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Red Dragon

Matrixryu's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 772 posts (2,109 including aliases). 2 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 4 aliases.


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Stephen Radney-MacFarland wrote:
Chemlak wrote:

There's an FAQ request about this floating around somewhere.

There are three schools of thought:

1) The character is undetectable by any means (including Perception skill checks, blind sight, tremorsense and true seeing).

2) The character is undetectable by magic, but senses work normally.

3) The character is immune to "detect" spells and any effects based on the scry spell.

Pick your preference. I waver between 1 and 2.

Yes, it is 1. Because mythic.

I really wish that it wasn't option 1, because this lead my GM to just ban the ability before the party's ninja could abuse it.

'It has to be awsome because it is mythic' is nice, but the players still need to be challenged in some way.


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Well, here's hoping that there will be some new information on Apsu for my Paladin/Dragon Disciple. Also, that enough humans worship Daikitsu that she will get mentioned at least, hah.


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Atarlost wrote:
Nobody even wants to like the summoner.

Objection! The summoner's flavor makes it one of my favorate classes, and I know that I'm not the only one. ;)

Admittedly though, the class does needs one of the following to not mess up a game: a rework, gm supervision, or a very well prepared and trustworthy player running it.


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*Sigh* All these people just refusing to buy a new edition that hasn't even been announced yet.

You claim that you wouldn't buy the next edition.... However, if you decide that the next edition is better and that you would have more fun playing it you probably will start buying it.


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Lemmy wrote:

"Oh no! A martial class can move 10ft. and still be effective! HOW DARE THEY? NERF IT INTO NOTHINGNESS! Now excuse me while my Cleric teleports as a move action and then casts 2 different spells..."

Apparently, Pounce should be exclusive to 6th level Druids and 1st level Synthesists.

Beastmorph Alchemists get pounce as well at level 10. I would also call the Dimensional Dervish feat chain a varient of pounce since you can get full attacks out of it.

Plus, archers are superior to pouncers in general since they basically get to make a full attack and ignore DR at the same time....

Be careful about calling for one or two things to get nerfed when there are 10 other options that do the same thing. All you'll do is make the other options more popular.


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Zhayne wrote:
Oh, and of course ... NO ALIGNMENT.

Not sure that Alignment actually needs to go, but I could see it's impact getting reduced so that 'normal people' are essentially all netural no matter what they believe. You'd have to be directly associated with a god or some other power in order to have a strong enough alignment for it to matter.


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I have to say that when my group did eyes of the ten it was pretty easy. Then again, each character was an optomized monstrocity. We would have had a good chance of completing the thing with *two* characters.

There are 1 or 2 tough spots, but basically expect the usual season 1-2 difficulty.


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The main thing that would need to be fixed in a new edition is preventing the game's numbers from getting out of wack at high levels. It is beyond annoying that saving throws and BAB diverge so much at high levels. It is possible to work around it, but I wish it wasn't an issue in the first place.

In addition, the 'big six' magical items need to all be destroyed and never seen again. I hate it when I see some fancy magical item with a great and fun ability, and then have to say "I can't use that, because I would die without my Cloak of Resistance". I would like choosing magical items to become an actual choice again.


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To me, the real annoyance with skinwalkers is that several of their mental stat bonuses are only applied when shifted. Not only does this not make sense thematically since the shift is supposed to be more physical than mental, it also hoses skinwalker spellcasters and special ability users. Unless they stay in their shifted form for an entire day they don't get bonus spells per day or extra ability uses from that mental stat.

If I houserule anything about skinwalkers, it will be that they gain their physical stats bonus while shifted and the mental ones will be perminant.


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Personally, for small cracks I would recommend liquid green stuff rather than the putty version.


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J-Gal wrote:
And another group with 2 half-orcs, a kitsune, a human (thank the lord) and a vishkanya.

I'm suddenly amused by the thought of playing a kitsune in a group like this and having the character try to convince everyone that HE is the one human in the party.


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Just a thought. Since Pathfinder Kitsune have a bit of a fey theme, they could probably also fit into a fey themed Player Companion. After all, their semi homeland seems to bet the Forest of the Spirits and Kitsune who aren't from that area generally know Sylvan. Plus, just look at the spells they get from the Magical Tail chain... definitely fey/trickery themed spells.

Though, I'm betting that this setup is probably unlikely (or would mean getting very little info on kitsune) since I be there are a lot of other fey related things that Paizo wants to talk about first. Still, I figured it was worth mentioning since a fey themed book is probably more likely to come out than a 'blood of beasts' or kitsune focused book.


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I do have to point out that it messes with my suspension of disbelief when every time a party member dies he is randomly replaced with someone who just *happens* to have the same powerlevel and goals as the rest of the party. Especially at mid to high levels.

I'd rather have Raise Dead in the game than replacement character silliness.


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Hayato Ken wrote:

Or instead: Blood of the FOX!

Localized Kitsune all over Golarion!

It wouldn't be a page of the Next Player Companions thread if someone didn't ask for a book on Kitsune ;)


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Eirikrautha wrote:
Athaleon wrote:
Or is this because I said in the Swashbuckler thread that this was great for Swashbucklers?
You know, you might have been joking when you posted that, but it makes a lot of sense. One of the main complaints against the Swashbuckler Parry was that it was so much less than Crane Wing (a feat that anyone could take). Now that the ACG is in production, they fix the problem by... nerfing Crane Wing! LOL!

Honestly, I think the swashbuckler is exactly why Crane Wing is getting nerfed. A lot of people were talking about how the best swash build was to pick up Crane Wing so you could deflect TWO attacks per round. One with Crane Wing, and one with Parry.

Well... at least if this isn't the main reason, it is probably part of it.


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Personally, I've found that the best way to keep casters 'under control' is just to give the enemies that you don't want getting one-shot some Hero Points. At least three. Casters will have to go through four 'one shot kill' spells to get through the guy's defenses unless you get some really unlucky rolls on those GM dice. That'll give melee plenty of time to move in and do their thing.


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Personally, I would suggest just having the smite work against everything that the paladin would normally get his double damage bonus from smiting. This basically means evil outsiders (or rather, ones that have the evil subtype), chromatic dragons, and undead. You may also want to allow them to smite people who are clerics of gods that the paladin opposes.

So, basically, this means the paladin will be less effective fighting say... a thieves guild or corrupt officials, but will still be fully capable of smiting the big bads.

You may want to consider letting the paladin do a 'partial smite' against other targets to balance things out. In my games I replace Aura of Justice with the ability for paladins to smite non-evil things. They gain their charisma bonus to hit and AC, but no damage bonus or DR penetration. I got tired of paladins becoming useless in areas filled with golems, and I also didn't like the absurd damage boost that a party gets from Aura of Justice.


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Simple solution (if the party is high enough level): The paladin asks the party wizard if he has dismissal prepared.


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Cheapy wrote:

Halflings, mostly.

Space halflings.

You mean Giant Space Halflings?


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Aldarionn wrote:

Aasimar (Angelkin) Sorcerer/Dragon Disciple/Champion - 15 point buy

Str 13
Dex 12
Con 14
Int 10
Wis 8
Cha 15

+2 Str from Angelkin
+4 From Dragon Disciple
+5 Inherent from Manual
+5 Level Up
+6 Enhancement
+10 Form of the Dragon III
+10 Mythic Rank 10

55 Str

And that was just from a cursory look. I could probably ditch the 10 Mythic Tiers if I search hard enough for a way to get another 6 points of Strength. The worst part of it is that a strength based sorcerer/dragon disciple is not a bad way to go. It could actually be an effective character.

It can actually be a very effective character since there is a mythic power that lets you get a BAB equal to your caster level when polymorphed. Just make sure you have the Magical Knack trait to undo the caster level loss. (I am starting this type of character for a game)


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SmiloDan wrote:

What if each time you got Swashbuckler Weapon Training, you got to choose a special ability, which would include early access to Improved Critical, Dex to Damage, a bonus to CMB & CMD with the weapon, an increase in the weapon damage die, etc. etc.

I also think there should be a choice in deeds.

That way all swashbucklers won't be identical and predictable. Some would be high damage dealers, some would have high AC, some would be highly mobile, some would be battlefield controllers, some would be really good at enhancing their allies, some would be really really good in social situations, etc. etc.

I like this idea actually.


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Alright, I have to raise my hand and ask a question here. Why can't the Swashbuckler simply get a straight Cha to saves bonus at level 2? Even with this direct copy of one of the best paladin abilities, the class may still be worse than a paladin in most games except for ones with no evil creatures to smite.

The way things are, almost all (Lawful Good) swashbucklers will simply dip two levels into paladin to pick up those save bonuses and smite evil. They don't really lose much for it.


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Actually, here is an idea that may fit bloodragers well: allow them to 'burn' rounds of rage in order to cast a spell as a swift action. The number of rounds of rage they have to expend would be equal to the level of the spell.

This would make it possible for them to cast in combat, but they woudln't be able to do it all the time because it would be expending a limited resource. Plus, the fact that the resource being expending is 'rage' it fits the theme of the class perfectly. Plus, they may be able to make do with just the Magus spell list instead of getting a custom one!

Edit: an alternative idea would be that the bloodrager could expend rounds of rage to add metamagic to their spells. This would give them a choice between casting quickly in mid melee combat (via quicken) or casting a spell that does noteworthy damage (via maximize or similar). With this variation, the number of rounds of rage expended would equal the level required by the metamagic feat.


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The unfortunate thing here is that there really isn't a way for bloodrager spells to be worth using in mid combat without giving them Spellstrike, Spell Combat or some similar way of casting while attacking. This may be stealing too much from the magus though, so maybe a better route would be to simply give bloodragers more magic based powers and defenses so they are more paladin-like?

Alternatively, bloodragers could get an alternate list similar to the Paladin or Ranger. All of the best spells from those lists use swift or immediate actions, and that may fit the bloodrager's style more.

At least Paizo has several routes they can choose to go with in modifying this class.


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I just hope that the swashbuckler gets dex to damage by default so when I'm building my character I can worry about something other than how to get Agile or Dervish Dance as quickly as possible. I'm kind of tired of having to do with with every dex based character.


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So, a lot of people have been asking whether or not the Draconic Bloodline for Bloodragers should work with Dragon Disciple. After thinking about the implications of this, I say It should, because otherwise it will cause some interesting problems.

Option 1: The Bloodrager's Draconic Bloodline is advanced by Dragon Disciple

  • This means only Draconic Bloodragers could become Dragon Disciples
  • Dragon Disciple would be a very good prestige class for Draconic Bloodragers due to its perminant bonuses and that it advances both the class's bloodline and spells (to a lesser degree).

Option 2: The Bloodrager's Draconic Bloodline is NOT advanced by Dragon Disciple (weirdness)

  • This means any Bloodrager can become a Dragon Disciple.
  • Dragon Disciple would advance a Bloodrager's spellcasting, but not his bloodline
  • Dragon Disciple would be a very useful class for Bloodragers who aren't interested in some of their higher level Bloodline powers.
  • Draconic Bloodragers would actually be the worst of the Bloodrager types to become Dragon Disciples because a number of abilities would not stack. (For this reason alone I hope the developers go with Option 1)


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So, I've begun putting together a Draconic Bloodline Bloodrager for PFS. The character looks like he'll be an effective level 1 character, but I have concerns about higher levels.

  • He won't get a 3rd natural attack until level 16. This means that once he gets Iteritive attacks he will be better off simply ignoring his claw attacks instead of using them. I would suggest that the Draconic Bloodline get a Bite attack by at least level 6 to put it on par with other natural attack classes (such as Beastmorph Alchemist, Beast Totem Barbarians, and just plain old Dragon Disciples).
  • I am worried that if Bloodrager works with Dragon Disciple that a multiclass Bloodrager/Dragon Disciple will be better in most ways compared to a standard Bloodrager. Even if the Dragonic bloodline from bloodrager doesn't work with the Dragon Disciple "Blood of Dragons" ability, it may still be better than a pure Dragonic Bloodrager due to all the perminant bonuses. The Draconic Bloodline for Bloodrager should get some of the Dragon Disciple's tricks and abilities.
  • Why is it that the Arcane bloodline can turn into a dragon, but the draconic bloodline can't?
  • The Draconic Bloodline gives Fly as a bonus spell, but not until the character would have already gained wings while raging.


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I'm guessing that someone has already mentioned this one, but I want to point it out just in case.

I'm currently building a Kitsune Swashbuckler, and I've found one issue that kind of bothers me: technically you need a the Combat Reflexes feat in order to use the Riposte Deed. This is because you would have already used one for Parry.

It seems very odd that a class ability would not be able to even function without feat investment. That AoO requirement should either be removed or the Swashbuckler should get Combat Reflexes for free.


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Mystic Lemur wrote:

Thanks for that, Eric, but how do you mesh that with Jason's statement that the "ship has long sailed" on subbing out any of these classes?

On first blush most of these classes look really good, but some strike me as "meh" at best. It's a little off putting that even if the playtest response is universal dislike, the class will still make it to print.

Unfortunately, Paizo is a company with limited time and money. They can't spend an infinite amount of time coming up with new class ideas and throwing out old ones. Time spent throwing away, replacing, or rebuilding even *one* class will make the rest of the book suffer because in all likelihood they will not be able to delay the book for very long (if at all) before it has to go to print.

Basically, just give whatever feedback you can about the existing classes to try and help Paizo improve them. Telling them to throw away or replace any of these these is extremely likely to just be a waste of time. The biggest change that we can probably expect to see is probably something similar to what happened to the gunslinger during its playtest.


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MMCJawa wrote:
Slayer is a great example. It's basically a 20 level Assassin class, designed for and taking out individual targets. It's sneaky like the rogue, but isn't focused on trapfinding or being a jack of all trades. The class is intentionally designed for someone who mostly wants to play a sneaky killer, and not have to worry or deal with other class features that don't support that.

This is exactly why I love the Slayer class. Also, my players are going to be very upset to find that all the red mantis that they run into from now on are very likely to have Slayer levels... :D


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I love this class, but I think I should mention a few possible issues that I've noticed:

The Fey bloodline seems underpowered compared to most of the other choices. Here a perfect example: at 8th level the Arcane bloodline gets Displacement or Haste for their entire rage while fey just gets Blur for one round after a charge. Bloodragers get uncanny dodge, so the blur is inferior in every way here.

The Draconic bloodline gets the fly spell one level after they gain the ability to grow wings. Seems somewhat counterproductive, though I guess it could be cast on allies.

Is it just me, or is the abyssal bloodline way too good damage wise? Between its free enlarge (+2 size bonus strength and weapon die increase) and +6 strength bonus by level 20 it seems pretty crazy. I won't be surprised if they use the standard abyssal bloodline to get another +6 inherent bonus to strength as well! They are a bit weak on the defenses though and will overall have an extra -4 to their AC, but is that enough of a balancing factor?

Edit: I would like to recommend that the strength bonus from the abyssal bloodline be an inherent bonus (somehow) in order to prevent things from getting too crazy by stacking this with the sorcerer version of the bloodline.

They Fey bloodline suffers from a flavor problem. How many fey creatures really use strength? Maybe this bloodline should get a bonus to dexterity while raging either in addition to or instead of strength?


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Bobson wrote:
I'm going to flip this around - Why should a kitsune be able to cast spells while in a fox shape? Normally, a Kitsune can wield weapons, but when shaped like a fox they can't. Why should a Kitsune fighter not be able to wield his sword while a fox?

Kitsune fighters actually benefit a lot from getting Fox Shape because it leads into the Vulpine Pounce feat. Sure, it isn't the same as wielding weapons, but it is something.

On the flip side, kitsune spellcasters don't really benefit much at all from having Fox Shape even though a lot of players want the feat at least for flavor purposes. It just seems odd considering that in the 'real life' legends kitsune were often far closer to being spellcasters than warriors.


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Now that I have been able to look over my hard copy of Blood of the Moon I have to say that it seems this book may have been hurt by the page limitations of the player companion. Paizo had to use 18 pages to do the skinwalkers justice (with some side notes on standard lycans of the same types), and then only had 2 remaining to talk about plain old lycanthropy without removing the items and lunar oracle pages. It practically screams "we wanted to say more, but ran out of space".

I'm happy that we got so much information on skinwalkers, but it is sad that we will probably never get stuff like "how to balance a party once it has an infected lycanthrope" simply because there wasn't any space in this book.


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I helped a player in a S&S game that I'm in design a watersinger. You basically have two builds that you're going to need to choose between in the long term. I call them the 'waterbender' build and 'bloodbender' build.

In either case, your charisma is your most important stat. Max it. Also check with your gm that the feats and abilities listed below well actually improve your attacks, because some of this is up to GM interpretation.

Build 1: The Waterbender
This one focuses on doing damage with the Waterstrike ability. This one can be started relatively early compared to the other build. The idea is that every turn you can attack with Waterstrike AND cast a spell.

Feats:
Harmonic Spell: this is needed so you can reduce the cost of using your Waterstrike every turn. It would cost you one round of performance each round instead of two, In the long run, it could give you more extra rounds of performance than the Extra Performance Feat.
Arcane Strike: At the cost of a swift action, you make your attacks hit harder. Damage increases at higher levels.
Other good feats: Weapon Focus (Slam), Improved Natural Attack(Slam), Piranha Strike
Other things to get: Heroism Spell, amulet of mighty fists (if GM allows it to enhance natural attacks from water strike), also, at high levels you can get a spell that'll let you use inspire courage and waterstrike at the same time.

Build 2: The Bloodbender
This one focuses on using the reposition bloodbend ability to cause enemies to provoke attacks of opportunity. It could deal even more damage than the waterstrike build... indirectly. Since the other party members would be getting the attacks. The downside is that the build won't come together until level 9, and you can't cast a spell at the same time as doing this. The plus side is that the reposition ability can be use while keeping inspire courage going.

Feats Needed:
Greater Reposition, and its two prerequisites: Combat Expertise and Improved Reposition.
Spells: True Strike, Heroism


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Rowe wrote:
Are Skinwalkers strictly human or is it like Aasimars or Tieflings where they can be whatever, but are statistically identical?

Like Aasimars and Tieflings.

....was I the first person to get this pdf or something? I may be the only one giving out spoilers, Hahahah ;)


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MMCJawa wrote:
Now we just need stats for these guys in swarm form

Please no D:


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Hah, Mythic Ninja Reiko becomes so awesome that she can wear white and people still can't see her.


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graywulfe wrote:
zergtitan wrote:
Shalafi2412 wrote:
Will this book allow the race to bond with half-undead creatures so that thy shiny undead will have a protector?
NO! There will be no Twilight in Pathfinder!
Statements like that make me want to include sparkly vampires.

I'm pretty sure that I've cast Glitterdust at a vampire at least once already...


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Personally, I find it amusing that people keep calling monks weak, but complain about their one very good defensive feat chain.


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Very interested in this book! I think making the swashbuckler as a grit using fighter is a great idea. Also, Bloodrager might be usable as the base class version of a dragon disciple that I've been waiting for :D


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Nah, you can't actually use Vital Strike as part of a charge because Vital Strike requires a standard action to use.

Here's a FAQ link.


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The mythic handbook looks very offensive focused at first... but once you read into it a bit you'll see that it has a ton of very powerful defensive abilities as well. The thing is, most of these defensive abilities are 'active' defenses. You have to choose to use them to protect yourself, or you have to rely on a guardian or marshal to keep you alive.

Here's a copy of a list that I've posted elsewhere....

Save Bonuses and Rerolls
Force of Will (all): reroll a d20, immediate action
Unstoppable (all): remove conditions, free action
Adamantine Mine (Guardian): add tier vs mind affecting
Lesson Learned (Guardian): After failing one save, get +5 on future saves against same ability
Rally (Marshal): Give all allies a reroll during the current round
Inspired Defense (Marshal): Add Bardic Performance bonus to all saves. Mythic point to add Tier as well (this is insane)
Words of Hope (Marshal): Give allies 1/round reroll for 1 round per tier
Surge of Hope: Immediate Action, give ally reroll on save with your surge bonus
Legendary Items (Many wearable types of items): can add legendary or mythic surge rolls to saves, can range from 1d6 to 1d12 or more, no action!
Mythic Cloaks of Resistance: extra +1 to one save, and rerolls for mythic power

AC Bonuses and defenses against attacks
Mirror Dodge (Archmage, Trickster): immediate action to teleport away from attack
Sudden Block (Guardian Ability): immediate action to protect yourself or ally
Enduring Armor (Archmage): gain up to 13 force armor
Meat Shield (Champion): immediate action, use grappled enemy to block attack
Titan's Bane (Champion, Trickster): move into large enemy's space to gain cover
Incredible Parry (Champion, Guardian): Gain duelist parry ability
Armored Might (Guardian): increase armor bonus by 50%
Deadly Dodge (Trickster): Gain +4 dodge bonus and free AOOs against opponents who miss you
Defensive Move (Trickster): Avoid AOOs from one opponent, doesn't cost power

Extra hit points and protection from damage
Mythic Toughness: double bonus from toughness
Absorb Blow (Guardian): prevent damage, gain stacking DR and resistance
Invincible Stand (Guardian): swift action and stand still for DR 20/-
Sacrificial Shield (Guardian Ability): 1/round reduce damage taken by shield hit points (mythic point to avoid broken shield)

Mythic healing
Contingent Channel Energy(Hierophant): set conditions for a channel to be activated
Relentless Healing (Hierophant): restore life to recently dead
Shout of Defiance (Marshal): 100 ft radius channel for allies, allies revieved can stand up as immediate action

Other Defenses
Flexible Counterspell (Archmage, Hierophant): Counter spell as immediate action
Spellbane Counterstrike (Archmage): Run to up caster of a spell you countered, get possible AOO
Clean Blade (Champion): Blind or Sicken enemies after critical hit
Draw Fire (Guardian): immediate action, draw ranged attacks to yourself instead of ally
Parry Spell(Guardian): defect spell aimed at yourself or an ally
Ranged Disarm (Guardian): disarm opponent with ranged weapon
Shrug it Off (guardian): ignore critical hit
Cling to Life (guardian): any sort of normal healing can bring you back from death
Take the Hit (guardian): split damage with ally
Indomitable (guardian): pick conditions to become immune to
Undying Healer (Hierophant): keep healing others while you are unconscious
Aura of Preserverance (Marshal): Stablize dying allies, negate their staggered condition
Fight On (Marshal): Keep Ally from dying
Master of Escape (Trickster): Escape artist out of effects such as paralysis.


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(I'm posting this independent of any previous discussion :) )

For anyone who is worried that mythic powers are too offensive focused... take a look at this list. Basically, with all this, if you don't have enough defenses it is your own fault. The design is interesting actually. Defense is an 'active' ability in this book. You have to rely upon your mythic powers to survive rather than just high saving throw bonuses and HP.

Save Bonuses and Rerolls
Force of Will (all): reroll a d20, immediate action
Unstoppable (all): remove conditions, free action
Adamantine Mine (Guardian): add tier vs mind affecting
Lesson Learned (Guardian): After failing one save, get +5 on future saves against same ability
Rally (Marshal): Give all allies a reroll during the current round
Inspired Defense (Marshal): Add Bardic Performance bonus to all saves. Mythic point to add Tier as well (this is insane)
Words of Hope (Marshal): Give allies 1/round reroll for 1 round per tier
Surge of Hope: Immediate Action, give ally reroll on save with your surge bonus
Legendary Items (Many wearable types of items): can add legendary or mythic surge rolls to saves, can range from 1d6 to 1d12 or more, no action!
Mythic Cloaks of Resistance: extra +1 to one save, and rerolls for mythic power

AC Bonuses and defenses against attacks
Mirror Dodge (Archmage, Trickster): immediate action to teleport away from attack
Sudden Block (Guardian Ability): immediate action to protect yourself or ally
Enduring Armor (Archmage): gain up to 13 force armor
Meat Shield (Champion): immediate action, use grappled enemy to block attack
Titan's Bane (Champion, Trickster): move into large enemy's space to gain cover
Incredible Parry (Champion, Guardian): Gain duelist parry ability
Armored Might (Guardian): increase armor bonus by 50%
Deadly Dodge (Trickster): Gain +4 dodge bonus and free AOOs against opponents who miss you
Defensive Move (Trickster): Avoid AOOs from one opponent, doesn't cost power

Extra hit points and protection from damage
Mythic Toughness: double bonus from toughness
Absorb Blow (Guardian): prevent damage, gain stacking DR and resistance
Invincible Stand (Guardian): swift action and stand still for DR 20/-
Sacrificial Shield (Guardian Ability): 1/round reduce damage taken by shield hit points (mythic point to avoid broken shield)

Mythic healing
Contingent Channel Energy(Hierophant): set conditions for a channel to be activated
Relentless Healing (Hierophant): restore life to recently dead
Shout of Defiance (Marshal): 100 ft radius channel for allies, allies revieved can stand up as immediate action

Other Defenses
Flexible Counterspell (Archmage, Hierophant): Counter spell as immediate action
Spellbane Counterstrike (Archmage): Run to up caster of a spell you countered, get possible AOO
Clean Blade (Champion): Blind or Sicken enemies after critical hit
Draw Fire (Guardian): immediate action, draw ranged attacks to yourself instead of ally
Parry Spell(Guardian): defect spell aimed at yourself or an ally
Ranged Disarm (Guardian): disarm opponent with ranged weapon
Shrug it Off (guardian): ignore critical hit
Cling to Life (guardian): any sort of normal healing can bring you back from death
Take the Hit (guardian): split damage with ally
Indomitable (guardian): pick conditions to become immune to
Undying Healer (Hierophant): keep healing others while you are unconscious
Aura of Preserverance (Marshal): Stablize dying allies, negate their staggered condition
Fight On (Marshal): Keep Ally from dying
Master of Escape (Trickster): Escape artist out of effects such as paralasys.


43 people marked this as FAQ candidate. Answered in the FAQ. 5 people marked this as a favorite.

When I was reading the mythic rules, I found that there is an inconsistency between the powers that the Archmage and Hierophant mythic paths can choose from. Specifically: it takes the Archmage an extra action to use their archmage arcana.

The Archmage can gain the Arcane Surge or Wild Arcana powers. These are very nice abilities, but require the Archmage to use his swift action to activate them . However, the Hierophant powers Inspired Spell and Recalled blessing don't require a swift action to use even though they are otherwise mechanically identical to the Archmage powers (unless I am mistaken).

I find it hard to believe that this difference was intentional, so I'm assuming that one ability is worded incorrectly. I mean, why would the arcane casters specifically be required to use an additional action to use an ability that doesn't require an extra action for a divine caster? Should these abilities require swift actions to activate, or should they not?

Sorry for not formatting these spoilers, it would take a while to deal with all this text ;)

Archmage Arcana:
Arcane Surge (Su): As a swift action, you can expend
one use of mythic power to cast any one arcane spell
without expending a prepared spell or spell slot. If you
prepare spells, this spell must be one you prepared today
(even if you have already cast it); if you’re a spontaneous
caster, this spell must be one of your spells known. If the
spell requires a saving throw, any non-mythic creatures
affected by the spell roll twice and take the lower result.
If you must attempt a caster level check for the spell to
overcome a creature’s spell resistance, you can roll your
caster level check twice (adding your tier to each) and take
the higher result. You can’t add a metamagic feat to a
spell you cast using this ability.

Wild Arcana (Su): As a swift action, you can expend one
use of mythic power to cast any one arcane spell without
expending a prepared spell or spell slot. The spell must
be on one of your arcane class spell lists and must be of a
level that you can cast with that arcane spellcasting class.
You don’t need to have the spell prepared, nor does it need
to be on your list of spells known. When casting a spell in
this way, you treat your caster level as 2 levels higher for
the purpose of any effect dependent on level. You can apply
any metamagic feats you know to this spell, but its total
adjusted level can’t be greater than that of the highest-level
arcane spell you can cast from that spellcasting class.

Hierophant Divine Surges:
Inspired Spell (Su): You can expend one use of mythic
power to cast any one divine spell, treating your caster
level as 2 levels higher. This spell must be on your divine
spell list (or your domain or mystery spell list) and must
be of a spell level that you can cast using that divine
spellcasting class. If you are a spontaneous spellcaster,
you don’t need to have the spell prepared, nor does it need
to be on your list of spells known. Using this ability does
not expend a prepared spell or available spell slot. You
can apply any metamagic feats you know to this spell,
but its total spell slot level must be a slot level you can
normally cast.

Recalled Blessing (Su): You can expend one use of mythic
power to cast any one divine spell without expending
a prepared spell or spell slot. If you prepare spells,
this spell must be one you prepared today; if you’re a
spontaneous caster, this spell must be one of your spells
known. You can’t apply metamagic feats to this spell. If
the spell requires a saving throw, non-mythic creatures
roll twice and take the lower result. If the spell heals
damage or requires you to attempt a caster level check to
cure an aff liction or remove a condition, roll twice and
take the higher result.


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Strife2002 wrote:
Ssalarn wrote:
In re-reading the FAQs, I have to admit that our certainty is much more based on inference than flat fact. Given that the SLA counts as a spell to qualify for feats or item creation, it would only make sense that the inverse would be true and it counts as a spell for being affected by feats.
I thought that too. But I also noticed the FAQ right above the one you linked that SKR put up. Granted it was 2011, but it seems to suggest the opposite for the same reasons.

Strife, I have the same concerns that you have. It seems right to assume that the current rules interpretation supports spell-like abilities gaining bonuses that are meant for spells... but since there hasn't been any FAQ flat out stating this I'm a bit wary about using this interpretation.

The one solid piece of evidence we have though is that devs have stated that the Summoner's Summon Monster SLA benefits from the Augment Summon feat even though the feat says it only benefits spells. They even gave the Master Summoner archetype the Augment Summon feat, so I guess we have to assume that the rules support this.

I'm hoping this is the case, because I'm thinking of building a PFS kitsune sorcerer with the magical tail feats... and it would be kind of sad of the SLAs from those feats don't benefit from his own racial bonuses.


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Ouch. I appreciate that we have the retraining rules now, but that 1 prestige point per day thing makes them almost impossible to use for anything except for the simplest modifications. If my level 5 sorcerer wanted to retrain his bloodline, I'd have to burn 15 prestige points and the cost will just go up as he continues to gain levels!

Edit: If I'm supposed to spend extra days to retrain my bonus spells as well, the cost goes up to 21 prestige points at level 5... I'd have to spend almost the full number of prestige points that are available to the character.


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What class is the kitsune playing?

If he is a caster, the simple solution is to just have the character have a number of tails equal to the highest spell level that he can cast, but gain no bonuses from them. He gains the flavor of being a multi-tailed fox without possibly nerfing himself into oblivion.


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The thing that I find a little sad is that many people (including myself) have been asking Paizo for more FAQs because we want the rules to be more clear. Now that we have more FAQs people are asking Paizo to stop giving us FAQs because they 'change the game'.

This is why we can't have nice things. I just hope that Paizo doesn't eventually get fed up with our antics, lol.


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cmastah wrote:
Lamontius wrote:

morality thread vs. that drow holding the +2 longsword that I want

Two possibilities come to mind:

a. Stab him right in the drizzt.

b. Disarm and RUUUUUUUUUUUUN!

This reminds me of when I spent an hour trying to kill Drizzt in Baldur's Gate so I could steal his weapons. Yes, I reloaded multiple times.

This was before I even knew who Drizzt was. :D

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