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Sajan Gadadvara

Lobolusk's page

2,102 posts. No reviews. No lists. No wishlists.


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nicholas storm wrote:
The alchemist INT bonus to damage comes from his throw anything class feature. Arcane bomber doesn't have this and so doesn't get INT to damage.

yeas I just saw that.

How would I go about Leveling him up? do I just treat him as a NPC? ad add class levels?

Quantum Steve wrote:

Mouser Swashbuckler. Make entering opponents squares work for him.

Definitely get Slashing Grace, too. Advanced Template plus standard advancement for adding class levels gives him a 27 Dex, that's scary.

oh man I like that alot!!!

Tyinyk wrote:
Why not just have him be an alchemist? It'll make bomb-focusing much more useful.

he is brand new and I didn't want to introduce him to a bunch of mechanics that I hardly understand.

He wanted to be a Necormancer and I was looking at the Archetypes and came across this.

Just trying to make it easy and fun. I am seriously thinking of making him an Alchemist now.

never mind i see it

my feat choice for him is mostly focusing on the bombs because they are an easy mechanic to master.


really appreciate the advice

you do get your INT damage with the bombs just not the discoveries. Where are you reading you don't get the INT damage?

Bomb (Su)

At 1st level, the arcane bomber gains an ability nearly identical to the alchemist’s bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class’s bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability.
This ability replaces arcane bond.

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

I am running Iron gods and had a new guy join he has not played since THACO he wanted to be a wizard. I made him an electric Elemental bomber wizard to deal with those filthy robots.

I am more of the grapple it kind of player and don't really focus on ranged and spells any advice for him on feat selection? I gave him point blank and precise shot.

what is the SChitck for the elemental bomber? what is the classes main function? what can i advise him on to have a good time and be a good part of the group? he seemed to get the bombs down I once played with an alchemist so I have some experience with bombs. can you give me the basic walk-through on this archetype?

my players never quite are able to kill this little guy and he harbors a taste for vengeance. he has become sort of a party nuisance/mascot. i want to level him up with the party so every level he comes back stronger and more determined to kill them.

any ideas?

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Vidmaster7 wrote:

I think the question on what classes are effected the most is kind of obvious since I've seen plenty discussion of MAD and SAD classes. So the pathfinder standard is 15 I personally use 25 point buy and i don't notice as big of a problem with MAD characters as I've seen expressed.

So assuming monsters would get buffed up with a higher point buy used what would be the best point buy to allow more of a balance between MAD and SAD character?

I Think the biggest Transition of mad vs sad would be monk vs wizard. If someone has better pile on!

Can I ask why people seem to like point buy? I always have my players roll 4d6 reroll 1 drop lowest.

i always find point buy makes the characters pretty predictable in terms of stats?

there is nothing like forcing a character to roleplay a -7 int but 18 str.

with point buy that isnt really feasible?

can i get a pro point buy poitn of view so i can understand the point buy though process?

do you need he throw anything feat? the thrown splash weapons page says you dont take the -4 to use the bombs


i have had the party attacked by multiple iterations of the skeletons and they know they regen every 26 hours.

my party is going to come up on hetuath the leader of the skeletons.

I know he has 4 arms but does he get 4 attacks? and how should my players identify how to put him and his skeletons down for good? any ways to subtly lead the players to drag his corpse int the desert?

anyother feat ideas I want to keep it mighty simple.

and how flexible should i be with the permanent feats the class says you have to take a feat that improves your attack or defense.

Deadmanwalking wrote:

I highly recommend Dedicated Adversary. It's a terrible Feat to actually take due to specificity, but wonderful to tack on with Martial Flexibility if you have a free slot.

Also remember that you need to meet all prerequisites when using Martial Flexibility and Power Attack and Combat Expertise are thus great early Feats for a Brawler to actually take.

Some other solid Feats he should be aware of:

Dodge (and follow-up Feats)
Pummeling Style (he should actually take these rather than using Martial Flexibility, but yeah, take 'em).
Blind Fight (and follow-up Feats)


good to know.

Lobolusk wrote:

We have decided on brawler, I think I will print out a list of some basic combat feats he can use.

any suggestions? to a good standard list of combat feats for a level 2 newbie.

1.vital strike (yes i know its a trap)
2. power attack
3. cleave
4. Improved (insert combat maneuver here)
5.deflect arrows

looks like Scratch vital strike till level 6.

We have decided on brawler, I think I will print out a list of some basic combat feats he can use.

any suggestions? to a good standard list of combat feats for a level 2 newbie.

1.vital strike (yes i know its a trap)
2. power attack
3. cleave
4. Improved (insert combat maneuver here)
5.deflect arrows

one more quick question how does the TWF feat chain interact with the Brawlers flurry?

if the guy invests in a TWF brawler does it negate the point of Brawlers Flurry?

Diachronos wrote:

The best I can find so far in terms of feats and class features would be to take Weapon Finesse and Linnorm Style, so he's using his Dexterity for attack rolls. With Linnorm Style he can use his Wisdom instead of Strength for damage rolls, but it requires having a constant -2 penalty to your AC and you can't add your Wisdom to damage unless the creature tried to hit you with a melee attack in the last round.

There's always the option of getting an Amulet of Mighty Fists with the guided enchantment, which lets you use Wisdom for both the attack and damage roll and would remove the need for Strength entirely. It's technically first-party since it was introduced in Curse of the Crimson Throne, but it was back before Pathfinder was its own system. If you're willing to allow it, it would be a good choice for him to pick up once he's accumulated 4,000g.

I cant find a link for Linorm style?

IS THE NEW unchained monk also MAD?

Deadmanwalking wrote:

Brawler isn't bad, but the Mutagenic Mauler Archetype is probably better for a new player than the base class due to the aforementioned problem with huge numbers of Feats. It replaces those with the much easier to remember Mutagen.

Unchained Monk is also very solid. Just period. Honestly, it's probably better than Mutagenic Mauler, but the flavor of the two is pretty different and somewhat baked in.

For a new player I'd just go with one of those. Both are super straightforward, which is something that can't be said of most other unarmed combat options (some of which are probably even better...but more complicated).

If willing to go a little more complicated and interested in the flavor, an Avenger Vigilante is another interesting possibility, and potentially very fun without getting overwhelming, but it is a bit trickier to build (though not mostly in play) and has more out of combat options (which might be important).

he is playing a Android so I might tweak it to be part of his nanite abilty like a subroutine instead of the mutagenic alchemist thing.

It has been a while since I have checked out the options for a unarmed punch machine.

I have a new player and he was instantly drawn to the monk and of course fell into the trap of "why can't I hit anything"

back int he day (3 years ago)my stichk was playing a luchadore do I considered my self an expert in playing a wrestling face punching murder machine but time s have changed with the brawler and unchained monk.

my question is this what is a good basic punching class for this guy to play he has zero knowledge of the game and is a brand new player the bralwer lookes good but I am afraid the large amount of combat feats and kowing which feat does what will be a bit overwhelming.

I was thinking of having him go unchained monk or unarmed fighter with a dip into MOMS for him

level 2 and we are running the iron gods book 1

the other thing is that we have ZERO internet where we game so we have to have the stuff prepared ahead of time.

EntrerisShadow wrote:

I was kind of wishy-washy on whether I should post this as a new thread or in the "Tarrasque+Magic Jar=Instant Apotheosis?" thread, but when in doubt, always start a new thread.

I'm running a game that is meant to reach epic levels. To give you the basic gist of the story, the continent the players live on is home to a very large forest that is unspeakably tainted by a "rift" in the astral plane that caused aspects of other planes to warp it. Eventually the players will come to find that the cause of this was when other heroes eons ago attempted to save the world from the tarrasque's destruction by 'sealing' it in a pocket dimension. But because the tarrasque is so powerful, the magicks necessary to do so were so volatile that a rift occurred.

Obviously, this somewhat rules out any "Plane Shift" methods of defeating the tarrasque. Which is fine; I felt the "Plane Shift" idea was a bit cheap.

But it does leave me in a bit of a bind. I'm looking for some way that it might be possible to defeat the tarrasque RAW, without having to invent some ridiculous macguffin or be reduced to a convenient Deus Ex Machina.

I'm hoping my players will figure out something pretty clever on their own, but in case they can't, I need a back-up plan. Something they can discover to make it possible. Any ideas?

could you turn it into a vampire? then it gains vampire weakness?


I have been in quite a few games where technology got super out of hand, It will be up to me to make this work. I just dont want to turn off first time players to pathfinder.

any suggestions on a good this is "pathfinder" AP?

i was looking at the mummy one.

I have a bunch of first time players, And I was wondering how High Technology does this AP get?

does it end up with full stormtrooper armor and laser rifles and swords? or does it keep some of the sword and sorcery setting?

didn't realize it was third party never mind

what about this: under the android race. fixes the whole problem.

Anomaly: Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical. [JBE:BoHR:AA]

I might just take a level of gunslinger first then switch to ninja.

a little back story:

I am running Iron gods and the team desperately needs a rogue type character. I was going to have them run into a DM run character that is a ninja but is in disguise as a Sargovian Explorer named Mwangi Jack.

I was going to have him part of the 5th expedition int to the mountain of torch.

the reason why I want to hide his ninja skills is I do not want the party to became dependent on me to solve things for them and I want them to have fun and I may occasionally point out a trap or somethings for them.

so I waned him to have a musket he will be level 3 so what feats do I need to wield a musket in combat.

Ascalaphus wrote:
Lobolusk wrote:


do you know if PAIZO has a high res "map pack" of all the maps in the AP we could take it to kinkos and have them print it off instead of painstakingly drawing drawing each square?

Yes, they make those for APs: link.

i looked at those and those didn't seem to have all the maps from the APS the interactive Maps do I am hoping those will work.


do you know if PAIZO has a high res "map pack" of all the maps in the AP we could take it to kinkos and have them print it off instead of painstakingly drawing drawing each square?

NerdOfTheYear wrote:

Also a bit of a maps question: How did everyone physically get the Desert Habitat onto a map/table? I'm counting it as 40" and I don't know any maps that go that big.

I'm starting the campaign in a few weeks, and fully expect my players to get to the habitat pretty quickly.

i had the map printed off at kinkos and it was 2 big for their biggest printers. I just had them print it out big as they could and the squares are 1/2 inch. I will have hem move across it with smaller markers and secretly move the skeletons to intercept them.

it is a pretty big map I plan on doing a "zoom in" fight when they find a skeleton on my wet erase map. I am open to suggestions.

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MasterZelgadis wrote:

Oh my god, we just started playing this campaign, had the second session saturday, and my party made it through the cave, we stopped at the metal doors.

The party consists of:
a half elven sorceress
a human monk
a half elven cleric
a dwarfen fighter
and a gnome druid with a bear pet.

I don't know how a party can be so not-creative :D

The room where the brown mold makes everything cold was a really tough challenge. But not because of the mold itself, the party was so stupid..

"You see a room, covered entirely in brown dust, as you come nearer, you feel that it gets really cold. At the east wall you see a human body"
"Hm..okay..I reach my hand out into the room, does it get colder?"
"Yes, much colder"
"I step into the room"
"[facepalm]..okay, you now feel it's really really cold, your whole body is shivering and you think you can't endure this for a minute longer"
"Hm..I go to the body on that wall and insoect it"
"Okay, you wanted this..3d6=13 non-lethal cold damage"
"What? I am at -4"
"You drop on the floor, unconcious and freezing to death"

After the rest of the party managed to get him out of there, nearly losing the cleric also, a little debate started on how unfair this was and what they were supposed to do.. I simply answered "maybe ask 'what is that brown dust'? After a relatively easy dungeoneering roll I would have said 'This is known as brown mold, it absorbs heat and emits cold, and if you get too close, you are freezing to death!'"

Then after a few more minutes of helplessness I suggested they could of course get back to the inn to recover, and that they are not supposed to explore the whole cave in one run. Such a thing as "go back, recover, come back later" was a fully new and innovative concept to them :D

First time Iran this the PCs threw Fire in the cold room and they all nearly passed out also except for a sorcerer who just happened to be 5 feet back. This is a common theme i am reading.

the second time I did this I let the party create water and make a "ice bridge" to the body then the monk lassoed it and was pulled back. i had to fudge it but these were all new players and they had such a good time being creative with the create water i figure the rule of "yes" worked much better than no.

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WE did this once with like 16 players we had 2 DMs it worked okay.

I ran my game last night and it was a lot better,

I read a few blogs on how to be a good DM and I rolled with it and said yes alot instead of no.

there was a few times I said "serious time now" and it worked I think it is the most fun I have had as a DM and my new players had a great time.

in the fist book from Iron gods the party meets Sef the leader of the Skulks before it happened I gave the party a big speech about not all encounters have to end with bloodshed and I did also mention a every body attack scenario where another character blurts out a word like "coconut" and every body knows to just start attacking. well the parlayed with SEF and it was going really well until on guy decided to just yell the parties version of coconut ie "clown shoes" and attack sef the party almost died but I rolled with it I didn't get mad because I like Diplomacy and I played the part and the party managed to beat the encounter and have tons of fun

thanks for all your advice.

Bandw2 wrote:

This is definitely a thing based on your players.

If you really want that to change you'd need to replace the least serious members.

Some people just don't get invested in the game the same as others do, or they get invested in different ways, and they're going to play how they're invested.

I've personally removed some people from the list of people I'd prefer to GM for and it has lead to a more focused experience. Generally it's the people with the least enthusiasm to play, and I replace them with people who try to make their own character's on their own time and will ask me about feats choices a few days before the campaign.

these are all Brand new players so I am workign really hard to get them interested in making characters and feats ahead of time.

Anguish wrote:


Seriously. When I DM, I've had similar things happen. To a degree, as long as people are having fun, that's good. But I'm at the table too, and I've spent time prepping to run the adventure, so at some point it's time to back-burner the one-nut jokes and move the story on (to the next fun/funny thing).

So I interrupt.

Let some joking happen, but after a minute or so has gone by, just say "okay, good point, funny, but let's try and keep things moving... there's some good stuff coming up that we can get to..." Politely bring things back to the game. If the players resist and won't play ball (or indeed Pathfinder), just wait them out and eventually discuss that maybe you should all be playing cards or something.

This helps thanks guys. looking Forward to tonight.

Claxon wrote:

I think the answer here is that your players seem to enjoy a lighthearted game, let them have it. Don't try to change it.

I think you're issues is you feel like you're putting in a lot of effort and not getting what you want (which is a more serious game).

The only advice I can offer is to change your expectations. If it will make you feel better, don't put in as much effort if you don't think it will make a difference to players.

Agreed I am flexible I just want every one to have fun and fight robots.

AlaskaRPGer wrote:

From my past experience at a table where something similar occurred, there are the main things that could contribute to it (I am not at your table, and I don't know the people, so I am making generalities).

1) The players don't want a serious game. The people making the jokes/acting up are having fun doing that, and they are playing the game the way they want to. There's also the possibility they are playing the game the way they *expect* others want them to play. My advice if you think either of these are the reason, before the game starts tell the players that you want this to be a more serious game, tone down on the silliness. If the players wanted the silliness, this could be an issue.

2) The setting/GM is playing things silly. I really don't think this is a factor in your game, but it was in the game I was part of.

I am guilty of both probably I just need to have a serious time and joking time and be clear when we are doing either.

can you walk me through the Mechanics of being flippant to NPCS? ie Intimidate fails diplomacy fails ect..

ie what are the in game consequences? i have a few characters that try to smooth things over with his High Diplomacy.

Forgive me please I have a hard time getting out what is in my skull on paper.

my main question is how do you keep a serious Atmosphere when you are gMing? fun is okay but there times I want my players to focus and feel the palpable danger int he air.

Background: I am running Iron gods after about 4 years away from TRPG. I want my characters to have fun and it is okay to be a little silly but I am having a hard time Balancing the "fun" factor with the Serious factor.

I spend a lot of time making custom sound effects Printing out giant maps and practicing what is going to happen. In my head it always seems so badsass and serious but within about 45 minutes in it turns to a bunch of good friends joking and being kind of silly, which I like to an extent...

there is no wrong or right to do this that is my motto for RPG

but maybe some advice on how to ton-down the " the sheriff is missing a testicle lets all focus on that for 20 minutes"
they asked me if the sheriff had any kids and why he was so grumpy I didn't expect it so I said he had a logging accident and couldn't have kids. it devolved into a in depth discussion of his particular injury that I was making up on the fly.

because my players are all new I ran the falcons hollow module as a tutorial

I don't want to limit the players in anyway shape or form. but I want to make sure the gravity of the situation is felt ie... you get to explore a sweet buried space ship!!!!!!

one of the best and most serious DM's I ever played with had me do the weight of all the gold and every item we carried I don't want to go to that length and bog down the game.

I am also thinking about letting one Character learn "androfuppin" or what ever its called. but he hooks his head up to a machine and randomly loses one other languange he knows imagine the amazing RP if he loses Common!!!

skizzerz wrote:
Lobolusk wrote:

Stupid Question,

how do I read the little numbers/symbols on the Cards?

If you're referring to the markings on the pawns:

  • The "IG" indicates it comes from the Iron Gods pawn collection. You can use this to split pawns out to their individual sets after you've mixed them all together.
  • The number corresponds to the number on the back of the pawn collection cover, which are the same as the numbers in the product description above. You can use this to verify you have all of the pawns, and also to sort them after they've been mixed together with pawns of other sets.
  • The color allows for differentiating between multiple copies of the same pawn. You and your players can make use of this by calling out the pawn color when saying what targets are attacking or being attacked, for example.

YESSS Spankyou very much!

Misroi wrote:
The same way that weapon store owners with no levels in spellcasting classes know how much a +2 icy burst dagger costs.

yes but that is magic ( I cant believe i just said that seriously)

this is technology there is no known way to really understand it and identify it except for a few guarded individuals. and granted I am only on book one of the AP. but with magic( again I know magic isn't real) you have wizards on every street corner. you dont have electricians/engineers on every corner of a small town like torch, in fact with out a the technologist feat you cant even use skills you have ranks in to interact with technology very well.

This is just me tryign to make it fun for my players, because I know they will eventually come to know what every itewm is and does and it will lose some of its "mystery".

I told them that every thing that is sold is beneficial. and I plan to include basic instructions with pictures like the defibrillators you see in public.

it is a fine line I agree being a jerk dm and doing what I am doing I just want every body to have fun. alot of these guys a have never rolled a 20 in their lives. I still have super fond memories of being in a a tight spot and having no options except drinking a random potion not knowing what it would do.

just received it looks amazing BTW.

Stupid Question,

how do I read the little numbers/symbols on the Cards?

Grumpus wrote:

I have only run 1 session so far of this campaign, but I will rule that the merchants will know what their tech items are and what they do. How else would they know what to charge?

To be honest some of tech items for sale seem to be more expensive than the usual magical equivalents. I don't really see my PCs buying much of it.

I agree I want my characters to work for the knowledge of tech. and for the vendors charging they just pick a price,

I Imagine a few of these items pop up from now and then and they figure "hey this looks expensive and fancy"


I found a good medium to describe the things and having the party buying them.

the CUreall is a black box with a red cross ect..

I read up on the technology guide about identifying.

really nothing?

I apologize a head of time I am scattered brained.

1. my Pcs want to start buying stuff in town. When they come across a flare gun at the temple of Brigh does Joram Kyte know what he is selling? or is it an orange thingy for 500 gp. how much description shoudl I give them?

same with the cureall hemochem ect..

I was thinking of telling them that what the townsfolk sell is beneficial but you wont be able to what it is yet. like if they find a potion and they dont do a spell craft all they know is it is a vial of green liquid ect..

my pcs are still level 1 so they would not have any of the feats to identify technology yet having never encountered it.

what is the exact process for identifying technological gear. I want to make it fun and mysterious not to easy but not be a jerk about it.

any suggestions? i know at some point they will pick up on it and have lazer swords and blasters ect.

so even though that they have 2 domain spells they have to only pick one to put in that slot


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