalty to everything he does, including attacking and saving against other attack forms.

If you inflict hit point damage, you do not help anyone who is trying to bring the creature down in any way other than hit point damage.

If you inflict negative levels, you help every single member of your team trying to bring the victim down, whether they are using hit point damage, more negative levels, save or dies, save or incapacitates, etc.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

1. Do you recognize these guys?

AK:

AK (CR 17)
Male half elf ninja 10/brawler (snakebite) 10/trickster 1
NE Medium humanoid (elf, human)
Init
+13; Senses Low light; Perception +25
Languages Common, Dwarven, Elven, Goblin, Halfling, Orc
_____________________________________________________________

AC 41, touch 34, flat-footed 41, combat 44
(+7 armor, +5 Cha, +5 deflection, +9 Dex, +5 dodge)
hp 257 (10d8 + 10d10 + 100 + 17); miss chance 20%
Immune sleep
Defense freedom of movement, hard to kill, improved uncanny dodge, indomitable
Fort +20, Ref +28, Will +15 (+17 vs enchantment); Iron Will
_____________________________________________________________

Speed 40 ft.
Melee Unarmed strike +31/+31/+26/+26/+21/+21/+16 (2d6 + 14 plus 5 bleed)
Ranged Hand crossbow +31/+26/+21/+16 (1d4 + 7 plus poison /19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Combat +26
Atk Options combat expertise (-5, +5), deadly aim (-5, +15), rapid shot, sneak attack +10d6 (10 bleed)
Special Actions fleet charge, knockout (2/day, DC 26), mythic (14/day), relentless (8/day), snake feint, surge (10/day, 1d6), surprise strike
_____________________________________________________________
Ki pool (12 ki points)
Agile stance (+20 ft.) - 1 point
Offensive stance (Additional attack) - 1 point
Shadow stance (+4 Stealth) – 1 point
Greater invisibility (15 rounds) – 1 point

Ninja Talents (ninja level 15th)
Constant - light armor training 3, stealthy
At will – assassinate (DC 22), bleeding attack, opportunist, sneak attack of opportunity
Ki - invisible blade, vanishing trick
_____________________________________________________________
SQ brawler's strike (magic, cold iron, silver, evil), canny defense, close weapon mastery, dexterous, light steps, no trace +5
Abilities Str 16, Dex 28, Con 20, Int 18, Wis 14, Cha 20
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Iron Will, Multiclass, Point Blank Shot, Rapid Reload, Rapid Shot
Mythic Feats Deadly Aim
Skills Acrobatics +32, Athletics +26, Bluff +28, Craft (shipmaking) +27, Disable Device +20, Disguise +28, Escape Artist +32, Intimidate +28, Knowledge (local) +27, Perception +27, Sense Motive +20, Sleight of Hand +32, Stealth +39, Use Magic Device +20; Racial +2 Perception
Possessions +5 nimble shot repeating hand crossbow, +1 human-bane bolts (x20), cold iron bolts (x10), silver bolts (x10), adamantine bolts (x10), +5 leather armor, +5 amulet of wounding fists, cloak of minor displacement, ring of mind shielding, ring of defense +5, monk's belt, bag of holding type IV, SS tattoo
_____________________________________________________________

Relentless As a full round action, A can convert all of his hit point damage into nonlethal damage.

Snake Feint A can select two adjacent squares to count as his square to determine whether or not he is flanking. He can move and feint as a single move action.

GS:
GS (CR 17)
Male human cleric (apostle of the pale) 20/hierophant 1
NE Medium humanoid (human)
Init
+10; Senses Perception +29
Languages Abyssal, Common, Elven, Infernal
_____________________________________________________________

AC 38, touch 22, flat-footed 31, combat 46
(+11 armor, +5 deflection, +6 Dex, +1 dodge, +5 shield)
hp 277 (20d8 + 140 + 17)
Defense freedom of movement, hard to kill
Fort +22, Ref +18, Will +25; Lightning Reflexes
_____________________________________________________________

Speed 30 ft., climb 20 ft.
Melee Rapier +30/+25/+20 (1d6 + 7 plus 5 bleed and poison /15-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +15; Combat +24
Atk Options sneak attack +10d6
Special Actions assassinate (DC 29), mythic (14/day), surge (10/day, 1d6), true death (DC 30)
Combat Gear scroll of heal (x3), wand of greater magic weapon (CL 20th, 24 charges)
_____________________________________________________________
Cleric Spells Prepared (Caster level 20th, concentration +33; Domain Death)
9th (5+1/day) - energy drain, gate, implosion (DC 28), polar midnight (DC 28), soul bind (DC 30)
8th (5+1/day) – discern location, fire storm (DC 27), greater spell immunity, orb of the void (DC 29), symbol of insanity (DC 27)
7th (5+1/day) – blasphemy (DC 26) x2, repulsion (DC 26), symbol of stunning (DC 26), symbol of weakness (DC 28)
6th (5+1/day) – animate objects, banishment (DC 25), greater dispel magic, harm (DC 27), word of recall
5th (6+1/day) – fickle winds, life bubble, righteous might, symbol of sleep (DC 24), symbol of striking, true seeing
4th (6+1/day) – communal protection from energy, divine power, rest eternal, sending, spiritual ally, unholy blight (DC 23)
3rd (6+1/day) – bestow curse (DC 24), blood biography, deeper darkness, invisibility purge, protection from energy x2
2nd (6+1/day) – align weapon, bear's endurance, darkness, resist energy, silence, undetectable alignment
1st (7+1/day) – comprehend languages, curse water, endure elements, murderous command (DC 20) x3, protection from good
0 (at will) – bleed, create water, detect magic, detect poison, guidance, purify food and drink, spark
_____________________________________________________________
Abilities Str 15, Dex 22, Con 22, Int 16, Wis 28, Cha 17
Feats Combat Casting, Dodge, Greater Spell Focus (necromancy), Improved Critical (rapier), Improved Initiative, Insightful Strike, Lightning Reflexes, Spell Focus (necromancy), Still Spell, Weapon Focus (rapier)
Mythic Feats Silent Spell
Skills Bluff +16, Craft (poison) +26, Disguise +16, Knowledge (religion) +16, Perception +29, Profession (apothecary) +32, Sense Motive +22, Spellcraft +26, Stealth +44
Possessions SS tattoo, +5 greater shadow mithril breastplate, +5 mithril rapier of puncturing, +4 cloak of resistance, +5 ring of protection, ring of water walking, ring of sustenance, +4 buckler, greater slippers of spider climbing, necklace of prayer beads (healing), rope of entanglement, robe of powerlessness
_____________________________________________________________

AA:
AA (CR 18)
Female halfling slayer 20/trickster 2
NE Small humanoid (halfling)
Init
+17; Senses See in darkness; Perception +25
Languages Aquan, Baklunish, Common, Dwarven, Elven, Flan, Fruz, Giant, Gnoll, Gnome, Goblin, Halfling, Orc, Rhopan, Sylvan, Undercommon
_____________________________________________________________

AC 41, touch 36, flat-footed 29, combat 49
(+8 armor, +5 deflection, +12 Dex, +5 natural, +1 size)
hp 320 (20d10 + 120 + 40)
Defense freedom of movement, hard to kill
Fort +24, Ref +30, Will +14 (+16 vs fear); Iron Will
_____________________________________________________________

Speed 60 ft.
Melee 2 kukris +37/+32/+27/+22 (1d3 + 20 /15-20/x3)
Melee 2 power attacking kukri vs humans +33/+28/+23/+18 (1d3 + 34 plus 2d6 /15-20/x3)
Ranged Kukri +37/+32/+27/+22 (1d3 + 20 /15-20/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +20; Combat +31
Atk Options master slayer (DC 24), power attack (-6, +12), sneak attack +6d6, studied target +5
Special Actions fleet charge, improved quarry, mythic (15/day), slayer's advance (2/day), surge (10/day, 1d6),
_____________________________________________________________
Slayer Talents (slayer level 20th)
Constant - darksight, dexterous, poison use, ranger combat (two weapon), stealthy
At will – assassinate (DC 22)
6/day - another day, defensive roll, redirect attack, rogue's luck (+10)

_____________________________________________________________
SQ amazing initiative, impossible speed, limitless range, stalker, swift tracker, track
Abilities Str 16, Dex 34, Con 22, Int 18, Wis 10, Cha 24
Feats Combat Reflexes, Double Slice, Greater Weapon Focus (kukri), Greater Weapon Specialization (kukri), Improved Initiative, Iron Will, Power Attack, Weapon Focus (kukri), Weapon Specialization (kukri)
Mythic Feats Improved Critical (kukri)
Skills Acrobatics +37, Athletics +28, Bluff +30, Diplomacy +17, Disable Device +9, Disguise +30, Linguistics +14, Knowledge (local) +27, Perception +25, Profession (bookkeeper) +13, Sense Motive +8, Sleight of Hand +22, Stealth +45, Survival +13, Use Magic Device +27; Racial +2 Acrobatics, +2 Athletics, +2 Perception
Possessions SS tattoo, +4 human bane kukri of throwing and returning, +4 human bane kukri of vampiric touch, +8 bracers of armor, +5 ring of ultimate defense
_____________________________________________________________

Quarry A can as a free action denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, she can take 20 on her Survival skill checks while moving at normal speed, without penalty. In addition, she gains a +4 insight bonus on attack rolls made against her quarry, and all critical threats against her quarry are automatically confirmed. She can have no more than one quarry at a time, and the target must be selected as a studied target. She can dismiss this effect at any time as a free action, but she cannot select a new quarry target for 24 hours. If she sees proof that her quarry is dead, she can select a new quarry target after 10 minutes.

Studied Target As a swift or move action, A can study up to five targets, gaining a +5 bonus on attacks, damage, DCs, as well as Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth and Survival checks against that opponent.

2. What is your favorite type of demon that wasn't in Demons Revisited?


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Between Cauldron and Sasserine, Paizo got me all kinds of excited for a little corner of Oerth that no one cared about before.


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It is not that the gunslinger is overpowered. It is that it does not make sense for a gun to ignore all armor and natural armor, regardless of its value. You could have a planet sized turtle with natural armor +20000 and the most basic of basic pistols still ignores it. That's...not how guns actually work. And they never have.

Cyrad, how have you found your house rules to work?

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