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+1 bypasses dr/magic +3 bypasses dr/silver and dr/cold iron +4 is dr/adamantine and +5 is alignment based dr and +6 bypasses dr/epic


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paladins are meh none of their abilities even justify needing to be locked to a single alignment and there are several other classes that are way more powerful then a paladin and not as gibed by restrictions


nerfing martials is not a good way to go and if your going to replace all iritatives they also need the mythic versions of vital strike as well


Gauss wrote:
Nefreet wrote:
This is what I focused on:
Jeb Gardaxe wrote:

Extending the progression yields 16d6, up from 12d6.

Of course, it's entirely possible that the fact that Colossal is the largest size around means that a weapon cannot be bigger than colossal for the purpose of dealing damage. This is my main problem.

Perhaps we are reading it differently. I see it as a pair of questions, not statements.

Question 1: Is 16d6 the correct extension of 12d6 going up 1 size?
Question 2: Can sizes even go above Colossal? (The weapon's size starts at colossal.)

I answered question 1.
I made no statement regarding question 2 though size increases without names should be feasible.

1. yes and 2 it should still be able to there are some creatures who if made into pathfinder would be well beyond colossal size so it would make sense to keep going, if you made a warmachine Ifestus they would wield a weapon 2 size categories larger than colossal, if you make that weapon also have impact it deals damage one size category more than that, add in a few levels in abyssal bloodline bloodrager and you get another size category and a few levels of titan fighter will net another size category boost thus making a creature who is one size category larger then colossal that is wielding a weapon 4 size categories larger then colossal and deals damage as if it were 5 size categories larger then colossal for about 64d6 damage die


hopefully its not anything like that ranged weapon/ammo faq/eratta.....


and even those requirements can be bypassed by adding 5 to the dc


sweet thats what i was looking for tnx LeMoineNoir, if any one else knows of any, maybe some stuff that came out in a newer book feel free to add to the list


1st list isn't really what i'm looking for, those are items that have an effect then just get a small additional effect, what im looking for are items that level up character class features beyond their normal limit, and the 2nd one just doesn't work


looking for a list of class specific items things like
-robes of eldritch heritage
-bracers of the merciful knight
-monk robes


Chromantic Durgon <3 wrote:
Pericing spell rod + spell pen and greater puts you at effectively a +9

add in spell perfection and the bonuses from the feats get doubled


Ancient Dragon Master wrote:

SR 37.

20 + 2 + 2=+24

The problem with trap the soul is that it allows SR. With average SR of CR (26) +11 i need tp be able to get +36.
Plus theres theres the question:

Do daemons have souls?

daemons are literally souls their body is a physical manifestation of their soul rather then it being a container for it like the mortal races


does it have to be pfs legal cuz if not take a level in vitalist and then get a tumor familiar from either bloodrager or alchemist they you get free fast healing 5


there's the half dragon template


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TPK wrote:
Your caster level isn't high enough to create that item.

you can bypass the caster level requirement by adding a +5 to the dc of the check


alright, the cr may be a bit screwed up and i may have missed a few things with the math and replacing text but here it is

Hellscape dragon:
Hellscape dragon(dracula dragon) cr(41)
LE Colossal dragon, undead(mythic rank 10)
Init +32; Senses dark vision special, blind sight 60 ft., blind sense 120 ft., true sight 240 ft. smoke vision; Perception +86
Frightful presence (600 ft., DC 58)

DEFENSE
AC 104, touch 52, flat-footed 95 (+8 Dex, +52 natural, -8 size, +23 deflection, +18 untyped, +1 dodge)
hp 1785 (51d12+1173); fast healing 10
Fort +80, Ref +65, Will +75
DR 20/good and adamantine and mythic; Immune fire, cold, acid, electricity, paralysis,petrification, sleep, positive energy, ability damage, undead immunities; SR 55-special, channel resist +12
sonic resist 25, force resist 25
evasion(see rogue ability), stalwart(see inquisitor ability), uncanny dodge, improved uncanny dodge

OFFENSE
Speed 60 ft., fly 360 ft. (perfect)
Melee bite +81 (8d8+53/17-20x4), 2 claws +81 (8d6+53/17-20x4), gore +81 (8d6+53/17-20x4)(2 wings +81 (4d8+53/17-20x4), tail slap +81 (8d6+53/17-20x4)
Melee with power attack bite +68 (8d8+131/17-20x4), 2 claws +68 (8d6+131/17-20x4), gore +68 (8d6+131/17-20x4)(2 wings +68 (4d8+131/17-20x4), tail slap +68 (8d6+131/17-20x4)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (150-ft. cone or 360-ft. line with 20 foot width, DC 58, 30d12 special), crush (gargantuan creatures, DC 58, 8d6+24), manipulate flames, melt stone, tail sweep (Medium creatures, DC 58, 2d8+24), pounce
Spell-Like Abilities (CL 51th; concentration +74)

At will— detect magic, discern location, find the path, pyrotechnics , suggestion , wall of fire, dimension door(self only and any equipped gear), plane shift
Spells Known (CL 51th; concentration +74)
9th (16/day)— time stop, weird , wish, Mage’s Disjunction, create demiplate greater, suffocation mass

8th (18/day)— greater shout, prismatic wall, screen, orb of the void, dimensional lock
7th (18/day)— limited wish, mass hold person, spell turning, force cage, power word blind, finger of death
6th (19/day)— antimagic field, contingency, greater dispel magic, acid fog, disintegrate
5th (19/day)— polymorph, telekinesis, teleport, wall of force, cone of cold, dominate person, waves of fatigue
4th (19/day)— fear (DC 20), fire shield, greater invisibility, stoneskin, arcane eye, black tentacles, dimension door, enervation, greater invisibility
3rd (19/day)— dispel magic, displacement, haste, tongues
2nd (20/day)— alter self, detect thoughts, misdirection, resist energy, see invisibility, blur, glitter dist, invisibility, summon swarm, whispering wind
1st (20/day)— alarm, grease, magic missile, shield, true strike, mage armor, shield, obscuring mist
0 (at will)— arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic, resistance, create water

STATISTICS
Str 74(+32), Dex 27(+8), Con -, Int 41(+15), Wis 46(+18), Cha 55(23)
Base Atk +51; CMB +91; CMD 151 (155 vs. trip)

Feats craft wondrous items, dimensional agility, dimensional assault, dimensional dervish, dimensional savant,dodge, Empower Spell, Improved Critical, Improved Iron Will, Iron Will, , Power Attack, Quicken Spell, Wingover, weapon focus, dragon style, improved unarmed strike, tiger style, tiger claws, tiger pounce, Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes , improved lightning reflexes, lingering spirit, vampiric nobility, hover, flyby attack, great fortitude, improved great fortitude, mythic iron will, mythic lightning reflexes, mythic great fortitude, mythic improved critical, mythic power attack, mythic improved initiative

Skills Appraise +69, Bluff +87,climb +60, Diplomacy +87, Fly +70, Intimidate +87, Knowledge all +69, Perception +86, Sense Motive +86, Spellcraft +69, Stealth +46,swim +61 Use Magic Device +77
Languages all of them

the save dc for all the hellscape dragons abilities are charisma based, also due to the hellscape dragon having both the mythic ability hard to kill and the feat lingering spirit they can continue to fight on until they reach negative double their charisma score instead of being killed at 0hp

mythical casting(su)
if any of the spells, spell like or supernatural abilities use a spell with a mythic version, use the mythic version instead

Stable Form (Ex)
A dread lich is immune to all polymorph effects except those it casts on itself.

Acidic Bite (Su)
the bite of a Hellscape dragon deals an additional 8d10 acid damage.

Flame claws (Su)
the claws of a Hellscape dragon deal an additional 6d10 fire damage

Superior natural attacks (ex)
the natural attacks of a Hellscape dragon deal damage as if they were one size category larger even though they are already colossal size this effect stacks with other effects that boost natural weapon damage die based on creature size such as impact, in addition they can bypass all forums of alignment based DR, as well as adamantine, silver, cold iron and magic based DR

superior flight(ex and su)
the flight of the hellscape dragon is both supernatural and extraordinary in nature allowing them to fly at full speed with perfect maneuverability and maintain such abilities even in an anti magic field

incineration breath (ex)
the damage type of the Hellscape dragon is both acid and fire, however it is so potent a creature needs to have equal resistances to both fire and acid to gain the most effect meaning they need both acid and fire resist 10 to block 10 damage from the breath weapon if a creature has fire resist 5 and acid resist 10 only 5 damage will be blocked, a creature with immunity to one of the damage types but not the other takes full damage from the breath weapon unless they have resistance to the other damage type in which case the damage will be reduced by an amount equal to resistance, if a creature is immune to both fire and acid damage they take no damage from the breath weapon, any creature damaged by the breath weapon must make a second reflex save (dc 58) on a failed save they take 6d6 incineration damage each round until they make the save creatures may take a full round action to roll around on the ground to grant themselves a +6 bonus to their save

unholy might(ex)
the hellscape dragon gains a bonus to saves equal to its charisma modifier this even applies to fortitude saves even though you already receive your charisma modifier to fortitude saves from being undead, it also gains a deflection bonus to ac equal to its charisma modifier and a un-typed bonus to ac equal to its wisdom modifier plus an additional 1 per 5 hit die(the wisdom modifier to ac is only active while not wearing armor or using a shield and does not stack with the normal monks wisdom bonus to ac)

lord of undeath(ex)
the hellscape dragon is immune to any abilities that would normally allow a creature to bypass its immunities including its undead immunities in addition instead of being immune to energy drain and negative levels the hellscape dragon instead gains a bonus to hit, ac, damage, saves, skills equal to the number of negative levels gained as well as gaining 15 temporary hit points per negative level this effect stacks indefinitely the hellscape dragon can never die from negative levels any temporary negative levels automatically become permanent negative levels these bonuses last until the negative levels are removed however each time they would regain spells they must make a fortitude save dc 95 or lose a negative level

spell suppression(ex)
the hellscape dragon gains SR 55 and suppresses any feats and abilities that allow piercing spell resistance from non mythic sources

incinerate metal and stone(su)
instead of dealing the normal breath weapons damage a hellscape dragon can instead just incinerate all metal and stone(also minerals) within its breath weapon range the action to do this is decreased to a swift action

imperial strength(ex)
all the hellscape dragon's natural attacks are changed to primary attacks as long as they don't attack with manufactured weapons in the same round(this makes their wing attacks and any other secondary attacks they may gain primary attacks) in addition they always gain 1.5 times strength modifier to damage with each natural attack

imperial strikes(ex)
a hellscape dragons natural attacks have a critical threat range of 19-20 x3 this stacks with other effects that grant increased threat range and critical multipliers such as improved critical. In addition any feat that requires a specific weapon to be chosen such as weapon focus (bite) applies to all of the hellscape dragons natural attacks

soul rend(su)
each of the hellscape dragons natural attacks require those hit by them take 2 permanent negative levels(which may be removed via restoration and other similar abilities) on a critical hit they take 5 negative levels instead( the hellscape dragon can not use this ability on themselves

bringer of darkness
a hellscape dragon puts all the myths about vampires to rest, neither they nor their spawn have the typical vampire weaknesses, the hellscape dragon also receives max hit points per hit die

unhindered stride
a hellscape dragon never takes penalties to movement

Create Spawn (Su)
Hellscape dragons can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. The container is often a coffin  however it may be another item that may be used for storage such as a crate or other similar item. When a hellscape dragon wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If a hellscape dragon’s or one of its spawn's coffin home is ever destroyed, they cannot reform and is destroyed when it reaches 0 hit points. They can however preform a ritual to create a new coffin home the cost of doing so varies but what ever the gm decides the cost to be the coffin home for the hellscape dragon should be 10 times that of the normal coffin homes of their spawn.
Under these conditions, a creature slain by a hellscape dragon's soul rend ability ability rises as a standard vampire (modified by the hellscape dragon's bringer of darkness ability) 24 hours after death. Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a hellscape dragon's blood drain attack returns as dread vampire 24 hours after death. A vampire or dread vampire created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. At any given time, a hellscape dragon may have enslaved vampires or dread vampires totaling no more than six times its own Hit Dice(number of vampires not hit die value of the vampires); spawn created that exceed this limit rise as free-willed vampires or dread vampires. A dread vampire enslaved to its creator may create and enslave spawn of its own; thus, a master dread vampire can indirectly control a large number of lesser vampires. A hellscape dragon may voluntarily free an enslaved vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.

Children of the Night (Su)
A hellscape can command the lesser creatures, dragons and undead of the world. Six times a day, as a standard action, a hellscape dragon can summon  creatures of the animal, dragon  vermin, or undead type. The hellscape dragon can summon any combination of creatures so long as their total Hit Dice is less than the dread vampire’s. Summoned creatures arrive in 2d6 rounds and serve the dread vampire for up to 1 hour.

Blood Drain (Ex)
A hellscape dragon can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d10 points of Constitution damage each round it maintains the pin. The hellscape dragon heals 25 hit points or gains 25 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Dominate (Su)
A hellscape dragon can crush an opponent’s will as a standard action. Anyone the hellscape targets must succeed on a Will or fall instantly under its influence as though by a dominate monster spell (caster level equals hellscape dragon's character level). The ability has a range of 90 feet and is a mind-affecting effect. The save DC is 58

Uncanny Climber (Su)
A hellscape dragon can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.

Rejuvenation (Su)
Hellscape dragons are notoriously hard to destroy. If reduced to 0 hit points in combat, a hellscape dragon turns to ash. It then begins to reform in its coffin, the hellscape dragon is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 10 hit points per round.
Even if a hellscape dragon is killed, if its remains are bathed in the blood of one or more good creatures who's hit die total are at least a number of HD equal to the hellscape dragon's, it returns to unlife within instantly.

Humanoid forum(ex)
a hellscape dragon may take the forum of a human as a free action except that they retain all their abilities and natural attacks(they still have wings, claws a tail ect.) and even though they are now medium size they retain the full impact of their natural attacks(don't downgrade weapon damage die for natural attacks used in human forum)they may return to their normal forum as a free action

Mythic path champion

Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Always a Chance (Ex)
You don’t automatically miss when you roll a 1 on an attack roll.

Punishing Blow (Ex)
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.

Maximized Critical (Ex)
Whenever you score a critical hit, the weapon’s damage result is always the maximum possible amount you could roll. This doesn’t affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword’s damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.

Maneuver Expert (Ex)
You do not provoke any attacks of opportunity when you attempt a combat maneuver check.
As a free action, you can expend one use of your mythic power whenever you attempt a combat maneuver check to gain the benefits of the Improved and Greater feats tied to that maneuver. You must decide to use this ability before making the roll.

Destroyer (Ex)
Whenever you attack an object, including a held or worn item, you ignore any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

Shatter Spells (Su)
You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.

Extra Mythic Feat (Ex)
You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Ever Ready (Ex)
Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.

Legendary Champion (Ex)
At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it’s lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Force of Will (Ex)
At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex)
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled,  exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyze d, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Legendary Hero (Su)
At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

treasure
fortuitous impact amulet of mighty fists +5 and natural armor +5, headband of mental perfection +6, belt of physical might +6, cloak of resistance +5,5 tomes of +5 to a stat one for str,dex,int,wis and cha they are released from the dragons body oppon its true and final death and a large amount of platinum

edit forgot a few things


Atalius wrote:
Gauss wrote:
Atalius wrote:
Just like the subject line, are there ways to give me a +2 or more to Dex without a belt? A method without temporary spells like cats grace. My belt slot will be occupied with a belt of Giant Strength. Thanks all.
Just get it upgraded to a Belt of Physical Might.
How much would that cost?

3000 gold if you modify your your current belt with craft wondrous items, 10000 if you have to buy a new one


i'm about half done with the stat block will finish it tomorrow as i got some other stuff i need to do but i feel like it does Dracula as a dragon justice, the cr may be a little wonky tho


Atalius wrote:
Lady-J wrote:
in addition to the things posted above if you can find a way to make yourself into a construct and have the craft construct feat you can grant yourself +2 stacking indefinitely to any ability score you want for 2500 gold a pop
How could a monk do this? I do not have the experience to know unfortunately. This idea has me intrigued

you would need to talk to your dm about giving you a long and difficult quest chain for something like this then you will also need them to be nice to allow a non caster to take craft constructs to allow you to be able to work on and modify yourself also i would suggest not abusing that ability if they do end up agreeing to letting you do this don't add to many ability scores or you may end up loosing the gift.


in addition to the things posted above if you can find a way to make yourself into a construct and have the craft construct feat you can grant yourself +2 stacking indefinitely to any ability score you want for 2500 gold a pop


im putting something together give me a bit


sounds more like risk than a mmorpg based on pathfinder


apply both this template ravener and the dread vampire template that way they get to keep their d12 hit die and all good saves i would probably only have this combo be a +4 cr instead of a +5(+2 and +3 cr templates) as many of the template boons don't end up stacking also give him a few levels of unchained monk and anti paladin


Gamerskum wrote:

because flying breaks hings?

casters have already been flying for 5 levels by the time anyone can even gain access to the feat and while flight is good it doesn't really break anything and just makes it so marshals have a way to deal with flying enemies


is the whole podcast on PFO or can i jump to a specific point?


i remember reading some where that they were developing a pathfinder mmo(pathfinder online or PFO for short) like how dungeons and dragons has DDO any one know what happend to it?


Diachronos wrote:
I've never understood why they have racial feats that have "character level 10th" as a prerequisite. They're never combat feats, and the only way to get a feat at 10th level is with a class that gets a bonus feat at that level... and the bonus feat is always either a combat feat or restricted to a list that doesn't include those racial feats.

that and most of the time at that level you have access to spells that will do the same thing but better so there's no point in putting it behind that high of a level lock


thaX wrote:

We continue to disagree.

As I said in the first post I have here... "Just keep in mind that the weapon itself never changes, it is still a Two Handed weapon no matter how it is wielded."

The Inappropriately Sized Weapon section does not come into play here. The weapon is used with one hand, getting the appropriate effects for wielding it in that manner,such as 1.0 str mod damage, +2 damage for every -1 to hit for Power Attack and the like. It does not turn the weapon into a One Handed Weapon.

it is however wielded as a 1h weapon which means for the purposes of twf it gets a -4/-4 to hit and also means you can wield a 2nd one in your off hand if you so choose


i agree the aasimar feats should really have the level restriction lifted


thaX wrote:
It is a Two Handed Weapon being wielded in one hand, just like the One Handed weapon can be used with two. The difference is that you need a Feat (Thunder and Fang) or Class Ability (Jotungrip) to be able to wield the Two Handed weapon in that way.

yes and when you do it becomes effectively a 1h weapon meaning you can twf with them


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real items or can items be made up? i was thinking a die that would add a number of freckles on your face equal to the number rolled on the die and the effect lasts 1 min, another could be a deck of cards that minorly changes features about the person for a small amount of time like you have purple hair now or your shoe size is one size larger


Deighton Thrane wrote:
Well, the goal posts have been moved several times. But currently how it's set up, turn one you can buff. The enemy is nowhere to be seen so can't be targeted. Once your turns over GM fiat happens and somehow you're pinned, prone, shaken, sickened, staggered and at 0 HP. Any spell or supernatural abilities that prevents you from taking one of these conditions is automatically dispelled. Also any readied action to attack, or affect the enemy automatically fail. Turn 2 you do whatever you can with those conditions.

so basically a no win senario due to gm fiat in a pfs senerio ya that's not going to happen and is would even cause an uproar in a home game and is a pointless endever to even entertain such an idea as its equivalent to rocks fall every one dies


Deighton Thrane wrote:
Lady-J wrote:
Mike Schneider wrote:

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.

12 levels of sorc, cross blooded draconic and orc, use blood line mutations, spell specialization, magical lineage with metamagic master for traits and the meta magic feats and what ever mythic ranks the given adventure gives you everything else is arbitrary and not needed as it would all be weaker than my normal builds but you requested pfs legal which hampers things and dis allows many of the other options i would consider for a blasting sorc so that's all the info that is relevant for the build
You would likely need to break the pin first since not only are spells with somatic components impossible to cast while pinned, and those without somatics still requiring 10 + CMB + spell level, so DC 41 concentration check, but in order to direct a fireball, you need to point in the direction it's intended to go, which isn't possible while pinned.

what pin the stipulation of the fight was not supersized by combat and one free full round to prepare for combat which means one free round to cast the spells, the enemy is not in melee range currently and no buffs there is nothing then the enemy goes(if they are still alive) and can make one attack


Mike Schneider wrote:

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.

12 levels of sorc, cross blooded draconic and orc, use blood line mutations, spell specialization, magical lineage with metamagic master for traits and the meta magic feats and what ever mythic ranks the given adventure gives you everything else is arbitrary and not needed as it would all be weaker than my normal builds but you requested pfs legal which hampers things and dis allows many of the other options i would consider for a blasting sorc so that's all the info that is relevant for the build


mythic maximized empowered fireball on a cross blooded sorc for around 273 dmg(if they fail the save) to each enemy in the area if anyone survives hit them with a quickened mythic fireball for an average 119 dmg if they fail their save, or scorching ray if its a single target then do it again on round 2 after making a 5 foot step


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i think we can all agree that the faq on the ranged weapon enchantment is dumb and should be ignored in anything other than pfs


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vhok wrote:

it is treated as a 1handed weapon for feats.

Jotungrip (Ex): At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces uncanny dodge.

this^


yes


thaX wrote:

Just keep in mind that the weapon itself never changes, it is still a Two Handed weapon no matter how it is wielded.

Just as wielding a One Handed weapon with two hands imparts the Two Handed bonuses, so does wielding a Two Handed weapon with one hand imparts One Handed bonuses/effects. Still can't use another (Two Handed Weapon) in the off hand, still can't wield a larger one with two, and so on. (Two Weapon Fighting with Two Handed Weapons is not possible here)

that is incorrect if you can wield a 2h weapon with one hand then you can use two of them at the same time as long as you have 2 hands


Bard of Ages wrote:
Lady-J wrote:
im still confused as to what you are actually asking
Unless I'm wrong, the question can be more aptly phrased as "When using Path of War, Skeletons are boring enemies for a party of Initiators. What can I do to fix this?"

then they should add in some class levels, maybe not path of war class levels but at least some class levels of a form or fasion


it would stack you would still take a -2 to hit from jotungrip tho


im still confused as to what you are actually asking


what?


Taason the Black wrote:
The gambler is a demeanor and flavor, not the class.

yes but the exploding cards are more than just demeanor and flavor they need actual mechanics to back them up and one of the only classes that can do it is kenetisist


human telekenetisist will get you gambit, take profession gambler, the only issue with this is it means your playing a kenetisist


that's by design, that way content creators can make money off of book sales for a decent amount of time b4 its added to a site for people to view for free


i see it now, the 2nd book was the only one i could find until i looked at several pages of the paizo store with much scrutiny, altho i kinda wish the 2nd book was the one i was looking for much as i could have bought that instantly, going to need to wait a month or so with the price on the 1st one tho.

anyhow thanks for your help


and that's the book for 100% certainty? cuz the description says its more about magic marks then any other stuff


kobold press has a sorc bloodline that's goblin based anyone know exactly what book its in i don't want to buy the wrong one


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master craftsman


The Sideromancer wrote:
Well, considering the god of ending the universe (who has graced this thread with it's presence) isn't evil...

who are you to tell me what my alignment is

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