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KainPen's page

1,137 posts. Alias of Joshua Matherne.


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also note that unchained magic items rules both the Innate Item Bonuses and Automatic Bonus Progression both fix the problem with blink back belts and make them viable options.

I think the Slayer has a few slayer talents that work well with thrown weapons also, in addition to Ranger thrown weapon combat style as an option, I could be just thinking about the combat style.

Scott Wilhelm wrote:
KainPen wrote:
I think the 1000gp for mithril is worth 3 to 6 skill points. which the armor check penalty represents.

For starters, a mithral shield does not offer the effect of 3 skill points. The Armor Penalty for a Light Shield, which I advise the OP to use, is only -1. The Armor Check Penalty for a Heavy Shield, which the OP is proposing to use, is only -2.

A much cheaper way to remove the Armor Check Penalty is to just take off your shield when you have to use a Skill! Then the penalty is 0! Saves a thousand gold pieces.

KainPen wrote:
not worried about the weight

Not really. A heavy, Steel Shield only weighs 15 pounds. Making it mithral takes away only half that. 1000gp is a lot to pay to save 7.5 pounds.

KainPen wrote:
silver works for when you actually throwing the shield but when you have to bash with it and have spiked Shield on it you do -1 damage.

It is fair to say that Alchemal Silver makes inferior Shield Spikes. If the OP insists on Shield Spikes, then Alchemal Silver is not the way to go. My advice is that the OP not bother with Shield Spikes and get the Bashing Enchantment. With the Bashing Enchantment, no kind of Shield Spikes have any effect.

KainPen wrote:
As I stated it is debatable if you can even have an Adamantine shield. due to there being no cost listing.

Sure there is a cost listing:

Adamantine wrote:
Weapon | +3,000 gp

Shields are weapons.

KainPen wrote:
willing to destroy loot.

It takes all kinds. Some people want Sundering builds.

KainPen wrote:
Also darksol pointed out buy Adamantine shield spikes are not going to work as Adamantine

Not so:

Darksol the Painbringer wrote:
A Spiked Shield? Yes, a Spiked Shield would get those benefits.

It does effect more then 3 skill points, Climb, Stealth, acrobatics,fly, swim. are all skills that suffer from armor check penalty thus for each -1 that is 1 less skill point for each of those skills. no it is not actual skill points but it is a Representative of them. I said 3 to 6 because I was only thinking of acrobatic,climb swim. You may not be able to just put she shield away, to avoid the penalty, if you are trying to tumble past an enemy or jump to one or climb up to 1. you are trying to stealth from cover. In combat situation you are not going to want to put up your shield to perform the skill check, or you are fighting enemies in water. So losing 1-7+ AC in these situations Also not to mention you have to waste a move action to remove the shield then another one to re-use it after the skill is used. This can have big effect on combat. So yes 1000 gp saves you from not even having to worry wasting you move actions and keeps you ac up with out having to worry about the loss of skill to 5 different skills.

the cost of a +1 to any one skill on a magic item is 100x the + squared. +1 to 5 skills cost you 2,500 you already beat the cost magic item that preforms the same function. Then you have reduced weight, counts as silver, reduce arcane spell failure. All rolled in to one item.

again you are assuming you are supposed to use the weapon cost to make an admaintium shield, no where does it say that is what you use. It would be a fair assumption, but it does not mean it is true. Hence the debate, if you don't believe me that a debate exist search these boards, it come fairly often. While I agree with that is what the price should be there are many other feel it can't be done. It is something that will vary from GM to GM.

I think the 1000gp for mithril is worth 3 to 6 skill points. which the armor check penalty represents.

silver works for when you actually throwing the shield but when you have to bash with it and have spiked Shield on it you do -1 damage.

best if you are not worried about the Armor check penalty or weight maybe being a problem then just got strait + on the shield either as weapon or armor, Armor being the best option because with a few feats you get +5 weapon and armor at such a cheep cost when using it for bashing. you would have to buy +5 weapon on it own for throwing. It end up being the same cost as any other sword and broad character for +5 defensive shield and +5 weapon.

As I stated it is debatable if you can even have an Adamantine shield. due to there being no cost listing. You have to make the an assumption it is the weapon cost. which really is not worth it. not even for the hardness or sundering properties. No one want to damage or destroy the loot.

Most items don't have a hardness or hp that is a problem that a normal sunder attempt would not work on it. if you are willing to destroy loot. The only things that you have to sunder and worry about other adamantine gear or armor. which you don't want to destroy because of the value.

Also darksol pointed out buy Adamantine shield spikes are not going to work as Adamantine weapon quality, All shield spiked do is treat the weapon as 1 size category larger, and allow the weapon to do piercing damage. being made of Adamantine have no effect on the item, it does not make the shield and Adamantine spiked shield.

Scott Wilhelm wrote:

I wouldn't go mithral. The value in a mithral weapon is that it inflicts damage as if it were Alchemal Silver. Why not just make an Alchemal Silver Shield? The -1 Damage? That's only for Piercing and Slashing Silver Weapons. A Throwing Shield is a Blunt Weapon. My advice is go Alchemal Silver unless you want a Sundering build.

I like the Bashing Enchantment. I like Quickdraw, Throwing Shields. I like the Quickdraw Feat. I like Blinkback Belts. Take a look at those.

I think he is going Mithral to get rid of armor check penalty, Also if you add shields spikes to the shield the shield now has -1 to damage if you go Alchemal Silver. Mithral and Darkwood are the best materials shields out of. Also no rules confusion when making them out of these also. According the the current rules there is debate if you can even make one out of adamantine shield, as There is no shield cost listed under that material, and this is due to it having no defense ability, and legacy issue, unlike mithrial and darkwood.

but as BlackBlood Troll all ways say a shield is a weapon, and it is, So I would rule you can make them out of adamantine so you pay the weapon cost. Which is I think 3000gp. That is really pricey to only go through one type of dr. It is actually better to, just put that money toward magic enhancement defensively, 25K you have a +5 weapon and defense. Then you get to 11 or Ranger level 6 take shield master feat. Then the defense enhancement counts as weapon enhancement, And DR is non issue.

I honestly would not worry about at level 3, 3,000gp is a drop in the bucket at level 10+. I am honestly surprised you had 3 characters die in an AP at the same time. Where the dice no good on your players side or did they do something stupid. where they to good on your side? at level 3 and you die you really should just make a new character. after having to pay for 2 raise dead then having to get rid of two negative levels. is far beyond wealth by level. If you are giving them their characters back with out having to do this. It make me wonder what went wrong. These AP are heavily favored in the players direction. If they did something stupid Let them deal with things how they are learning experience, also teaching them that running from combat is an option. if the dice where to heavy and good on your side, I would let come back as they where. As GM you kind of have to read the flow of the game and fudge your dices rolls down if you are rolling too hot. I never had that many of party die in one session, expect in custom very hard adventure and the players where being stupid and stubborn. The event end in a TPK.

highest to lowest only apply to attacks from high BAB (RAW). Extra attacks are not caused from high BAB, they are caused by other sources twf, haste, speed weapon. these are extra attacks and can come at any point you so choose.

I just want to make a note that VMC rules state it should not be combined with normal multi-class as it may cause unexpected issue. It is meant to be a replacement for multi classing. This could be example of one. Before even dealing with your question you should ask you dm if he even will allow you to multi-class and VMC.

Not sure if this should be in rules section or advice because it about unchained custom rules option. Feel free to move this to appropriated section.

How does INT increasing items effect unchained consolidated skills rule set. in normal rule set, They are tied to a skill and give you max ranks in said skill. Which makes sense to less book keeping and an int increase normally gives you 1 skill rank per mod +. But in unchained Consolidated skill you only get 1/2 your mod in + skill ranks

So do int increasing items with this rule set,
A still give max ranks tied to set skill like they used
B do they give you half skill points tied to x skill
C just increase half skill points

It be nice if the writer of this rule set can give their opinion on the how they should function, but I am open to see what others think should happen. Especially those for those that are using already these rules. As I am running a lot of unchained rules in my game. This has not come up yet, but it could very well in the near future as my group are starting to get to the point where they have multi stat increase items. here have a few pieces of treasure coming up that will have this type of increase.

James Risner wrote:
Not spelled out, but it's been advised (by Paizo staffers) that the simpliest would be to apply new spells.

Ditto on this, There is no FAQ on it that I know of but there are comments from the DEV team, in this message board from before FAQ system was even in place. This came up before because wizards gets x number of spells in their spell books at 1st level based on their INT.

yes all bonus are retroactive. but that spell has to be one you where allowed to take at level 1.

RAW All lock gaze would do is make the creature have to use it's standard action gazes attacks on the that you. and grant concealment against other targets. So it does prevent the possibly of having to make 2 saves in a row.

I think the intent of the spell was to be used against gaze attack creatures and grant other creatures averting their eyes status. Which is what I ruled in my Way of the wicked game last weak. I had a spell caster cast this on a medusa and he stayed just out of range so he would not have to make save. But gaze attack is not effected by concealment, unfortunately all Averting your eyes does is grant concealment to the person not averting their eyes and 50% to avoid gaze attack by the person who is actually averting their eyes.

PRD "Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. does nothing to the creature with the gaze attack. Short of blinding it"

It would not help others looking at the creature. Gaze works both ways as I stated above by you looking at the creature and it looking at you. It only going to stop the creature from looking at everyone but you.

Lincoln Hills wrote:

Gaze attacks function when you see them, not vice versa, so blinding the creature won't help, nor will setting up conditions where you have vision and they don't.

One mundane possibility, best suited to those with the Net exotic weapon proficiency, is to throw a sheet or other covering over the creature to break line of sight, but the odds of such a tactic working are strictly up to the GM.

not entirely true from PRD

"A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn."

They can actual spend an action looking at you forcing you to save. the only way to avoid is by the ones listed in universal monster rules. Can't see the creature or by chance by averting your eyes. If you can see the creature you will have to make a save.

edit also Per PRD

"Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability."

Note Bold section covering a creatures eyes with a veil or closing blinding folding the creature will also negate the effect.

Building on Slayer, idea, Gestalt Slayer/Fighter(Martial Master archtype) might be perfect. The slayer portion covers, skills and theif abilities while keeping his combat high, The fighter Archtype give hims the martial flexibly to use those odd feats you don't have at a moments notice that make it seem like he can do anything, Including unarmed strike for punching camels, portions of the character. As well as more feats to give him all the feats he needs with out going epic or mythic. You could have a really good feel for Conan around level 7 or 8.

Must get GM to approve Gestalt rules thou.

I don't know lol Conan did use a bite attack against the guy he fought in the arena in the 1st arny movie. That is totally rage power, now.

to have fun you just have to do as you said Weirdo but looks like the OP wants accurate stats and portrayal.

I think problem steams from what Daw said, with literary characters and the power of the writer. This is why gygax and him at higher and lower levels for 1st edition at depending on book he was in.

I think this also why Gygax, made the 1st edition Barbarian the way he did in the unearth arcana to fill just about everything Conan did in the books, into a single class instead of having to multiclass/Duel Class him, but the amount of xp required to level that barb took forever.

In older version of dd it was easier to emulate the things Conan do because they simply feel under GM decisions(which is that writers power), like the bite attack I mentioned above. Back in the day it would have been just been described as critical unarmed strike.

Now there is so many feats, power ability and special rules to actual do these things. But here come the big Problem is they come at X level or they have so many requirements. It take character into those very high levels as there are so many of them. It often make the character to multi class also which also increase the level further.

I do think as you stated Weirdo that Conan fits better into the Slayer class as it compound of rouge and ranger which covers a lot of the ability Conan shows in the books, but it still miss a lot of points. there just may not be enough of feats in that single class to cover everything.

there are d20 conan books with his actual stats if you actual built him as the literary character and I think he is around level 28. He like all literary character are even larger than life then pathfinder hero's This is part of the reason Mythic rules exist, Conan would be 16 level barb, 8 level fighter and 8 level rogue, with 2 to 3 mythic tiers.

Here was his stats listed for 1st edition (you will notice at conan's peak of 40 years old he was level 36 total and most of his ability scores are 18's which is often highest achievable with out magic in those versions)

in the way of the wicked AP there is a magic item

Shroud of the Daywalker
Aura moderate necromancy; CL 9th
Slot none(this should be shoulder slot like all other magical shrouds); Price 18,000 gp; Weight 1 lb.

This funeral shroud at first glance appears to be made of the finest
silk no doubt in some dark color such as black, burgundy
or deepest blue. However upon closer inspection, it reeks of
death and corruption.
When worn by the living, this shroud makes the wearer seem to be
undead. Nonintelligent undead cannot detect the wearer as if
cloaked by hide from undead. Even intelligent undead may fail
to notice you unless they succeed at a DC 11 Will save.
When worn by a vampire, however, this shroud has a very different
effect. The darkness woven into the cloak shrouds the vampire
and allows them to move about during the day. Instead
of taking damage from sunlight, they are only dazzled in areas
of bright sunlight or within the radius of a daylight spell.
This magic item does not free a vampire from its need to sleep
however. A vampire who spends hours awake during the day
must make up those hours by sleeping in their coffing at night.
Regardless whether living or dead, once per day, as standard action,
the wearer may call forth the darkness within the shroud
to make them invisible for up to nine minutes.

Requirements Craft Wondrous Item, darkness, hide from undead,
invisibility; Cost 9,000 gp

I think where it says "or" option 2 it really should say "and" option 2.

that makes more sense and balancing option to me. there should be no option 2. you basically trade the save and the ability of missing with the attack and keeping your charge for not having to be in melee range ready to revive a full attack after you attack.

edit looking at the full txt of the whole thing, I think the intent was positive touch the ability to spontaneously cast was meant to be limited number times of day. with the option of change the spell into ranged touch that does half damage. it also gives you improved critical with these spells.

for number 1 yes you keep all your gear, someone mention this same question in the product board and Mark respond here with page number reference to the rules.

has anyone looked back at 3.0 ed, I could have sworn there was a line in there about -5 penalty to bab. It may have been removed in 3.5 since it was understood how BAB worked. Then it was never carried over to pathfinder either. I don't have my books on me so can't check at the current time. it also could have been in 2.0 to 3.0 converter PDF that wizards put out way back then so people could understand changes.

remember weapon focus, weapon training, the bonus on the weapon, insite bonus on attack roll luck ect, Flanking all apply. To the CMB when trying to trip with a particular weapon even weapon finesse. All that just from core book raising CMB is not that hard. the problem is CMD is even easier to raise, since deflection, dodge ect bonus also apply to cmd, and combination of str and dex, your best core only option for a dex build is going to be agile maneuvers or weapon finesse, also if you can make a person flat footed or lose their dex and dodge bonus to ac they also lose it to CMD also. that will help you with deficient.

they may not be able to legally do it now, since the games have been release and re-licence for it Enhanced editions, via beam dog and steam, some of the new add ons that they made are very similar to a 3.5 barbarian instead of 2nd ed version, I think black guard is also an option as a class.

lmao, even my way of the wicked evil group don't even kill people that surrender. That is a waste of good slaves, servants or potential gladiators that are really meant as pet food for their hydra. they do kill them eventually but they find a use for them for a little while at least. you are in a group that is playing heavy Chaotic group, you are not going to fit in with the group, my group is normally like this also, their aliments are most often this way, I never though they could do any lawful aliment because of this but they proved me wrong when going into way of the wicked. They Do lawful evil just as well. They just don't like the Lawful Good or neutral aliments and prefer chaos or ordered evil based games. it also seems like the two extreme alignments CE and LG cause the most problems with groups I have played in. I notice also most people like to play CN because it allows them to do what ever they want when they want. One what their idea of what their characters should do at any given time. The group you are playing with now is really a CN group, no matter what is actual the aliment is actual on their paper.

j b 200 wrote:

1) why not use the existing Ring of Force Shield?

2) why not use Bracers of Armor +4?

3) why not have the player just buy a wand of shield?

It is unlikely that you will find sufficient answers to all 3 questions.

Even if you want to skip the "price it like some other similar item" and just jump strait to the table, you are still pricing it wrong. The table already tells you that this item, since it gives you a "other" bonus to AC, it should be 2500 x (bonus^2). So 40,000gp.

This comes up ever few weeks. And is full of cheese.
1) people want shield instead of mage armor b/c shield bonuses are hard to come by (i.e. only from shields). So if you use a two handed weapon (optimized) or you aren't proficient in shields, it is likely to stack with all other AC bonuses.

2) It is a long duration spell, so it even at CL 1, it will last all fight. Meaning that there are almost no opportunity costs to using it vs. a spell that only lasts rounds per level.

3)"But I can just use a wand." Yes, but you have to use an action to draw the wand (move), then a standard to activate. Meaning you are using a Full round. Also you either put a lot of resources into UMD or you could fail to successfully use the wand or even have a mishap. This ring eliminates all that.

4) it has a large non-scaling bonus, again meaning that you can use CL and get all the benefit.

5) It is a personal range spell. Personal range spells are usually significantly better than similar spells of some level (see also true touch). Mage Armor is also 1st level, but that is an armor bonus. Most level 1 characters can afford at least studded leather, and by level 2 you probably have a chain shirt, so it has almost no use for anyone other than the wizard and monk, even at level one. The next best spell for AC? Barkskin is a 2nd level spell and you need CL 9 before it hits +4. Shield of faith is 1st level, but you need CL 12 to hit +4, and it is a deflection bonus which means it won't stack with the ubiquitous Ring of...

just wanted to add to your list that a wand also take up use of a hand, so you still can't twf or thf with it, with out dropping the wand on ground and leaving it vulnerable, you then have to spend another action to put the wand away. it just another reason why the item that the OP is trying to make should cost a lot more then the wand, it takes no hands and stays on the person at all times, it is protected by the users saving throws while wand on the ground is not.

problem is how often do players fight and how long are their battles even once a hour is not enough. most players and game I see have at least and hour to 30min in between fights, it is still a since infinite use. every other battle they may not be able to activate it or every battle, that is entirely group and play style dependent on how strong it is.

Like my regular group I GM for. They clear a whole 3 story building in like 40 rds, they just hit everything fast and take no breaks, kind of like a swat team. that way they have to buff less and bad guys have less time to buff them selves. So your hour use item would actual effect my group it would wear off after the 1st min, then they would have to go with out, for the rest of the encounters for the day. Do to their play style. but the other groups I play with, it would not even phase them at all.

Make it 3 use a day item at that price I think that is fair. Or raise the price to what it neededs to be worth around 27 to 50k

you really have to be careful with this one, even with limited activation use. This = infinite use brooch of shielding, and a also +2 animated ghost touch heavy shield which is +7 piece of armor. Best bet is to make it a 2 or 3 uses a day item with a 1 min duration that is standard action to activate.

I mean really compare the the spell to these items.
Spell +4 shield bonus = +2 heavy shield give you the same bonus

Spell does not require in hands to use and does not interfere with spell casting, standard action to activate = animated +2 shield bonus animated is move action to activate to perform the same function the spell but only last 4 rounds not a full minute

Spell is a force effect and applies to incorporeal creatures attacks = to +3 armor property of ghost touch

Spell absorbs all magic missiles > then brooch only takes in 101 point of damage of missiles.

Spell not items slots > items slots required to emulate this effect is 2.

the what you are seeing and run into this another example of this aspect of the falcon and bracers of falcon aim and it's most recent nerf. is that some 1st levels should not be 1st levels spells. but for legacy reason they remained at that level of spell.

Axial wrote:
What does the Apostle Kyton template actually grant?

increased natural armor

spell resistance
immunity to cold
regen vs good and silver
area of effect sound based attack
bleeding touch, touch some one and do set amount of damage+ d6 of bleed per hit dice
a wisdom damage attack that shifts a person aliment also, if game uses the sanity system it effect that instead of wisdom
unnerving gaze
cast shadow walk once per day at certin number of hit dice at 20 and above this become at will

ability that using shadow walk let you move super fast.
bonus to all 6 ablitys scores with 4 of them
being +6s

bonus to bluff, heal and intimdate
and infernal as bonus lang

Woodoodoo wrote:

The gate breaker feat =

Does it even work while sundering? Since you are already getting your str bonus from your normal sunder damage.

See this thread

1 person marked this as a favorite.
Fourshadow wrote:
I don't understand why people are complaining that a lot of this content seems to be more GM-related. It's Horror Adventures, not Ultimate anything or anything Guide. To me, that says it would be more GM-centric.

It does seem more GM related maybe that why I like it so much, I often stuck as GM. I am glad it is that way also, give me lots effective options and both for challenge, theme and rewards to give and use on my players.

Dragon78 wrote:

What do the hive look like?

they function and act almost identically to Xenomorph from Alien movies, including the queen, and described as large insects like creatures, with claw and long tails spear like or sharp tails, and long dome shaped heads with no eyes. but the art work is similar to alien movie aliens but not enough to be them directly. they are shown as green. kind of look like some kind of plant/fungus/insect or crab creature I 1st though before reading it. I did not think Alien when I 1st saw it. instead of the long skeletal/Mechanical/phallic work of HR Giger. these thinks look a lot more muscular or girthy. The claws are not shaped like hands they are shaped two fingered scythe like blades. same with the tail. it is covered is small spikes on head, arms and tail Maybe best way to describe it is it looks like if you cross Alien, with spiky crab and praying mantis. It is totally awesome.

looked through my pdf today, I have to say this book was well worth the buy, just for the extra monster temples and magic items. they are really awesome as well as flavorful.

We can easily make Alien Xenomorph style game with hive, or make Halloween/ Friday 13th style adventure with some of the other templates and magic items. I am really considering add Friday the 13th dungeon Way of the wicked game, because even bad guys can be stalked by a killer.

I love the barb archetype that lets you emulate lycanthrope with out giving you the actual curse. A friend of mine has been wanted to do this for years. there is also magic items that do this for barbs, this is great for 13th warrior/eaters of the dead style game.

Kryton stuff add nice hell raiser elements, expect the magic puzzle box in this is rather umm, may have been copyright problem or they really did not want to make the hell raiser box. Kryton the template is almost identical to half/kyton template I made. I did this for a friend for his sorcerer/rogue, After I had him find a puzzle box of my making. I may add this template to way of the wicked game also, as I giving my players a chance to pick up templates at cost of one level per cr+.

I like some of the feats too. Good job with this book

yeah it is mostly miss all every time I try to use it when DM, it is just so easy to raise PC CMD. When player I see players use it, they always us it as difficult terrain use. it eat up about 1 round actions. as they have to double move and go through it, or around it. It just seem better option to just take out the target completely.

I rather use create pit has the same effect of terrain controlling type of spell, the distance is only 5ft less. On failed save usual end up taking non flying creature for the entire battle. I don't see the 3d effect of tentacle being that big of a bonus, most creatures fly at rates of 60 or higher so going around or over them is often not even inconvenience, I guess for the slower ones and enclosed area it could be semi useful.

I guess I just feel there are better option at 4th level spell range.

I am not saying his impossible to build, I am just say don't expect him to be just like Gutz by until around upper levels of the game.

you all must not read the manga The bar kid does be come a little bad ass, they are just introducing him now in the show. He is a bit of clown and written as comic relief.

you all keep saying also that he is fighting level 2 warriors, but level 2 warriors can't afford or never have full plate, just about everyone he fights has full plate, + other gear. so most people he fights are around level 3- 5. I would say most of the band of the hawk are this level with few exceptions being higher. around 8 or 9, then you Gutz and Griffith where are clearly well above the rest. Gutz beats them with easily.

Lizard king has a good setup up, but look at what level you have to be to get the rage power he has.

This is the problem with trying to recreated fantasy novel hero in a game system does not work because these character grow at exponential rates and do things even the most bad ass in there world can not do. Conan is another good example of this back when 3rd edition came out they made a Conan supplement, Conan had 18 int, because in the books he described as genius and master linguist. he was also level like 26. fighter barb rouge.

these character are written to be be larger than life, this is why they must be built as Gestalt Mythic characters if you want to recreate them accurately. because that what they are. So if you just looking for a feel, don't expect character to feel mechanically like him until upper levels, the feat system and action economy kill the ability to do that.

Gestalt, fighter/barb level 8 1 or 2 mythic tiers and you have early guts, post eclipse he is level 20 with at least 3 teirs

I don't think it is, he uses improved unarmed strike against Griffith, uses the entire cleave feat tree when fighter Griffiths men, bite attack that he can use improved disarm with vs Griffith, improved grapple, improved disarm/trip, all in the 1st Griffith fight. Also improved dirty fighting as he flicks dirt and grass in griffith face. isn't there a feat that lets your armor break to avoid a critical hit. he has that uses it in the fight with the ax guy before that and not to mention sunder line on that guy. All of that in the 2nd ep.

he also more then likely has dazzling display as he intimidate Corkus and all other guys he use cleave through before they even attack them in 2nd ep. he mostly certain has the mounted combat tree, because he preforms full attacks while mounted during the raid scene when he bring up the rear line in the 3rd eps.

Power attack, most diffidently. Weapon focus and weapons sp more then likely because he spends all that time with his great sword. but those could maybe be debated away in some fashion.

This means he has those feat tax that go along feats also. seems also like he has endurance and die hard. As he sleeps in medium armor with out getting tired.

He picks up his first cohort in black swords man arch, the bar boy. I can't remember the characters name, so he most certainly has the feat, by that point. I am sure he picked it up by once he became commander of the band of the hawk raiders.

he has so many ability that pathfinder has determined to be a feat and not just function of the rule set or the requirement for said feats, he must be said level. now if you want to make power attack a non feat and just a game function, same for mounted combat, all the combat maneuvers, and remove all the feat taxes, then yeah he be around 6ish when he 1st meets Griffith. which makes more sense. but if you want to build him in pathfinder he going to be a much higher level. just because of the number of feats he uses.

not to mention his stats are going to be crazy high.

str is at least 18 to start,
dex is fairly decent at least 14 he tumble and roll around a lot the the black swords arch very graceful, and he is fairly stealthy, even though he botch his 1st assassination attempt, by getting notice after the fact his still made it all the way to the lords chambers with out being noticed.
con is at least a 16
int got to be higher then 13. just to use all the combat maneuvers. I says 14 he has lot of skill points.
wis only low score I say 8 or 9, he makes lot of stupid careless mistakes and takes him long time to learn from them
cha 12 or 14 back in the day. in the manga now his cha is almost = to Griffiths when they 1st meet. As he is inspiring so many people.

you almost have to use unchained revised action economy to bring him down in level also, and innate stat boot also and do away with magic items from the unchained book, to keep his level low. which would make a lot more sense consider how rare magic is in his world until after the eclipse.

oh I forgot since you are taking skill bonus race based bonus feat.

instead of taking bonus feat: take Focused Study alternated racial trait. it give you skill focus 3 times for 3 different skills. so instead of getting 1 bonus feat you get 3.

this goes to show you how weak of a feat skill focus is.

do a search there a lot of suggestions out there and lots of different opinion on how to make Gutz. A lot of close repsenations of him by the time you hit level 14 or 15 starts to look like him when he 1st met Griffith, but realistic with the current rule set based on everything Gutz does is basically impossible to make him to 100% accuracy with out going in to mythic and epic level rules and using gestalt and him being like 35 point buy character. Due to the feat system the character is more fighter then any other class then anything because you need that many feats to represent what he does. but he also has rage, proficiency with fire arms, repeating cross bow and he is actual fairly stealthy has almost some rogue qualities to him that he picked up from Juda. He is skilled in mounted combat also, has leadership feat, part of the reasone Griffith has his down fall because people start to look at Gutz the same way they used to look at him. This is shown even more so after the Black swordsman arch. He actual does not rage out as much as people think he does despite the name the show being berserk, he does a little bit when you 1st meet him in the story and then he calms down a lot and use level headed combat tactics. which others see a reckless, but it not something done out of rage. then he go on his crazy enraged careless quest of revenge in the black swordsmen arch. but even that passes in time and he shift away from that. which is where the new show is taking place currently. But both are very short periods of time. He later gets set of cursed magical armor, called berserk armor. which make him function like the 3.5 prestige class frenzied berserker.

your best bet to make him as close as possible is titan fighter/ invulnerable rager barbarin gestalt character

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I don't know if anyone seen this kick starter yet. It is for vampire hunter D Comic, which is fully funded now, but it has stretch goals to get actual Vampire hunter D pathfinder Add on from Paizo. Maybe they will be and offical way of making D hand in the book from the stretch goals for this comic

Vampire hunter D Kickstater

I don't know if anyone seen this kick starter yet. It is for vampire hunter D Comic, which is fully funded now, but it has stretch goals to get actual Vampire hunter D pathfinder Add on from Paizo. It will more then likely fit very well with this horror book.

Vampire hunter D Kickstater

I don't know if anyone seen this kick starter yet. It is for vampire hunter D Comic, which is fully funded now, but it has stretch goals to get actual Vampire hunter D pathfinder Add on from Paizo. It will more then likely fit very well with this horror book.

Vampire hunter D Kickstater

sounds like it stays a trident so it does trident damage, until you throw it then it says treat as javelin.

why does everyone think this spell is so powerful, I have never seen it work on more then 1 person at a time. CMD of targets are just way to high for this to be effective. caster level +5 is not enough by the time you get the spell to beat most cmd. when you need rolls of 13 to beat cmd you better off casting something else. It is even worse are you get higher level. The only creature I have ever seen it work on is arcane casters. because their CMD tend to be little lower, then everyone else.

yeah can kind of do what you want to do, just not with two weapon fighting. you swing with your two handed sword for your 1st irrative attack, then on your next one release your grip as free action and punch them in the face.

The only thing I would see that maybe could be debatable is changing the option during the 2nd irrative attack. I think you would have to start with two weapon fighting 1st that way the penalty applies to the rest of your irrative attacks, such as using armor spikes and punching a target using two weapon fighting and on your next attack attack with two handed weapon. because per the FAQ you are allowed to change weapons during your irrative attacks.

ok few things

you don't need two speed weapons also speed is a really bad property to get because it does not work with haste, or any of the many abilities or spells that give you the extra attack. So save your money there

Mantle of spell resistance also useless. SR is a joke in the game most casters are going to beat spell resistance with rolls of a 4. So save your money there. use that money to make your belt of dex into belt of of dex and con +6. HP is important

skip the bracers also and go with celestial armor as stated above. and pick up I think it sash of the war champion to add to your armor training and saves vs fear. you want as much ac as possible. with the rouge archtype you took. I personal think it bad choice of archtype, but you are multi classing with fighter to fix the flaws in the archtype. Go strait fighter or mobile fighter or with this build don't go into two weapon warrior archetype it is a trap archetype. the only reason to ever go into is if you want to dual wiled non sun sword bastard swords. even then it is rather bad choice.

well bards already can learn the cure spells and is already a spontaneous caster. so there no need for this to work.

now if you had some kind of bard Archtype that made them a you prepared caster this would work and have a use.

it is up to you to decided. the whole new action Economy a lot rulings have falling to be GM choice. Due to page limit in the book. they where working with. I would have loved to see more and maybe we will one day. I am surprised they covered as much as they did in the number of pages they had to work with.

I ruled it as 1 act, that can only be used on 1st attack subtype. I honestly don't think it that bad if you allowed it on every strike. Considering the main point of the new action economy is to help martial be more mobile. Most martils I see making is 1 or 2 attacks in around anyway. I don't see a lot of 3 more more attacks. I find my players doing other things they could not do before or would not because full attacks was to important. Also making it 1 act allow you use it with a charge.

The reason I ruled it 1 act limited to 1st attack subtype of the round was the txt in the feat about being at the highest attack bonus. I feel it was also within the spirit of the original feat and the spirit of how the new action Economy is supposed to work, by granting more mobility to martial.

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kevin_video wrote:

While GMs may like it, I know players who HATE it. So much so that they'll actually quit a game or not even join.

As for the XP progression, I have to disagree. If you're 9000 XP behind, you will always be 9000 XP behind. Unless you miss more sessions, in which case the gap only widens. The original system was in place for people to catch up if they started at a lower level. MMO's and various other RPGs have a proper system in place, but Pathfinder is lacking. As good as the Earn XP during downtime is, if a GM finds it to be too much work to come up with something, it'll get ignored.

yeah but at level 15 9000 is a drop in the bucket. much like the people who take rich parents as a background trait and getting 900 gp extra at level 1. by level 5 - 7 that 900 gp became nothing. the most you will ever behind is 1 encounter from leveling behind. which can be fixed with what thewastedwalrus stated about down time. that performing that down time action once at level 10 and all of sudden you are caught up with the rest of the group, you are actual ahead of them 600xp now. there are lots of ways to catch up if xp is used.

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You actual be surprised how quickly you catch up. there no need for the system, the XP amounts required to level are balanced so that you can catch up quickly. this is based off medium progression. Lets say you level 1 and the party is level 10, by the time the party reaches level 11, you will be level 7 by the time they reach 12, you will be 10, by the time they reach 13 you will almost be 12. it will pretty stable at that point.

but As Ascalapus said the essayist thing any gm can do is just remove xp from game and level up at X point. I did it love it, my friend that played in my games, did it to his games also, because he like it so much.

I would say it move with the character. as the square you threaten normal move with you when you move. only difference is with this you can only move when someone provokes AOO. Combat Patrol can be a risky thing to do. you use your full round action and may not get any attacks, and if you do get one and move to attack your target you could very well provoke your self. which could be used as trip preventing you from even getting your AOO

If i preorder this book do I get pdf copy to?

It a GM call right now. there been a few post out there that people have clicked FAQ on trying to get answers but none to be found yet. because people are not sure what the DC should be either should it be 20 because it is mithril and it is considered a master work material. Or do you do the item's DC, then the 20 later. just like the mounted combat rules the crafting rules are a mess, I think they have been cleaned up in unchained a little, bit. you may want to use those rules, look them over.

Did they not take a 10? by the time you can afford to make something out of mithril they should be able to take 10 and auto pass the dc 20?? you can almost do it at level 1 1 rank +3 tranined, +2 master work set of tools + int bonus most people have. Not to mention any race bonus or assistance helping via aid other action? There even a spell as wizard could cast that is 1st level that gives +5 to the check. could easily put a crafting at well over a 20 with take 10 at level 1, so failing should be impossible.

then you run into the other problem with crafting something out of mithril, it take for ever to make anything out of it due to it's cost and the crafting rules. the only really effective way to make something out of mithril in a decent time frame is via fabricate spell which is 5th level or with the magic item amazing tools of manufacture. which cost 12,000 gp in them self. This should give you an idea of when a players should be getting access to mithril gear. which is often around 7th to 10 level by then.

If you are the GM, and they are around 7th level, and depending on what situation, you may want to be little lenient on your player considering how messed up the rules are. Is he aware he could take 10, is aware the npc or another PC could have aid other on him or cast 0 level spell guidance on him as option. Are you as GM aware he could take 10 on this check?

Now would a take 10 even pass the check for him. If he did not have any hardly any ranks in craft and could not take 10 and pass and had to roll and knows about aid other, spells ect. I think he lose half of the potential work he could have done on a successful check.

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