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Pathfinder Society Member. 183 posts. No reviews. No lists. 1 wishlist.


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As the title says, I would like to do something with this for a homebrew. Can anyone help me get a list of everything in Pathfinder that utilizes the current fatigue and exhaustion rules? I'm bound to miss something somewhere.

Please post anything I miss in the list here. I will try to update it often.


SmiloDan wrote:

I currently play a cleric in a party of 6 (rogue, wizard, fighter, barbarian, ranger are the others) and it's hard to keep everyone up and healed with just a single healer. The ranger has saved my cleric's life a couple times, and a couple times I needed to be raised.

In large parties it's hard to heal everyone. It's a lot easier in smaller parties.

I don't think healing hit points is overpowered at all. It just lets PCs keep on having fun.

Fair enough, healing is considered relatively low-end on the "what you should be doing" front :P

On a different note, thinking of beefing up Enduring Pursuit a bit. For example:

Potential Addition wrote:
In addition, when you use the Dash action, you gain resistance to all damage until the end of your current turn.

Thoughts on that?


Thank you!

Actually, I thought x8 would be too much, and that I should've gone with x6, but if x10 works, it works :D

And yes, that's the point of the Enduring Pursuit ability.


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Oxylepy wrote:
Just remember casters will need at least a +2 to their casting stat from their gear to cast 9th level spells, or need a racial bonus to that stat.

Actually, with a +1 every 4 levels, you could hit 19 by level 20. Yes, you'd be without L9 spells for 2 or 3 levels, but you still could - and you'd do that without a racial bonus. It's not impossible, you just have to wait longer :P

EDIT: If the all-14 doesn't work, what about an all-12 and give a number of points (say 18) to let them build the rest? Idk, just a thought - it might not work the way you desire/intend it to.


Not sure if this Paladin Oath is OP or not, but I think it might be. Still, looking for suggestions. This is meant to be an Ilmater-type paladin oath!

~~~~

Oath of Endurance

Almost everyone has a breaking point, where they simply lose their hope, their will, their ability to push on. Not so for those paladins who swear the Oath of Endurance. More than anything, a paladin of this Oath refuses to quit the righteous path, and refuses to let his allies bend or break, either. It is said that while a paladin of Vengeance is the most dangerous foe, the paladin of Endurance is the one who will pursue you unfailingly. They are sometimes called crimson knights or guardians.

Tenets of Endurance

The Enduring paladin's primary purpose is to be an example for what can be done when one pushes past their own breaking point. These tenets are the most common among them:
Succor for the Hopeless. Where hope is lost, evil comes to fill the void. Be a light in the darkness for all who need it.
Strength for the Weak. Stand between the army and those who cannot hope to crush it. Be the example that turns the tide of battle.
Courtesy to the Low. A thief may be so for a lack of valuables. A beggar may be struck low by curse or disease. Show those who suffer that you want to help them.
Never Surrender. While retreating from a battle is acceptable, you should be the last to leave the battlefield, and surrender is not an option.

Oath Spells

You gain the following Oath spells at the listed levels.

Level: Spells
3rd: cure wounds, heroism
5th: enhance ability, lesser restoration
9th: remove curse, revivify
13th: death ward, locate creature
17th: greater restoration, mass cure wounds

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Grant Hope. As an action, you present your holy symbol and shout a prayer of endurance. All allies within 30 feet of you, including yourself, gain 2d6 bonus hit points, which last for 1 minute or until they are negated by damage. While a creature has bonus hit points from this effect, they gain advantage on saves against fear.

Turn the Tide. As an action, you present your holy symbol and shout a prayer of strength. All allies within 30 feet of you, including yourself, gain advantage on the next attack roll made within 1 minute. In addition, if an attack roll made by an affected ally hits, their target takes additional damage of the appropriate type equal to your Charisma modifier.

Eternal Succor
At 7th level, your Lay on Hands ability improves, increasing the number of hit points you can restore to your paladin level x 8.

Enduring Stance
At 15th level, you gain proficiency with Strength saves and Constitution saves.

Enduring Pursuit
At 20th level, you are under the constant effects of freedom of movement.

~~~~

Thoughts?


Oh I am LOVING these ideas :D Keep 'em coming!


Warning: elaborate, vindictive plan below. Probably not a good idea to ACTUALLY DO, but would probably make a great greentext on the chans.

~~~~

Anyway, reading what little I have...knowing what little I do...if I wanted to "beat" him, and if all my fellow players were on board, I'd do this:

Tell him, for the next campaign, you're going to be an Illusionist Wizard. Tell him you're going to use Vanish like no tomorrow.

Then, get the other players to not show up for the first game. If he calls on game day, tell him you're there, using Vanish.

If he doesn't call on game day, and waits to complain later, make sure you planned out an "adventure" you guys "had fun" on with your "amazing use of Vanish and Invisibility." Make sure your details match, or that you're all good at improv. Talk about how much you enjoyed the game you played.

When he wonders what you're talking about, tell him, "That's about what we feel like."


Mesmerist:Wizard (Enchanter)

"We're all friends here." That sounds about right when you get involved. A slight hit die boost, some extra spells when you need to charm everything, and your painful stare if they can resist your mind tomfoolery makes you a powerful support character. The downside? MAD, much like the Arcanist:Sorcerer, but even stronger now - since nothing really overlaps for the two at all.

~~~~

Kineticist:Wizard

After discovering your talent for raw blasts, you delved into more traditional magic and found some talent there, too. Not only can you blast your foes with your chosen element, but you have subtler magics from your studies. If the fighter needs backup, send in a blast of lightning - and don't waste your spell slots on blast-y spells. The best part is, any mage benefits from higher Con, so it's not quite as MAD as some other options.

~~~~

UCBarbarian:Fighter

What's scarier than a berserk warrior ignoring wounds and cutting down a small army in a surge of might? That same warrior having been perfectly capable of cutting down your troops anyway, without the sudden blind fury. The barbarian:fighter sticks with Medium armor, of course, but he has armor and weapon training, access to Weapon Spec and its improved forms, and plenty of bonus feats - all while keeping the d12 hit die, rage and rage powers, and inborn damage reduction. Use the bonus feats for your normal combat abilities, and boost your rage rounds per day with your normal feats forever. Even Crom will take notice of how many of your foes fall before you!


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I read the class name, and as a Christian Star Wars fan, for some reason I can't not read "Revan Christ". Which is actually a cool image - Jesus with a Lightsaber.

Anyway, does anyone know how you're supposed to ACTUALLY pronounce that?


This is just a place to screw around with gestalt ideas.

For those not familiar with gestalt: Here it is

~~~~

UCRogue:UCBarbarian.

Flavor: Yes, you're the sneaky guy, for the most part, but this way, when you DO get into a fight, you just roar aloud and smash. While you're smashing, the party gets to hear the sounds of battle, and knows that stealth is no longer an option, and so they can go in and do damage in straight-up combat. Besides, historical berserkers were perfectly capable of ambush tactics - their berserker state was just when things were pretty much lost otherwise.

Mechanics: Not great, but not bad. The rogue:barbarian basically has an on-off switch for combat, which is hooked up to the stealth switch with a NOT gate. That high Dex will help your AC while raging, but your armor isn't going to be great for that anyway, since you'll want to avoid high ACP. That strength bonus, and the bonus HP (from Unchained Barb), however, are helpful to the rogue who needs to break something's face, and the d12 hit die makes his enemies cry. God/s forbid you sneak attack someone while raging...

~~~~

Sorcerer:Arcanist

Flavor: Your arrival as the God-King of Magic was foretold centuries ago, but no one thought you'd be this dangerous. Your magical power is so great, you might even let loose a burning hands spell when you sneeze. Try explaining that one to the town guard! On that note, what's worse - a shapeshifted dragon with a cold, or a mage with a cold and extremely low control of his magic?

Mechanics: And you thought Sorcerer:Wizard gestalt was an arcane prodigy - you have how many spells per day?! Not only that, you have some ingrained spells (Sorcerer) and some you can switch out (Arcanist), so in all honesty, you're pretty much a better version of the wizard who knows exactly what he's facing and how to beat it. CoDzilla got nothin' on you. Your biggest weakness is that your Arcanist spells rely on Intelligence, while your Sorcerer spells and your Arcanist exploits rely on Charisma. Yeah, the d6 hit die hurts you, but who's gonna be desperate enough to charge at you?

~~~~

Go for it.


Haha, I'm loving the reactions so far.

Ashram: Well, yes, I agree there. I'm just pointing out the things you CAN do. Can definitely =/= should here :P
Though as a nitpick, Chidori and Gokakyu aren't Sharingan powers; they're Ninjutsu.

Anzyr: Yeah, probably. Still, he'd have to have dipped for Fighter 4, maybe higher, somewhere along the line.

Val'bryn2: Magus would work better thematically, but for attack roll effectiveness, and the damage boost, I'd say at least 4 levels in Fighter, minimum.


Okay. Just had some thoughts, and I'm not sure how they'd translate as far as power to D&D 3.5 and Pathfinder. So I'm gonna throw them out there for fun.

This is not intended to be broken, and I don't know if it's been done already. If so, please inform me only once. I will edit my post if someone says "yeah it's been done".

~~~~

I seem to recall somewhere - it might be 3.5, I don't remember fully - that you could draw and throw multiple shuriken in your attack, but you took a penalty to do so. (Maybe this was a feat, now that I think of it, since it sounds like a Manyshot type of thing.)

Make a Fighter. Get Weapon Focus in Shuriken, get Rapid Shot (as a prerequisite for Manyshot), the Manyshot-equivalent, and Weapon Spec., and eventually Greater WF and Greater WS. Make sure your Fighter's Weapon Training is in Thrown weapons.

Add Deflect/Snatch Arrows.

And do this.

Or just kill your opponents with tiny shards of metal. Either or.

Now you're probably asking, "What do you plan to do about those pathetic skill ranks and the lack of Stealth as a Class Skill for the Fighter?" Simple: Skill Focus. Put your Fighter Bonus feats to work for shuriken, and Skill Focus everything else you'd need.

It's not perfect, but it could work quite well for all I know; I haven't actually run the numbers.

~~~~

Additionally, if you want to go full Uchiha, ask your party mage to make "wands of Burning Hands" in an unusual slot, like a mask that you can blow through to create the flames. A wand of Shocking Grasp in the bracers slot would work too. Add Weapon Focus/Training in a longsword and enchant it to be Shocking Burst.

~~~~

If someone would like to crunch those numbers and compare them to, say, a greatsword or something, that'd be great. Level 6 is about the point this would really come into its own, thanks to Manyshot and the additional attack per round.

Is this cool? Silly? Stupid? Let me know.


Ragoz wrote:
Machaeus wrote:

Totally off-subject but...

You can stack Archetypes? o_o

As long as they don't both alter the same class ability, sure.

Well that seems obvious, but...is that explicitly spelled out somewhere, or is it PFS only, or what?


Totally off-subject but...

You can stack Archetypes? o_o


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Milo v3 wrote:
Ah, yes.... because when you become a lich you can still see, hear, smell, touch, and have a sense of balance.... but suddenly you lose the ability to taste coffee?

Order of the Stick reference, I think. "Start of Darkness".

Kryzbyn wrote:
Lich + Transformation = Mum Rah, the everliving.

I love this.

Guru-Meditation wrote:
Tiny Coffee Golem wrote:

Also, you're a magic user. I see no reason why a remotely intelligent lich couldn't/wouldn't take steps to keep his body from decaying. As a matter of fact, that'd be on my list of spells to research during the process of finding 120K GP.

Assuming no other spell would do, though I think there are multiple options, I'd just research a spell. "Appear living" Target: Dead body for the next 24 hours the dead body does not decay and has all appearances of life (heartbeat, breathing, warmth, etc.). You're an 11th level caster. This is probably the equivalent of a first or second level spell.

Edit: Hell, with just a little prep it wouldn't be that hard to convince people you're not dead.

Gentle Repose.

And just to be safe against dispels and just so should you forget to refresh it immediately over the coming centuries Unguent of Timelessness, so that you don't start to desiccate as fast as a normal fresh corpse.

If you plan it from the start, and are diligent in your rebuffing, you are just a bit cooler that "normal". and this is what Gloves are for. .. Well, not exactly, but you get the drift.

If in the centuries something or the other happened, there is still Alter Self when you interact with society. The less they know about you, the better. The best way to defeat a danger to your eternal undead existence, is to never let it raise to oppose you.

Dotting for these two replies.


Why not? :c


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Does anyone else read Quinn's lines in Morgan Freeman's voice? Somehow, I'd love to see/hear that.

This trend of mine started with Occult Adventures's Chapter 6 blurb, where he and Estra are exploring a wizard's library.

And now I'm thinking about the possibilities of Morgan Freeman doing Quinn's voice in an audio novel/play where the Investigator is a hero.

Someone stop me.

~~~~

On that rather silly note, who here has an actor/voice actor they'd like to see represent a class iconic from Pathfinder, and who would the actor and corresponding iconic be?


Maybe he means Pun-Pun.

Either way, I've always liked the idea of a kobold barbarian, and actually this can work. It's not going to be great, but it can work decently, mechanically speaking. That bonus to attack and damage will offset the huge Strength penalty, and the improved Dexterity, natural armor, and Size bonuses will offset the raging-lowers-AC problem. Using the Unchained barbarian means he doesn't drop when he gets out of rage, too.

The main appeal for me is seeing the party run screaming as the kobold cuts the half-orc's leg in half with a good battleaxe chop, screaming Draconic obscenities at his foes all the while.

Or her. Xena: Warrior Princess: Kobold Edition XD

EDIT: Another option, if your GM is willing to greenlight the Talented Barbarian, is that one of their rage-based abilities they can choose allows them to put a +4 to an ability score in ANY physical score once the rage starts - say, in Dexterity. Cold Fury could make that kobold damn near impossible to hit without having a level over him!


I've always liked blue dragons for some reason. More the color or shape than any mechanical reason, I think.

Otherwise, maybe be a brine dragon, and talk like a sailor/pirate. Complete with swears - and say that's their Painful Strikes in action! :P


Barbarian doesn't have spells.

The rest of this post is appreciated, however - I'll run through point-by-point on suggestions.

AwesomenessDog wrote:
It might be because I'm unfamiliar with the eidolon mutations but it seems to not have a flat or close to flat rate of advancement: there are levels that are clearly huge jumps in power ability

That was an issue I didn't know how to solve, unfortunately. Although now that I look again, I might have some ideas that would fix this, and I think I missed a major point from the archetype's base features.

Oops.

Quote:
and there isn't anything that limits what you can take as a evolution (which I know people complain is an issue of eidolons) as for when or major perquisites.

Hmm, so I should just rewrite the whole evolution list for genetics? Time-consuming, but easily doable.

Quote:
I like the ideas behind each dragon type and where it takes you, but it also seems you gain nothing without being in those forms so you have to be a raging dragon to be stealthy as a linnorm or charismatic as an imperial dragon.

Yeah, didn't think about that. Hmph, back to the drawing board I guess!

Quote:
Since the barbarian is also going through a drastic change, not just going super saiyne (even then it still took goku 27 episodes), I would make the action a standard that provokes and maybe even a full round action; this is also clearly much more powerful than even a double dragon disciple which means that it should take some amount of time to activate.

I'm not sure it should take THAT much time, but maybe I could make a ruling on armor needing an enchantment to stay on. (There's an enchantment that allows a druid to keep their armor while wild shaping, right?)

Quote:
Maybe a strategy of "once its up, you'll want to keep it up and be extra careful once it drops" could be implied by a longer startup time where you are completely vulnerable (for a couple rounds, but it doesn't eat your round usage until you have fully transformed) and once you drop it, you are exhausted for double the rounds you used it, with the level 17 ability making it only fatigued.

That seems a little extreme, but I'll look into that. I don't want to gimp this thing, but I don't want it too overpowered either.

Again, thank you!


Wow, no one? :/


Now I wanna start a game as Alphonse Elric, NG Phantom Armor Transmuter 1.


Okay, so a while back I made a Furious Dragon archetype for Barbarian. You can now be a dragon, and yes, you could allow animals (werewolf ahoy!) if you wanted.

I would like suggestions, thoughts, etc.

@@@@

Furious Dragon

Many savage or angry warriors with dragon blood end up as bloodragers. Others direct their power towards their bodies, instead of their minds. These furious dragons can thus develop the forms of their ancestors. This is a barbarian archetype.

Dracogenesis (Ex): At 1st level, the furious dragon gains the power of dracogenesis, the ability to take on the abilities and form of her dragon ancestor, though she can only do it for so long. This ability functions like a barbarian's rage, except that dracogenesis provides the benefits of dracogenetics. Her beginning dracogenetics are decided upon character creation, and gain more power as she increases in level.
This ability replaces rage.

Dracogenetics: A furious dragon has the ability to access her draconic forebearer's power and form. By calling upon her dragon blood, she gains various powers – her draconic genes, or dracogenetics.
A furious dragon has a gene pool, equivalent to the evolution points of a summoner's eidolon. However, a furious dragon's gene pool affects her own body, and only while in a state of dracogenesis. A furious dragon's gene pool is noted on Table: Furious Dragon Statistics.
When a furious dragon is created, she must choose a Subtype and Base Form, much like an eidolon, as well as a Base Energy. The base form and base energy, once chosen, cannot be changed, but their gene pool can still be changed whenever the furious dragon levels up. A quadruped base form is more of a traditional dragon, while a biped is essentially a human with a dragon's features, and a serpentine tends to be born of a linnorm or imperial dragon. Energy must be chosen from fire, cold, electricity, or acid.
This ability replaces fast movement and all rage powers.

Dragon's Glory: At 11th level, a furious dragon gains a +2 bonus to Diplomacy and Intimidate checks, and may use frightful presence, as per the eidolon evolution, but the save DC is reduced by 1. At 14th, 17th, and 20th levels, the skill bonus increases by +1. At 17th level, frightful presence gains its full save DC, and is treated as a free gene or evolution.
This ability replaces greater rage and mighty rage.

Dragon's Will: At 14th level, a furious dragon gains a +4 bonus on all Will saves while using dracogenesis.
This ability replaces indomitable will.

Dragon's Stamina: At 17th level, a furious dragon is no longer fatigued after using dracogenesis.
This ability replaces tireless rage.

Table: Furious Dragon Statistics

Genetics

A furious dragon's base forms are the same as an eidolon's (Advanced Player's Guide, pg 59-60), except that saves and ability scores do not change to the listed amounts; however, ability scores do gain a bonus based on the base form. A furious dragon also has genes gained from spending points out of their gene pool. Any abilities that rely on energy damage use the energy chosen upon creation, and cannot choose another unless noted.

Subtype

A furious dragon generally has an ancestor or totem dragon subtype. The dragon subtypes use the following notation:
Name: This is the name of the dragon subtype. The furious dragon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.
Description: This is a basic overview of the dragon subtype, including general guidelines on appearance and personality.
Base Form: Some dragon subtypes are limited in their base forms. If this is so, the base forms available are listed here.
Base Genetics: This describes the base genetics possessed by all furious dragons of this subtype. Furious dragons also gain additional abilities based on their subtypes and levels, usually genetics but sometimes more universal monster rules. These will also be listed here.

Chromatic or Metallic
Description: A Chromatic or Metallic Dragon takes on basic elemental energies and empowers them with elemental fury. They are a myriad of colors, but tend towards the well-known ten colors.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a chromatic or metallic dragon gains the bite and claws evolutions. They also gain immunity to their base energy, even though they do not qualify.
At 4th level, they gain the flight evolution with wings, even though they do not qualify. They may enhance their flight speed at later levels, but they must always have the winged version.
At 8th level, they gain the tail evolution.
At 12th level, they gain the breath weapon evolution, using their base energy.
At 16th level, they gain the tail slap evolution.
At 20th level, they gain the ability increase evolution, applied to an ability score of their choice.

Imperial
Description: An Imperial Dragon has a regal presence that intimidates its foes. A furious dragon enjoys their sheer charisma.
Base Form: Quadruped, serpentine.
Base Genetics: At 1st level, an imperial dragon gains the bite and skilled (Diplomacy or Intimidate) evolutions.
At 4th level, they gain the flight evolution without wings, even though they do not qualify. They may enhance their flight speed at later levels.
At 8th level, they gain the tail and tail slap evolutions.
At 12th level, they gain the ability increase (Charisma) evolution.
At 16th level, they gain immunity to their base energy.
At 20th level, they gain the ability increase (Wisdom) evolution.

Linnorm
Description: A Linnorm is a fierce foe, a great serpent with deadly poison, crushing coils and great size. Their furious dragons are no exception.
Base Form: Serpentine.
Base Genetics: At 1st level, a linnorm gains the bite and limbs (arms) evolutions. They also gain resistance to their base energy.
At 4th level, they gain the skilled (Intimidate or Stealth) and tail slap evolutions.
At 8th level, they gain the improved damage (bite) and skilled (Intimidate or Steatlh) evolutions.
At 12th level, they gain the constrict evolution. They also gain access to the fast healing evolution, even though most furious dragons cannot use it.
At 16th level, they gain the basic magic and improved natural armor evolutions.
At 20th level, they gain the minor magic evolution.

Primal
Description: A Primal Dragon is imbued with elemental power, even greater than that of the chromatic and metallic dragons.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a primal dragon gains the bite, claws, and basic magic evolutions. They also gain resistance to their base energy.
At 4th level, they gain the tail evolution. They also gain resistance to another energy type.
At 8th level, they gain the flight with wings evolution. They may enhance their flight speed at later levels, but they must always have the winged version.
At 12th level, they gain the minor magic evolution.
At 16th level, they lose their resistance to their base energy and gain immunity to it, instead.
At 20th level, they gain the major magic evolution.

Base Forms

Biped
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Ability Scores: +2 Str; Limbs: head, arms, legs.

Quadruped
Size: Medium; Speed: 40 ft.; AC: +2 natural armor; Ability Scores: +2 Con; Limbs: head, 4 legs.

Serpentine
Size: Medium; Speed: 20 ft.; AC: +3 natural armor; Ability Scores: +2 Dex; Limbs: head, tail.

Genetics List

The following 1-point evolutions are most suited to a furious dragon.
APG: Bite, Claws, Climb, Gills, Improved Damage, Improved Natural Armor, Magic Attacks, Mount, Pull, Push, Reach, Resistance*, Sting, Swim, Tail, Tail Slap, Wing Buffett.
UM: Basic Magic, Low-Light Vision.
PFUC: Scent, Skilled.
* Resistance increases to resist 10, +10 every 5 levels, with a maximum of 30 at 10th level.

The following 2-point evolutions are most suited to a furious dragon.
APG: Ability Increase, Constrict, Energy Attacks, Flight, Gore, Grab, Immunity, Limbs, Poison, Rake, Rend, Trample, Trip.
UM: Head, Minor Magic.
PFUC: Tremorsense.

The following 3-point evolutions are most suited to a furious dragon.
APG: Burrow, Frightful Presence, Swallow Whole.
UM: Major Magic.
PFUC: Damage Reduction*, Pounce.
* The first time Damage Reduction is taken, the furious dragon gains DR 5/magic. The furious dragon may take this evolution twice.

The following 4-point evolutions are most suited to a furious dragon.
APG: Breath Weapon, Large, Spell Resistance.
UM: Ultimate Magic.
PFUC: Blindsight.

@@@@

I'd say PEACH if I thought I could take it, but I'm too thin-skinned for that I think. Still, tell me your thoughts please!


Huh. I was not aware of that fact!

Then again I'm rarely on at this time of the morning.


StarMartyr365 wrote:
"The occult is on the rise and teenagers are saying that parents had better listen before it's too late..."

Rofl :3


So I just saw a few spam threads pop up. They're gone, and kudos to the forum admin for that.

But that sparked a question: How often DO you get spam threads like that? Once every quarter, month, year? Less often? Just curious.


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[obtuse function activate]

Of course PF 2 isn't an inevitable. THIS is an inevitable. DUH.


Chris Lambertz wrote:
I'd expect Unchained to appear shortly after PaizoCon. Generally we wait a month until after our hardcover releases before they appear on the PRD.

Is there any chance someone might sticky this thread? It might make it easier for others to locate. I myself was about to ask this question, but thought to search first.

Gasp and shock. :P


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*reads only the first few posts*

Because we all love cheese. It's so yummy c:

But seriously, if no one's asked this: Why do we call it "cheese?" Why not "pork" or "tomato soup?"


Really? Dang :P

But on its remaining merits? And the points raised above?


Quick Edit: The Dragon's Glory ability should be clear on it being a non-Dracogenesis ability, not a gene. I didn't make that clear. Sorry!


A little, but it's fine. I figured you just meant it as an explanation.


Huh. Okay, I didn't know that. Maybe I'm going by older standards XD


They do this in Mythic Adventures as an ability, but I do think it should be an option for non-mythics.

Language would be cleaned up as (IIRC): "you can choose to add your Dexterity modifier/half your Dexterity modifier". Other than this, I do like the idea, but I have little theorycraft to determine if it would be OP or a feat tax or what.


A Barbarian Archetype. Tell me what you think, please.

~~~~

Many savage or angry warriors with dragon blood end up as bloodragers. Others direct their power towards their bodies, instead of their minds. These furious dragons can thus develop the forms of their ancestors. This is a barbarian archetype.

Dracogenesis (Ex): At 1st level, the furious dragon gains the power of dracogenesis, the ability to take on the abilities and form of her dragon ancestor, though she can only do it for so long. This ability functions like a barbarian's rage, except that dracogenesis provides the benefits of dracogenetics. Her beginning dracogenetics are decided upon character creation, and gain more power as she increases in level.
This ability replaces rage.

Dracogenetics: A furious dragon has the ability to access her draconic forebearer's power and form. By calling upon her dragon blood, she gains various powers – her draconic genes, or dracogenetics.
A furious dragon has a gene pool, equivalent to the evolution points of a summoner's eidolon. However, a furious dragon's gene pool affects her own body, and only while in a state of dracogenesis. A furious dragon's gene pool is noted on Table: Furious Dragon Statistics.
When a furious dragon is created, she must choose a base form, much like an eidolon, and an energy. The base form and energy, once chosen, cannot be changed, but their gene pool can still be changed whenever the furious dragon levels up. A quadruped base form is more of a traditional dragon, while a biped is essentially a human with a dragon's features, and a serpentine tends to be born of a linnorm or imperial dragon. Energy must be chosen from fire, cold, electricity, or acid.
This ability replaces fast movement and all rage powers.

Dragon's Glory: At 11th level, a furious dragon gains a +2 bonus to Diplomacy and Intimidate checks, and may use frightful presence, as per the eidolon evolution, as a natural ability, but the save DC is reduced by 1. At 14th, 17th, and 20th levels, the skill bonus increases by +1. At 17th level, frightful presence gains its full save DC, and is treated as a free gene or evolution, in addition to a natural ability.
This ability replaces greater rage and mighty rage.

Dragon's Will: At 14th level, a furious dragon gains a +4 bonus on all Will saves while using dracogenesis.
This ability replaces indomitable will.

Dragon's Stamina: At 17th level, a furious dragon is no longer fatigued after using dracogenesis.
This ability replaces tireless rage.

Table: Furious Dragon Statistics

Genetics

A furious dragon's base forms are the same as an eidolon's (Advanced Player's Guide, pg 59-60), except that saves and ability scores do not change to the listed amounts. A furious dragon also has genes gained from spending points out of their gene pool. Any abilities that rely on energy damage use the energy chosen upon creation, and cannot choose another unless noted.

The following 1-point evolutions are most suited to a furious dragon.
APG: Bite, Claws, Climb, Gills, Improved Damage, Improved Natural Armor, Magic Attacks, Mount, Pounce, Pull, Push, Reach, Resistance*, Sting, Swim, Tail, Tail Slap, Wing Buffett.
UM: Basic Magic, Low-Light Vision.
* Resistance increases to resist 10, with a maximum of 30.

The following 2-point evolutions are most suited to a furious dragon.
APG: Ability Increase, Constrict, Energy Attacks, Flight, Gore, Grab, Immunity, Limbs, Poison, Rake, Rend, Trample, Trip.
UM: Channel Resistance, Head, Minor Magic.

The following 3-point evolutions are most suited to a furious dragon.
APG: Burrow, Damage Reduction, Frightful Presence, Swallow Whole.
UM: Major Magic.

The following 4-point evolutions are most suited to a furious dragon.
APG: Breath Weapon, Large*, Spell Resistance.
UM: Ultimate Magic.
* Large can change a Small furious dragon to Large or Medium, chosen when the character chooses this gene.

~~~~

This sort of setup, once refined, could be used for other beings - shapeshifters, for example. Werewolves, Rakshasa, Doppelgangers maybe...


I need to remember to check in on things more often. XD

Ciaran Barnes wrote:
I would allow someone to use a craft or profession to appraise items or services specific to their trade, but the appraise skill should remain superior. I would prefer appraise was renamed to something more broad, and did what Alaryth suggests. Buying, selling, bartering, trading, raw materials for crafting, certain aspects of kingdom running. The benefit of the skill doesn't need to be significant, but should be worthwhile to someone who invests in it. When you compare appraise to broad skills like perception and acrobatics, its pretty lame.

That could work too. I was trying to add applicability to both Craft AND Appraise, by rolling them together (like Hide and Move Silently became Stealth), but you've got a good point.

Okay, let's make this thread more general then. I'll edit the title (if I can) and the OP, and we'll make this thread about how anyone else might houserule making Appraise more useful.

New Thread starts below!

EDIT: Dang, I can't edit either. POO >:C Well, let's see what we can do anyway.

~~~~


Okay, so I came across a bolt-from-the-blue epiphany earlier this evening. Roll Appraise, a skill people rarely if ever use, into Craft (X), a skill that people use, but not that much. It won't fix ALL the problems with both skills, but it's a start.

However, a Craft skill has limited power to appraise. You're a craftsman, so you know when someone's made something valuable or useful, and you've probably been to the market enough times to know what other people are selling, and how much these other things go for, but you're not an expert on that other material/craftsmanship. So while Craft (alchemy) might give you its full bonus to identify the liquid in that bottle or some other alchemical ingredient, it'd take a -5 penalty if you wanted to analyze a gold statuette.

A friend I discussed this with also brought up that it could fix the discrepancy of "Craft high, Appraise low: I can craft X, but I have no idea what it's worth".

Thoughts? Am I being silly, or is this a good idea, or could it be taken even farther?


*clicks on a thread titled "The Force"*

*realizes the thread is not about Star Wars, Jedi, Force Adepts, or Sith*

soniamdisappoint.jpg

*sees the rules discussion on force damage*

"Wait, they changed that? I'm pretty sure it wasn't like that in 3.5..." derp.jpg "It seems like I learn something new about Pathfinder's Core Rulebook every 6-12 months." everythingwentbetterthanexpected.jpg

EDIT: Need to remember to refresh after being asleep.

Nefreet wrote:
One exception comes immediately to mind: an Alchemist's Holy Bombs deal "good divine damage".

And now I want to make the nerdy friar from the Van Helsing movie. "Now I know what it's for! Now I know what it's for!" *sunlight bombs an entire building of vampires*

Not to derail, but I'm starting to think that the friar was MORE badass than Van Helsing himself...even if he was comic relief at times. Kinda-sorta Badass Ordinary to Van Helsing's

Wait, he's actually a WHAT?!:
Badass Archangel in Human Form.


Let me preface this by saying that this isn't a build thread. Let me also preface this by saying that I'm not really a Street Fighter fan, though of course I know the character - if only through the YouTube meme.

The meme in question is like the last 5 seconds of this clip, for those unaware: The Vid

~~~~

Okay, with that outta the way, please turn your attention to M. Bison's face, as well as his general build.

M. Bison

Ugly (and intimidating) mug, innit? But does it look familiar?

OMFG

I didn't notice this until a friend told me. And no, I'm not calling Paizo out on some copyright b*+&~+&#, I'm just saying that the appearance is VERY similar, and that considering that the Antipaladin Iconic kicks a pig on page 248 of the Advanced Class Guide, they're probably very similar in other ways. :P

...and now I want to commission M. Bison and the Antipaladin Iconic trading armor/clothes and seeing who can tell the difference...

~~~~

EDIT: Discovered the [url] tags.

EDIT: REVENGE OF THE EDIT: I goofed up the tags. I'm going to try Preview this time XD


Just reading the first page and the story, I lol'd so hard. This is actually great. If/when Paizo does in fact hit it big(ger), this will definitely be a collector's item, kinda like rare coins and stuff.

Who knows? The derp'd copies might even be worth something if/when that time comes :P


Actually, down by -1 for every 2 points below 11 is more accurate.

The formula is basically: (Ability Score - 10) / 2 = Ability Modifier. EDIT: Make sure you round down (towards a lower number, not towards 0).


That seems somewhat awkward to me. Why not just make it a full-round action or something to make it so you can shoot to hit and press it to someone, or a standard if you fire into the air/ground?

Or, maybe make it a swift action to do that, and only after a full attack?

I dunno, it seems like it could be made better and/or more clear.


2 people marked this as FAQ candidate.

From the PRD:

Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Emphasis mine.

I love the idea for this mechanic, but...grammatically, I can't tell what is supposed to happen. Do you shoot at someone, but miss automatically, and then staunch the wound? Or can you hit someone with the actual bullet and powder?


*sigh* All this over a bad word choice.

I clicked on the thread because I'm an idiot. I closed the tab because I've learned to.

I suggest everyone else do the same, and not return; there's no real discussion here anymore.


Thank you all, these answers help!


So, I was wondering if there was a spell besides mage hand that allows you to quickly grab (even steal) an item at range. I can't seem to find such a thing, but maybe there's something I missed. I assume for such a spell there'd be a "ranged steal roll" for the mage (who likely has a crappy CMB, but you never know, it may work), but this all assumes such a spell exists.

If there isn't anything official, I may just make something for the hell of it and share it for peer review. And no, mage hand doesn't have quite the speed I'm looking for (say, 30 ft. in a move action, as opposed to 15 ft plus the standard action to grab the item in the first place).


1 person marked this as a favorite.

FOREWARNING: I'm literally throwing this build together here and now on the forum, and it's not meant to be optimized exactly. I just want to see if it piques any interests; maybe someone else can optimize it. If someone tries, please keep the total Monk levels, at the very least, at an approximate ratio of 1 for every 3 character levels.

Assuming 20-point-buy for ability scores, and PF Core + Dreamscarred's Psionics Material (complete releases only). Using level 5 for now. There's probably a better way to do all this; and yes, I would like to see it, please!

Woo Shea, Female Elan Monk 2/Psychic Warrior (Ascetic) 3 (+5 HP), +2 Wis

Str 10 (12 w/belt), Dex 14, Con 12, Int 10, Wis 18 -> 20, Cha 8
Languages: Common
Skills: Acrobatics +7, Autohypnosis +12, Knowledge (history) +6, Perception +13, Sense Motive +13
Feats: Weapon Focus (unarmed), Psionic Dodge, Psionic Meditation
Bonus Feats: Wild Talent (Elan; converts to Psionic Talent), Dodge (Monk 1), Combat Reflexes (Monk 2), Psionic Fist (PsWr 1), Mental Leap (PsWr 2)
10,500 gp
Equip: Amulet of Mighty Fists +1, Belt of Giant Strength +2, Ring of Protection +1, 500 gp
AC 21, Touch 21, Flat-footed 11
BAB +3, CMB +4, CMD 16 (-1 CMB/CMD if missing belt)
Saves Fort +7, Ref +6 (evasion), Will +8
HP 36 (ave. all except 1st), Dead -12
Attack +6 unarmed (1d6+3 or 1d6+2+2d6) (-1 damage and attack w/out belt, -1 damage and attack w/out amulet)

Flurry of Blows +2/+2 (before PsWr BAB)
Stunning Fist 2/day

PP: 11
ML: 3
Powers Known:
1st: Biofeedback, Expansion, Thicken Skin

Bonus Powers (Max ML 4 if spending PP)
1st: Defensive Precognition, Offensive Precognition

Trance: +1 competence to AC or Saves (using AC)
Maneuver: +2 dodge to AC


MrSin wrote:
Diabolic themed hexes sound downright wicked.

I see what you did there :D


This and the prior one are on my list of things to get ASAP.

Also, I must either be tired or a terrible person, because I just saw one of my favorite webcomics update today, and I thought almost IMMEDIATELY that two of the main characters - an angel and a demon in a relationship - should totally name their first kid Shachath.

Goddammit brain.


Okay...which means that somehow I DIDN'T download it (despite remembering doing so, and some of how the numbers were crunched), or else deleted it sometime in the past and now it's inaccessible. S+&#.

Well, thank you for your help in any case. Looks like I'll have to do guesswork for my Words of Power houserule :P

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