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Mark Sweetman's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Battles Case Subscriber. Pathfinder Society Member. 1,839 posts (23,752 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 29 aliases.


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Dire Collar - 1,000gp for a enlarge person on an animal companion is great at low levels.

Pathfinder Battles Case Subscriber

Liberating Command is always good as a utility spell.
If you're around water and cliffs alot Monkey Fish might have some utility.
Heightened Awareness is a Perception and Initiative booster (and 10 minutes per level).

See above for 2nd level.

A post from AK in another thread

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Pathfinder Battles Case Subscriber

Here's a few low level spells to consider:

1st Level:
Bristle (like power attack, but for natural armor)

2nd Level:
Aspect of the Bear (AC bonus and maneuver enabler)
Barkskin (Natural Armor that stacks and scales)
Bull's Strength (higher bonus until 8th level when Animal Focus is equal)
Lockjaw (grants the grab ability)

Also, splash out 1,000gp for a Dire Collar (ACG) so you can enlarge person your AC.

Pathfinder Battles Case Subscriber

Bull Rushing is ably taken care of by Martial Flexibilty.

I'd consider taking Dodge? - it gets you a good foothold in the mobility suite of feats (eg. at 6th you could Martial Flexibility into Whirlwind Attack).

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Shield Proficiency (no pre-reqs): allows you to use a shield without the armor check penalty applying to attacks.

Martial Weapon Proficiency (no pre-reqs): allows the use of a single martial weapon without penalty.

Exotic Weapon Proficiency (BAB +1 req): allows the use of a single exotic weapon without penalty.

Under Shield entry (in Core) it states: Used this way, a light shield is a martial bludgeoning weapon. or piercing weapon for spiked shields.

So yeah - they are distinct and separate... hmm, that's a weird little corner case then.

So if one wanted to use a madu defensively as a Brawler one would need to take the shield proficiency. Though you could still get a benefit from the special madu rules without needing shield proficiency.

If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty).

Question answered.

Pathfinder Battles Case Subscriber

I hear that - but the counterpoint would be the 'Shield Champion' archetype - which has:
Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields.

The light shield is listed under martial weapons - not simple. So if blackbloodtroll's interpretation is correct then the shield champion would be proficient with shields as armor, but not proficient at bashing with shields.

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The Brawler's weapon proficiencies are:
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

And the Close Weapon Group (from Ultimate Combat) is:
bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart

So my read on that is that the Brawler is actually proficient with shields, as they are listed under the Close Weapon Group.

Is this right / wrong?

Pathfinder Battles Case Subscriber
Sadurian wrote:
Mark Sweetman wrote:
Video 1 and At 40 seconds and 1 minute 50s and a third for good luck.
Very entertaining, but those are not shields.

PRD would disagree - it's RAW

Here's the wiki and here's one in real life

It's RAW, it's real... it's done.

Pathfinder Battles Case Subscriber

Video 1 and At 40 seconds and 1 minute 50s and a third for good luck.

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Another Reference:

Maduvu (Deer Horns):
It is a short defending weapon usually made of deer horns. Since the horns are very rare to get, the players usually use the weapon made of hard wood or soft iron bar. The exponents with a single maduvu or double can defend him against all chops, strikes and hits. A very skilled person will be able to defend and counter. Usually in India, maduvu will be played with long stick called "Puli Attam" where a man wears a costume like a tiger and defends against a single or double attacker.

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Pathfinder Battles Case Subscriber

Pathfinder has the Madu - which is based off of an indian weapon / shield used in Silambam also referred to as the maduvu or maan kombu.

Here's a article with photo (grainy) showing a man dual wielding the maan kombu which includes the following:
An action where the horns held in both hands are swirled across the chest while moving back and forth, sideways and lifting the legs alternately, is called ‘bavala’ or a feint. During the course of the class, I learn that ‘Maan Kombu’ is an integral part of Silambattam, but is rarely used because of its deadly nature. Most of the steps are designed to block a stick attack with one horn, and attack with the other. Any serious attack with these horns can inflict mortal wounds. Horns are no longer made for this martial art and the ones in circulation belong to Silambattam instructors who got them many years ago. The ‘Maan Kombu’ set with Manoharan was handed down to him by his uncle 45 years ago.

Another reference

So yes - Silambattam / Silambam includes a martial art that utilises dual wielded 'shields' / madu.

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It enables them - but with 15 Charisma, that's tying up 7 points from your point buy (if you use that system) as well as preventing you from using Charisma as a dump stat. And it costs a feat. Androids also have Dex and Int as their 'plus' stats, which makes it point buy prohibitive pumping Strength to high levels.

Shrugs - it's cool that it can happen, but I don't think it makes them 'best'.

I'll aim to get squared away tonight - long weekend involved much child wrangling.

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Spelljammer isn't super-science... it's anthromophic penguins riding sentient flying pigs hiring hippo-people mercenaries to fight against illithids in nautiloids while british-navy esque elves look down upon them and tinker gnomes pilot monstrosities of cobbled together engineering through the sky.... it's glorious.

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If you play a norse campaign - some Elder Futhark Runes in Gemstone perhaps.

There's a lot of custom stuff available on Etsy nowadays as well, Leatherwork, chainmail, etc.
I got a Personalised fingerpuppet of my father (though unfortunately looks like he's closed down the webstore).

Pathfinder Battles Case Subscriber

Wyrmwood Gaming - make funky dice boxes and rolling trays out of exotic woods.

Black Rock Relics - make custom ceramic dice with your choice of colors and such.

Brain Vessel - just got the pirate cards c/w leather pouches and dealer coins for my Freeport campaign.

All depends on how much you want to spend ;)

Pathfinder Battles Case Subscriber

Brawler concept wasn't playing out well enough so I've changed tack and shall have a Halfling Swashbuckler up for review relatively soonish.

Slowly Coming Together:
Str: 19 (21)
Dex: 12
Con: 14 (16)
Int: 10
Wis: 16
Cha: 10

Warpriest (Sarenrae) 9

AC 25 (10 +10 Armor +3 Shield +1 Luck +1 Dex), touch 12, flat-footed 23
CMD: 22 (10 +6 BAB +5 Str +1 Dex)
Hit Points: ()
Fortitude: +11 (6 +3 Con +2 Resist)
Reflex: +5 (2 +1 Dex +2 Resist)
Will: +11 (6 +3 Wis +2 Resist)

Speed: 20 ft
Melee: +14/+9 (6 BAB +1 WF +2 MW +5 Str)
CMB: +11 (6 +5 Str)

Feats: (10 total – 6 normal, 3 combat, 1 from FC)
Weapon Focus (Scimitar): +1 to hit with scimitar.
Power Attack: -2/+4
Toughness: extra HP = character level

Fortified Armor Training: if hit with a critical, can turn it into a normal hit by giving either armor or shield the broken condition.
Weapon Specialization (Scimitar): +2 on damage when using scimitar.
Improved Critical (Scimitar): threat range doubles when using scimitar.


Racial Traits:

Favored Class: Warpriest – 6 levels to earn a combat feat (Toughness); 3 for extra HP

Skills: (6 + Int)

Class Abilities:
Weapon and Armor Proficiencies: simple and martial weapons, favored weapon of deity, and with all armor (heavy, light, and medium) and shields (except tower shields).
Aura (Ex): aura (as a cleric) of both Lawful and Good.
Blessings (Su): 3 + 1/2 his warpriest level per day.
Focus Weapon: receive Weapon Focus as a bonus feat.
Sacred Weapon (Su): 1d8. As a swift action enhance weapon with +2 enhancement bonus. Can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. Can enhance a weapon with any of the following: brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic and merciful.Can be ended as a free action at the start of the warpriest’s turn.
Spontaneous Casting: can channel stored spell energy into healing spells that he did not prepare ahead of time.
Chaotic, Evil, Good, and Lawful Spells: cannot cast spells of an alignment opposed to his own or his deity’s.
Fervor (Su): 1/2 warpriest level + Wis modifier per day.
Expend one use to touch a creature and heal for 1d6 + 1d6/3 levels above 2nd. Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action).
Can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, expend one use to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus combat feat in addition to those gained from normal advancement. Must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Channel Energy (Su): Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Can choose whether or not to include himself in this effect.
Sacred Armor (Su): as a swift action give armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1. Can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Spells: (5/5/4/3)
0th: mending
1st: divine favor [ ], liberating command [ ], remove fear [ ]
2nd” lesser restoration [ ], protection from evil (communal) [ ], remove paralysis [ ], shield other [ ]
3rd: daylight [ ], deadly juggernaut [ ], resist energy (communal) [ ], searing light [ ]

Healing Blessing: Powerful Healer (minor): As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat
Good Blessing: Holy Strike (minor): can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Gear: 46,000 gp
+2 Scimitar – 1d6, 18-20/x2, 4lb, S – 8,315gp
+1 Heavy Steel Shield - +3 Shield, -1 Armor Check, 15lb – 1,170gp
+1 Fullplate - +10 Armor, +1 Max Dex, -5 Armor Check, 20ft, 50lb – 2,650gp

Cloak of Resistance +2 – 4,000gp
Jingasa of the Fortunate Soldier – 5,000gp (+1 luck to AC, 1/day when struck by a crit or sneak attack can spend an immediate action to negate. Damage is instead rolled normally)
Feather Step Slippers – 2,000gp (ignore difficult terrain as per feather step)
Belt of Physical Might (Str and Con) +2 – 10,000gp
Headband of Unshakeable Resolve – 5,600gp (+2 enhancement to Wisdom, when suffer a fear effect can spend an immediate action to reduce severity by 1 step)

Appreciate you letting me give the Warpriest a run. I'll build him up and post once I've got the majority of the character choices locked down.


A Warpriest would slot in quite well and do both of those requirements (as in the healing part as well as the tanking part)... any chance you could be convinced to allow that class to ride?

If not, then I'd think a Paladin might be easiest to slot in and do some tanking as well as provide some healing capability. Smiting always helps against the bigger draconic foes as well.

Personality will be fairly shallow and definitely good focused, especially since the campaign is winding down.

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Halfling Brawler incoming.

If you're looking for some fresh meat to fill out the party then I could hop back in with a far less abrasive character than I had last time...

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Interesting - would this be a straight up and into the fight? -or will there be a preamble?

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Does the PRD classes include the ACG? (as it will be upon there shortly)

If so, then I've got a Hunter coming your way :)

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Krensky - Exactly - on a base commercial level the initial re-fit costs (estimated on one site I read at ~$70,000) and ongoing maintenance on a behemoth that gets 5 miles to the gallon and tears up the streets it's driving on don't make fiscal sense.

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Krensky - after a bit more googling... I retract the K9 part of the argument (turns out it was a lovable looking labrador - recently retired but planned to be replaced) - but the SWAT and MRAP question are the bigger issue there.

Perhaps you'd like to explain the practical reasons for having an MRAP?

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When a town of 7,300 citizens with a below US average crime rate and only 10.5 police officers...

Has an MRAP (another article) and a SWAT Team and even a K9 unit... I would humbly suggest that something is very very wrong.

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Meliski (Bard) looks interesting - any ability that allows re-rolls has the potential to be huge.

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Interested of course, and preferred type of adventure would be a space hulk or bug hunt.

I'll abstain, though I will note that Meowzebub is not on the boards anymore, so he would be missing from Riddles.

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Lamashtu is the only god in Golarion that actually gives me the heebie jeebies.

As far as the true believers:
Pregnant cultists can pray for Lamashtu’s blessing, transforming their unborn into monsters that claw their way free of the womb, leaving behind horrific scarring that the faithful view as signs of devotion and piety.
Some male worshipers of Lamashtu, jealous of the revered position of female clergy members, go to outlandish and repulsive lengths to mimic the ability to give birth, willingly becoming the vessels for rot grubs, xill eggs, vrock swarms, and other terrible parasites.

Dey crazy.

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Thomas Long 175 wrote:
No he is not, because the paladin class feature gives you an aura of good specifically, not an aura based on the alignment of your god. Dear lord, that's already been refuted straight from the core rule book.

Shake head, roll eyes, chuckle, close computer and walk away.

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The question I'm refuting is whether they can be a follower of an evil deity - which I would purport that they cannot.

As to whether they can be empowered by any other source that falls within the divine forces of law and good - then yes, go hog wild.

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RAW (from the fluff bit in the Magic section of PRD):
Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells, and the divine forces of law and good power paladin spells.

That plus the Class description:
The paladin is the knight in shining armor, a devoted follower of law and good.

And lastly:
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

As per the description of detect evil a 1st level Paladin/Cleric has a faint aura of the appropriate deity at 1st level. Ergo a follower of an evil deity is actually evil by definition.

So a Paladin can't follow an evil deity as by doing so they'd gain an evil aura, which violates their code of conduct.

Of course House 0 applies - but RAW: Paladin =/= worship evil deity.

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Statement from Netanyahu at Cabinet Meeting (twittered out by his account):
Operation Protective Edge is continuing. At no stage did we declare its conclusion. The operation will continue until its goal is met: restoring quiet for a long period. I said at its outset that it'll take time & patience. Israel will not negotiate under fire and will continue to take action to change the current reality and bring quiet to all of its citizens. We will stand together, untited and determined, until we complete the work.

Also - from the IDF twitter account:
Since July 8, Hamas has fired 3,488 rockets at Israel. Retweet if you think more people should be aware of this fact

What it doesn't highlight is that from January to June this year only 181 rockets were fired (for one death (Islamic Jihad militant) and seven injuries.

Interestingly though - Gaza isn't the source of 'most' of the terror attacks (as classified by Israel Security agency) in June (latest report on the site). Instead, of the 136 attacks, only 36 were from Gaza. 89 were in the West Bank (Judea and Samaria) and 11 were in Jerusalem.
May showed an even more marked difference - only 9 attacks from Gaza, compared to 107 in the West Bank and Jerusalem (majority firebombs).
I'll note that the Israel Security Agency does not track any figures for Israel strikes, or Palestinian injury / death.

I can only guess that the West Bank firebombs / stone throwing doesn't get airtime because it's constant, ineffective and isn't driven by Hamas?

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Lord Snow - I don't doubt there is some truth to that.

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Tim Minchin's Peace Anthem for Palestine:

You don't eat pigs,
We don't eat pigs,
It seems it's been that way forever

So if you don't eat pigs,
And we don't eat pigs,
Why not, not eat pigs together?

Pathfinder Battles Case Subscriber
zagnabbit wrote:
This is basically the exact same conflict that started in 1957 when Jordan, Egypt, and Syria invaded. It seems that that is being forgotten. This fight is basically perpetual.

Not quite - I think you're referring to the 'Six Day War'? - which was actually in 1967. At any rate the roots go way way back far further than that - back even as far as biblical times depending on how you view it.

ShadowcatX wrote:
I was actually referring to the protective edge, but it goes to the over all conflict as well.

Overall conflict - no argument.

Current conflict - I'm not going to use the word solely, but would assert that the flare-up was in a large part cynically driven from the Israeli side. All of the references have been previously written - but Lord Snow puts it pretty well.

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ShadowcatX wrote:
There is also a lack of proof that Israel is solely responsible for the war.

ShadowcatX - just for clarity, are you referring to the overall conflict, or specifically to Protective Edge here?

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Ripples through the world

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Slight aside - but Uri Avnery sounds like a interesting figure.

Lord Snow - is there much in the local media from Gush Shalom and similar groups?

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Hamas Gaza Leader's House

Mahmoud al-Zahar's House - quote from article: Israeli strikes also hit the home in western Gaza City of Mr Bassem Naim, a senior Hamas official, and those of former health minister Fathi Hammad and Hamas MP Ismail al-Ashqar, both in Jabalia in the north.

Gaza Police Chief's House

Doug - which of those is a 'luxury villa'?

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A decent summary on the three months immediately after Pillar of Cloud

Edit: And a good UN report on what the gaza blockade means for those living there

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Freehold - wiki has an incredibly extensive and detailed list of the rocket fire:


In 2013 for example there were only 52 rockets in the entire year.

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Lord Snow wrote:
Just to clarify - I only wanted to say that specifically the acts of aggression carried by Palestinians in the early 20th century are their fault. They did it. Similarly acts of aggression by the Jews are the Jews' fault. Meaning, account every party to it's own actions.

Yep - looks like we were just arguing over nothing :P

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And I'll add as a post-script, to date neither group has shown any real intent to make concessions.

Hamas / Fatah / etc continue to maintain the fallacy that they can somehow remove Israel from history.

Israel continue to maintain the fallacy that they will pare back settlements, etc.

So yes Lord Snow, neither leadership group is really interested in peace right now... and they are both to blame for it.

But at least the Israeli people have a reasonably good quality of life in comparison to those living under the iron curtain in Gaza / West Bank.

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Lord Snow wrote:
Good. Then by the same logic you shouldn't absolve the Palestinians of the lion's share of the responsibility for their hostilities in the matter. Meaning, that if you were to blame only one involved party in their actions, it would be them. Agreed?

Nope - but I'll meet you halfway.

Israel has a share of responsibility for the hostilities.
Palestine has a share of responsibility for the hostilities.

I'm not going into saying one has a lion's share over the other, and I'm not going to blame only one party for it. Because as soon as you say that one is more responsible than the other, then you are in essence absolving the other (because they then become less responsible).

For any resolution to occur, both Israel and Palestine need to make serious concessions. And yes that includes Hamas and Fatah and the other Palestinian militant groups.

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