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Mysterious Stranger's page

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Most people are already a mix of ethnicities anyways. Chelaxians are mix of Azlanti and Ulfen to begin with. But considering that Cheleax was once a colony of Taldor there is probably also a lot a Talddan blood in their as well. I don’t have the information on the Garundi right of hand but they probably have a similar mix of ethnicities as well.

Damage reduction could also be that the wounds heal instantly.

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The best solution is to use both. If you look at the description of both the spell and the skill it says that doing so give you a +10 on your disguise roll. That means you take all the modifiers for using the disguise skill and get an extra +10 bonus. This can allow you to pull of some really difficult disguises like pretending to be someone’s spouse. I have a player who is playing a bard in a campaign I run that does this.

Skalds are more durable than bards. They get fast progression on fortitude saves instead of reflex saves. Most reflex saves simply reduce the amount of damage you take, where fortitude saves often keep you alive and functioning. Rage song also improves your CON giving you an even better fortitude save. They also get medium armor and martial weapons so they will have better AC and do more damage. A Skald using a greatsword and power attack is going to do a lot more damage than a bard with a rapier and weapon finesse.

The Skald is focused less on buffing others and more on himself. In a large group the bard is probably better because he is more of a force multiplier, but in a smaller group the skald does well because he can carry more of the load himself. Spell Kenning is very good for this because in a small group you may not have access to certain spells. Being able to cast spells from 3 different spell lists means you can often fill in for other casters. No cleric in the group and you can cast restoration to remove the negative levels.

While this may be an estate of a family of wizards, don’t forget the mundane defenses. Magic is easily detected and defeated by magic so throw in some old fashioned mundane defenses. One really sneaky thing to do is to have a false magical trap hiding a real mundane trap.

Another way to counter magic is to use magic to contain something so when it is dispelled the real danger is triggered. One trap I used was a magic ceiling holding up a large slab of loose stone. When the players dispelled the ceiling it dropped the stone slab on their heads. It was designed to look like a trap door leading to a hidden chamber but in reality it was just a trap. It was designed to stop those who think all you need to do to deal with traps is have detect magic and dispel magic.

Most of the time when you use the word no in an alignment discussion you are wrong. Since this discussion seems to be more law vs chaos I am going to ignore the good vs evil axis and concentrate on the law vs chaos.

Lawful characters usually live by the rules and often times their rules are quite complex with exception for extenuating circumstances. Chaotic characters judge every case as a completely new situation and never rely on previous instances. Neutral characters will usually follow some sort of general guideline, but if the guideline is not working they will abound it without hesitation.

Using the example of stealing a lawful good character will usually not steal, but there may be situations where they will take things that do not belong to them. For example if they are in the middle of a war than taking supplies from the enemy would not be considered stealing. They may also be allowed to confiscate goods from a criminal. Most of the time there will be pretty clear cut exceptions or at least something that can be used to justify the action.

A chaotic good character will have no problem taking something away from someone he perceives as being evil to give to someone he thinks needs it more. This is the classic Robin Hood steal from the rich and gives to the poor. To the chaotic good character the greedy merchant has been exploiting the innocent people and does not deserve the wealth he has accumulated. The merchant may or may not actually be evil but that does not matter to the chaotic good character. If the merchant was not “evil” he would have already have helped the poor.

Neutral good is somewhere in between the two. They will normally avoid stealing but will often look the other way when it happens if they think it was for a good cause. They will also probably be ok with stealing from someone who had caused harm. The evil merchant who cheats his customers will not get any sympathy from the neutral good character. The honest merchant who is robbed will be seen as the victim and will get what aid they can provide.

This is how the aligned character will react himself. How he reacts to other doing what he would not is another matter entirely. So while the paladin himself would never steal, he may be more forgiving of those that do.

Magic Mouth can be used as an alarm of sorts. The trigger could be someone entering where they are not supposed to be or something similar and the message could simply be someone has entered the room. Since the range of the trigger is 15’ per level the magic mouth does not even need to be on the door that acts as the trigger. It does have to have line of sight but could still be across the room or down a hallway. Another nice thing about magic mouth is that it is an illusion not a abjuration so the rules of having multiple traps within 10 feet do not apply. When I first started gaming there was no alarm spell so this was actually a common tactic.

Don’t forget to use Magic Aura to hide magic traps from detect magic. Unfortunately it is not on the list of spells that can be made permeant, but does have a duration of 1 day per level. Assuming that the caster has the meta magic feat extend this could last almost a month per casting by a sufficiently high level caster. This means that not every magic trap can be hidden this way but the important ones can be covered. If I were the GM I would allow magic aura to be made permanent as a house rule.

Also don’t forget the spell Permanent Illusion. It cost almost nothing to cast and as a 6th level spell the saving throw will be fairly decent. Cast this to conceal a lot of things from casual observation.

If the original owner of the weapon soul is what is giving the weapon sentience that is all the explanation you need. It’s not a ghost or other undead it is the soul of a person that has been transferred into the weapon. You already have all the game information you need so all you need is a little bit of back story about how the soul got transferred to the weapon. Have Erastil be the one that transferred the soul at the request of the original owner. Make the original owner of the weapon a paladin and the weapon be a holy weapon and that is all that you need to do. Even if the weapon does not have the game mechanic holy it would still be considered a holy item by the worshipers of Erastil.

A paladin’s code should be the same for all paladins of a deity. This is something that the deity expects from their worshipers not the morals of the individual paladin. If their code was basically do whatever I want that is not evil they would be chaotic good, not lawful good.

The easiest way to figure out if a paladin would fall is to ask the question what would <insert deity’s name> do in this situation. If their actions are similar to what their deity would be than they should not fall. If their actions are in direct conflict to what their deity would do than they probably should fall.

Sarenrae is very good deity for a paladin to avoid a lot of party conflicts. Since she is neutral good her paladins have more flexibility than many others. The way I explained it to one of my players is her paladins have a tendency to be militantly neutral good.

Anything above 11th level are heroes of myth and legends. Think of characters like Merlin, Hercules, or Belgarath. Each one should be unique and have a well-established role in their world.

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They will recognize that the paladin is a follower of Iomedae not necessarily that he is a paladin. Using Iomedae as an example is probably a bad idea because Most of her followers tend to act like paladins anyways. I believe the saying goes something like Iomedae was a paladin, her paladins act like paladins, her clerics act like paladins, her inquisitors act like paladins, even her fighters who worship her act like paladins.

When your entire religion acts like paladins telling the actual paladins from other divine casters is a little bit difficult.

As I also pointed out just because your deity supports your goal of overthrowing a ruler does not mean other will. Even other good deities may differ on who is a legitimate authority. The fact that a paladin has not fallen for opposing a ruler only means that his deity agrees that the ruler should be overthrown. In pathfinder deities are not infallible. Just because Ragathiel wants to replace a devil worshiping ruler does not mean that sarenrae agrees with him.

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What if Razmir really is a god? Maybe he is a god of deception pretending to be a wizard who is pretending to be a god? He became a god by pulling off a hoax of pretending to be a god, but if anyone finds out the truth he loses his divinity and becomes mortal. As long as no one finds out the whole truth he remains a god.

He is deceiving people on multiple levels. The first level is pretending to be a deity, but he leaves enough clues to allow doubt. Those that look into it further are deceived into believing he is a not really a god but is a fraud. His quest for the sun orchid elixir is just a diversion because he really does not need it.

I know it is a ridiculous idea but for some reason it just popped up in my head that maybe he is really a god.

No an archetype is still the same class so you cannot multiclass them. When you take an archetype it is all or nothing.

If he has a tattoo that is acting as a holy symbol you could cut the skin it is on off and then heal the damage. You may also be able to achieve the same result by altering it without having to cut off the skin. A couple of cuts or otherwise defacing the tattoo should work.

Don’t multiclass a wizard especially with a rogue. Losing higher level spells and caster level is not a good idea. About the only time you should ever consider it is with a prestige class that gets full spell caster progression, but even then you are not advancing your school powers.

If you want to play an illusionist rogue mix play a bard.

Most prestige classes have prerequisites so qualifying form many of them may be a problem. You should be able to qualify for Eldritch Knight and Dragon Disciple without too much trouble.

Dragon Disciple will give you much better HP, better AC and saving throws. Great Fortitude and Toughness will probably be the best choices for bonus feats which is part of the reason for the better saves and HP. You also gain Blind Sense and a minor (at this level) breath weapon.

Eldritch Knight will give you 1 extra level of spell caster and the ability to pick up some fighter only feats, probably weapon specialization.

Recognizing a common deity’s symbol or clergy is a DC 10. Knowing common mythology or tenets is a DC 15. Recognizing an obscure deity’s symbol or clergy is a DC 20.

I would say that most commoners will be able to figure out that the paladin of Iomedae is wearing her holy symbol, and may be a member of her clergy. This does not mean they know who Iomedae is other than in a very vague way, or what her teachings are. They may know her as the warrior goddess or something similar. To know what she stands for would require a DC 15 which means it cannot be made untrained. I would put the DC to recognize a person is a member of a particular order of common deity at the same DC as recognizing an obscure deity, so that would mean recognizing a character is a member of a particular order would be a DC 20.

Another thing to consider is the fact that different people will have different ideas of who is a legitimate authority. Just because one god considers someone to be, or not be a legitimate authority does not mean another god will agree with the first god. Asmodeus would see Queen Abrogail II as a legitimate authority, but Ragathiel may not view her the same way. Milani would certainly not recognize Queen Aborgail II as a legitimate authority.

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The problem with this idea is how do people know who is a paladin and who is not? Take any well-known fictional character and tell me his class. What class is Batman? How about Wolverine or Spiderman? Is Roland a paladin, a cavalier or a fighter? How would you build Belgarion from the David Edding series?

I can think of at least three ways to build a character that would be able to simulate most of what a paladin can do. What cannot be simulated can be faked.

Many paladin archetypes trade away paladin abilities for other things. Would the ordinary person consider a paladin who cannot smite evil to be a paladin? Or would a paladin that does not have smite evil be taken as a fallen paladin. What if the only paladin the locals have encountered had an archetype that traded away a core paladin ability for something else? Would the fact that the player’s paladin does not have this ability be taken as a sign the player is a fallen paladin?

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As everyone is saying as long as your players are having fun you are fine. Try to keep any fudging subtle and rare or your players may get upset. If you fudge too much in the favor of the players then you remove the sense of risk. If the players know that they will always win they will start to get bored. If they feel that no matter what they do they can’t win they will get frustrated, especially if you are constantly bailing them out of trouble with NPC’s.

One thing I do to make sure that an encounter is balanced is to do a quick run through of the encounter to get a feel of how it may play out. Use the damage per round calculation to see how many rounds it will take for the players to beat the enemy and how long the enemy needs to defeat the players. If it takes a lot longer for the players to defeat the enemy than the enemy to defeat the players you probably need to adjust the encounter.

A ranger would work well for this. What you are describing is a switch hitter as suggested by Treantmonk. The idea is not as popular as it once was due the feat point blank master allowing archer to shoot without provoking an attack of opportunity. Instead of using a weapon and shield you use a bow and a two handed weapon. quick draw allows you to switch between the bow and melee weapon by dropping the bow and drawing the two handed weapon. You take power attack and quick draw for melee and then use the rest of your feats for archery. You use the rangers ability to ignore prerequisites to skip some archery feats specifically point blank shot. Since you don’t specialize any one type of melee weapon there would be no reason you could not use three different two handed melee weapons in addition to the bow and use whichever one was best for the situation.

I'm Hiding In Your Closet wrote:

The Trickster Path has an ability where they can stuff nearly anything into a bag of holding-like extradimensional space, doesn't it?

You want an antagonist? Two words: Carmen Sandiego.

Improbable Prestidigitation is the path ability you are thinking of.

If you don’t want cavalier or paladin for a knight a fighter is probably the only real choice. But although you can make a knight out of a fighter it will probably harder to do, and be less effective than either of those classes. About the only other class that would be suitable would be the Samurai which is a variant of the cavalier. The biggest problem with the fighter as a knight is the skills. A knight should have decent social skill and the fighter does not get many skills and none of the social skills are class skills so that handicaps him even further.

Paladins are not required to serve a particular god. Many paladins do serve a particular god and that is a completely valid concept, but it is not the only concept. Paladins also can choose weapon for their divine bond instead of a mount so they are not tied to mounted combat. Nothing in the rules prevents you from playing a secular paladin, although your GM may decide to house rule that paladins require a deity. I believe PFS does require paladins to have a deity but you did not specify that was for PFS.

Actually for a ninja the trickster path is actually pretty decent. Mythic weapon finesse combined with two weapon fighting and a ninja’s ability to become invisible works very well together. If the ninja is at least 10th level and has access to invisible blade he will be a very tough opponent. By spending both a point of Ki and a mythic point the 10th level mythic Ninja can get off 6 attacks per round. Assuming you are using two short swords that is going to be 6 attacks doing 6d6+ dexterity bonus per attack. If you take the mythic path ability fickle attack a few times it will up your average damage considerable.

While you can optimize for combat fairly well with the trickster path that is probably not the best way for the character you want. This character is supposed to be a master thief not a combat monster. By taking another path you can increase your ability in combat more than with the trickster, but it will not make you a better thief. A better way to build a master thief would be to create a character who is better at being a thief.

Assuming the character is at least 10th level with 5 mythic tiers you can build a master thief that can ignore almost anything anyone can do to prevent him from stealing something. He will also be nearly impossible to spot when he does not want to be spotted. To me this seems better than trying to build a combat focused master thief.

No One of Consequence at this level will have around an 18 save for anyone to recall anything except vague information while interacting with you. While this may not affect high level characters or powerful creatures it does mean that ordinary people are nearly useless in stopping you. Anyone using divination on your character will need to be able to get a 30 on the caster level check. At 20th level this increases to a 45.

Master of Escape allows you to use escape artist as a free action to end the entangled, grappled, paralyzed, pined, staggered or stunned condition. Many of these conditions will target your weak saves and instead allow you to use a DEX based class skill to avoid them.

Thwart detection allows you to bypass constructs spells and traps that only allow certain creatures to pass. Combine this with the near immunity for divination provided by No One of Consequence and your ability to become invisible will make you nearly impossible to spot.

Shadow Stealth allows you to move at full speed while using stealth in darkness, but that is actually the least important ability. What is really the reason for taking this is that it allows you to use greater teleport to teleport between areas of darkness. Who needs a scroll of teleport when you can teleport yourself?

Path Dabbling allows you to choose one path ability from any other mythic path. This means that if there is a mythic ability you want from another path you can simply choose it. I think this is better than dual path because you don’t give up a mythic feat. Dual path doe give you two 1st tier abilities but there is a lot of overlap in those especially between champion and trickster.

If you want to combat focused sneaky character don’t even bother with Ninja go for a slayer with the champion path. If you want a master thief a ninja with the trickster path is better.

The Trickster path is good for more than just bards. Each path is designed to increase a particular aspect of a character. If all you are interested in is boosting the combat ability of a character than the champion path is usually best. Trickster is a good path if you want someone who relies more on ther wits and trickery instead of just brute force.

Improbable Prestidigitation, Master of Escape, No One of Consequence are all good choices for path abilities. No one of Consequence is very good for a ninja as they will have the CHA to make the save more difficult. And the caster level check is 15 + your tier + your character level for the Nondetection. Since this is not spell resistance things like spell penetration do not help. This means at high level and tier the character is nearly impossible to affect with divination.

The Trickster path is a subtle path for a subtle character so it requires more thought on how to maximize its use.

What it really comes down to is if you don’t like the way the GM is running the game talk to him about it. If he is not willing to change how he runs then you have to decide if you want to remain in the game. No matter what tactics you use the GM is the one in control of the game. Not telling the GM something he asks and has a need to know is not the answer. If I had a player that refused to answer a question I asked them about the character I would not put up with it. In the case of a player not telling me his HP I would simply decide how many HP he had left and that would be how many he had. More than likely if he was awake it would be 1.

Luckily none of the people I game with would do this. We are good friends and have too much respect for each other to pull this kind of crap on each other. If someone is not enjoying the game they we talk about it and come up with a solution to the problem or in very rare cases decide that the person with the problem should not be part of the group. We have had maybe 3 people that were either kicked out or chose not to come back to the game in about 30+ years.

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This will not work because in order to be a cleric you need to be within one step of your deity’s alignment. A neutral evil character can be a cleric of ay evil or true neutral deity. They cannot be a cleric of a good deity. They can be a worshiper of a good deity but not a cleric. I would say that any good deity is going to see through your attempts to bluff them about your true nature. A neutral deity would probably work

If you GM is ok with this then at this point you need to see him because you are firmly in the domain of house rules so no one but your GM can answer your questions.

Character classes and game mechanics are things the player is always aware of but the character may not be. Just because I am a paladin does not mean I have the letter P tattooed on my forehead for all to see. With all the classes, archetypes and feats there is no way for a character to know for sure what class a character is. How does a commoner know that my champion of the faith warpriest of Milani is not a paladin?

Even if you are a paladin that does not mean your character goes around calling himself a paladin. My paladin could consider himself a holly knight, or a warrior of god or any number of titles besides the French title given to the followers of Charlemagne .

I agree with Decimus Drake that a GM should be able to expect an answer on anything he asks. There are lots of reasons the GM may need your exact HP to determine if something affects your character. Keep one thing in mind that the GM is the final authority in a game. As a player you can never really win an argument with the GM about the rules. What the GM says is the final word on any rule. If you disagree with his ruling your choices are to accept it anyways or leave the game. On the other hand a good GM will always listen to his players and try to work with them, but in the end he still has the final word.

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Instead of making the players pay the price have others pay the price for them. For every condition removed and everything restored have someone they know t pay the price. Make the people paying be those that the players actually care about or will affect the players. So the person the dead player cares about most dies. Three people the insane players know are now insane. The value of the gear restored is taken from people the players know and care about. Every HP and condition the players have removed is transferred to someone else.

Also make some the people who pay the price be important people. Maybe the good king turns into a tyrant. And last but not least let the fact that the players are responsible for the situations become public knowledge.

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Imbicatus wrote:
Master craftsman would allow a non-spellcaster to create the phylactery, andcommoners can be evil. I actually have an idea for a unchained scaled fist monk that becomes a lich as a martial undead npc. An undying master is a common martial arts trope, an undead one twists it a bit.

The Lich's Phylactery

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see

Creating a Lich, below).
Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Creating a Lich
"Lich" is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature + 2.
Alignment: Any evil.

Being able to create the phylactery is only one of the requirements to becoming a lich. You still need to meet the other requirements which as the bolded sections above point out include being able to cast spells and having a caster level of 11th level, and an evil alignment. According to the rules to become a lich you have to be an evil caster with a caster level of 11 or higher. The last time I looked commoners are not able to cast spells and do not have a caster level. So unless GM is using house rules a commoner cannot become a lich no matter what feats he has.

There are a huge amount of other undead templates that can be used for non spell casters. So instead of trying to figure out a way to make a non spell caster into something that does not really suit it why not simply use something else better suited for a non spell caster?

Fey Foundling is usually the best feat a paladin can take, but it has become somewhat of a cliché. The standing joke is that all paladins are found abounded in the woods. The Hospitaler archetype means you only heal half what you would normally heal if you use your lay one hand on yourself. This also includes the bonus from Fey Foundling. You may want to consider Rewards of Life instead. This would mean you heal yourself every time you heal someone else.

The advice on the stats is spot on. In order for you to be a healer you need to survive. Dead and unconscious healers cannot heal anyone. Also keep in mind that preventing someone from taking damage is usually better than healing the damage afterwards. With your party make up you are going to end up being one of the primary damage dealers. Monks usually lack the raw damage potential of a full martial. Rogues are even worse at damage, and the wizard will also probably use other methods besides damage to overcome challenges. If you want to play the non-combat healer a paladin is the wrong class to do it with. Paladins can make effective healers, but they are still heavily focused on combat.

Improved Sunder would be a better feat than weapon focus. The +1 to hit is not really that significant but the ability to shutdown spell casters is always useful. Keep in mind that most casters use some sort of focus when casting. Sundering a wizards spell component pouch or a clerics holy symbol will significantly reduce their power and may even take them out of the combat entirely. You don’t really have to invest much more than the first feat for it to be useful. Don’t bother with greater sunder or any other feats besides improved sunder.

If you can I would change your first level feats to power attack and improved sunder. Rich Parents is only really useful at 1st level anyways. Magical knack is also something that will be of limited use.

A Rakshasa bloodline sorcerer would also work extremely well.

As other have said all of these things are already covered by other skills. By creating more skills you are actually making it more difficult to run the type of game you seem to want. One of the problems with 3.x was there were too many skills and not enough skill points for most classes. This is step backwards instead of an improvement. Now your characters have two more skill they need to put ranks into which is going to stretch them even further.

Since you took blade of Mercy it looks like your GM is using material from Legacy of Fire. If that is the case start tracking how much you heal and try qualify for the Achievement feat Healer’s Touch. It will be difficult to do with a paladin but if you can pull it off it will significantly boost your healing spells.

Maybe take improves Sunder to give you more ways to end combat without having to deal damage. If your GM does not count non-lethal damage against you than you may be able to get Healer’s Touch without too much difficulty.

The problem with the inquisitor using detect evil is it would be child’s play for the creature to avoid it. Unlike the paladins detect evil this one requires you to concentrate and only covers a 60’ cone. It takes a round to scan a 60’ cone and it is probably fairly obvious that the inquisitor is doing so. All the creature has to do is to move out of the area and it will not be detected. You don’t get the exact location until the third round of concentration by which time any semi intelligent invisible creature is going to have moved out of the way.

If it is a quasit than it should have a moderate evil aura which means its aura lingers for 1d6 minutes. You have to use a standard action to maintain concentration to keep detect evil up. Finding tracks is at least a full round action and may take more time so using detect evil to track a creature based on the lingering aura is not going to work. But it should at least be able to confirm if the creature is a quasit or other evil outsider.

What you can do with detect evil is to make sure that the creature is not there when you setup traps. If the creature is watching you when you setup traps for it, it will be able to avoid them without any problems. Get some holy water and setup up a trap that causes the holy water to break open when it is moved. If it is a quasit it will take damage from the holy water. Even if it avoids a direct hit from the trap it will still take 1 point of damage from the splash.

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Considering they only give a +1 bonus I don’t think they are really broken. Also once he gets a cloak of resistance it will not stack with the spell.

Another thing to consider is that while he can cast both of them an unlimited number of times per day they do take time. Make sure to reduce movement and progress on anything to account for the extra time he is spending casting spells. Since both spells require a round to cast that means he is using 2 out of every 10 turns casting spells. This means that he is using up 20% of the day casting spells so make sure to reduce any movement especially overland movement accordingly. This also means if he is doing other things like crafting items or anything requiring time he only gets 80% of the result. Once this starts affecting the rest of the party they will probably put a stop to it.

Since Guidance is a cleric spell you could also have his deity get annoyed him and he loses access to those spells.

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Yes they do so if you are using the feat extra hex to pick up an hex that has requires your witch to be a certain level you can use your Eldritch Knight levels in addition to your witch levels to qualify for the hex assuming you have the class feature hex.

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The lich listed in the bestiary is an example. Like any templated creature how strong it is, is based on how strong the base creature is. The one listed in the bestiary is based on an 11th level wizard which makes its CR 12. If you used a 20th level wizard or other spell caster it would be a CR 22.

The bestiary also states that each lich must create its own phylactery which requires the feat craft wondrous items, and be able to cast spells and have a caster level of 11th level or higher. The template also has a requirement of any evil so you do have to be evil. So the good commoner cannot become a lich only an evil spell caster of 11th level or higher.

Most GM’s I game with myself included require the player to state they are searching for traps. Also depending on the nature of the trap you may have to be next to the trap to spot it. For example a trap on lock on a door would require you to be next the door. Trap Spotter gives you a roll even when you don’t state you are looking, and allow you to spot a trap when you are within 10’.

So if a character has Trap Spotter they get a chance to notice the trap just by coming within 10 feet of the trap. In the case of a trap on the lock of a door a character with Trap Spotter would get a check when he gets within 10 feet of the door, and then could check the door before opening it. Without Trap Spotter he would not get a check until he was next to the door and then decided to search the door. Getting two rolls to detect traps and being able to do it from 10 feet away seems like the best option for someone whose primary role is dealing with traps.

It really depends on how your GM is handling finding traps. If he requiring you to actually search for traps than Trap Spotter is going to be the best option. It allows you to ALWAYS get a roll to spot traps even when you are not searching for them. This means when you are not expecting a trap, or for some other reason cannot search for traps you still get a roll. If your GM lets you roll without having to search than it is less valuable. It still increases the range that you spot the trap at so it is still a good choice.

Why bother with Planar Binding when clerics already get Planar Ally. The Planar Ally spells are actually better because there is no danger of the outsider breaking free and attacking you. The outsider you call is also not hostile to you afterwards so calling it up again and a again is not a problem.

What you are describing sounds like the Mongrel Mage Archetype. It does not allow you more than one bloodline at a time but allows you to change it everyday. The bloodline and its powers are weaker than a normal bloodline but you can have any base bloodline. You cannot have the bloodlines from any archetypes including the wildblood archetype.

The way I run it is that the paladin still feels the fear but is protected by his deity (or whatever the source of his power is) from the effects of fear. I still have them make any saves vs fear but if they fail their deity protects them from the effect of the fear. Depending on the nature of the deity it can manifest differently. For example a paladin of Sarenrae would feel the warmth of her power enveloping and taking away the fear.

To me it seems more heroic to allow the paladin a chance to overcome the fear themselves instead of just relying on a class feature. It also serves to keep the paladin somewhat humble. They know that the reason that it was the power of their deity that is keeping them from fleeing in terror. Also keep in mind that the aura of courage is a magical ability and does not always function. If a paladin never feels fear it would seem that when he did it would be worse because he never feels it. This also does not seem to fit what a paladin should be.

Abjuration includes most of your defensive magic and other spells that allow you to deal with magic. It also includes most traps and wards. Spells like dispel magic and various protection spells are all abjurations. Without it you will have less defenses vs other magic and have trouble getting rid of spells of other casters.

Conjuration is one of the most versatile schools because it is used to summon creatures. By summoning the right creature you can get access to a wide variety of magic. If you need to heal something there are a lot of things that you can summon that have healing magic. This does require a good deal of knowledge and preparation to be able to be used effectively. If you don’t know what abilities a creature has you won’t what is the best creature to summon. Also many GM dislike summoned creatures because it slows down combat so check with your party about how they feel about summons.

Conjuration also has a lot of good damage spells that do not require you to summon creatures. It may not have as many blasts as evocation but it has enough that you can usually have some sort of direct damage spell for every level. As several people have stated it also includes teleportation and creation spells.

Without knowing what your school of specialization is and what other school is going to be your other opposition school it is difficult to say which would be the better choice for an opposition school. It also depends on the type of wizard you want to play. For example if you are playing a combat focused evoker giving up abjuration with its defensive spells would probably not be a good idea. On the other hand if you are playing a subtle enchanter who rarely becomes directly involved in combat the versatility and utility of conjuration is probably going to be better.

While a dire crocodile is a gargantuan creature they aren’t really anything special other than being larger than normal. They have no magical abilities and they don’t have particularly high AC that would give their hide any special value. Dragon hide can be made into full plate and has other properties that make it better for making magic armor out of. Red dragon hide for example is immune to fire and is easier to enchant to grant fire resistance. Dire crocodiles have no such special qualities. It may look cool but it does not give you any special advantage.

The feat is designed to allow a character to cut the cost of making items by using body parts of things they have slain instead of purchasing all the base materials. Notice that no more than ¼ of the crafted items cost can be supplied with parts using this feat, and they must be used within 2 days. It also states that these parts cannot be bought or sold in most settlements. This makes the feat kind of useless for figuring out the value of the carcass of a creature for anything else but immediate use for crafting items.

Normal animals even very large ones are not going to be as valuable as magical beasts or other types of creatures. They can be made into masterwork items so can be enchanted but so can normal animals like cows and sheep. Dragon armor with all its extra abilities including being immune to a type of energy and being able to be made into full plate only costs twice as much as normal armor. Crocodile armor, even that from a dire crocodile is going to be worth a lot less than dragon hide armor.

You are not going to get rich out of this creature or really make much of a profit. The best thing to do is to make some cool but ordinary items for your own use, or maybe for the entire party. If you can make them into masterwork items then look at getting them enchanted. Maybe make them into cloaks and get and have them enchanted as cloaks of protection. Having the whole party in matching magic crocodile cloaks of protection would look pretty impressive and give your group something different to distinguish you from other adventures.

How much would you pay for crocodile jerky in real life? I am betting probably not a lot. About the only intrinsic value a dire crocodile would have is maybe turning its hide into leather. Going by the rules for dragon hide armor a dire crocodile would be large enough to make a suit of armor for a large creature. The cost of hide armor for a large creature is 4 times that of a medium creature that would put the value of the armor made from a dire crocodile at 60 GP. Using the crafting rules the raw cost of the materials is ½ the selling price which would put the value of the hide at no more than 30 GP. You still need the chemicals to treat the hide so the value of the hide would probably be no more than 20 GP. That also assumes a pretty much intact hide. A creature killed by hacking it apart and burring it with multiple fireballs is probably not in all that good of shape. So figure you cut the value in half that leaves you with a value somewhere around 10 GP.

If your party is high enough to cast fireball chances are it is not worth your time to even bother with harvesting the hide.

Most of what you are looking for does not work. There is no such thing as a four handed weapon and the rules for oversized weapons are clear that if it pushed past a two handed weapon it is not useable. This makes sense because even with the extra hands on the hilt you do not have the leverage to properly wield the weapon.

Having extra limbs do not give you extra attacks. Humanoids have four limbs already two arms and two legs. Even with improved unarmed strike you still only get a single extra attack when using the two weapon fighting rules. Even monks who are specifically called out as using arms, legs, heads, elbows and other body parts do not get more attacks.

A character with four arms would be able to grapple someone and still have arms free. With the right feats you may be able to grapple a person twice, or grapple two different targets. If you had two grapples on a single target they would have to break both to escape. You will need the feats to be able to grapple multiple times.

Getting bonuses to other skills is going to be up to the GM . Having multiple limbs does not give you more actions so anything requiring specific actions like move action, or a full round action will not be affected.

Also keep in mind that any limbs past the first are all considered off hand. When you have two limbs you have a primary hand and an off hand. With four limbs you have a primary hand and four off hands. Having more limbs means you also have to spilt your attention further. While you have four limbs you still only have one brain and two eyes. Extra limbs will help you hold more items or have a hand free to while doing something that normally takes up all your limbs, but will not allow you more actions.

Are you set on human for your race? Orcs can take the feat ferocious resolve to get full ferocity allowing him to fight at negative HP. This combined with fey foundling makes it extremely hard to take out your character. You basically have to be killed to be stopped. Since you would be giving up your bonus feat you would not be able to pick up power attack until 5th level. That is not really all that bad because at 3rd level the damage is only 3 points. This would also give you darkvision so you can see in the dark which is also very useful.

Use a falchion instead of a great sword. The damage from the weapon is less, but the crit range is greater. Bless weapon allows you to auto confirm critical hits. It does not stack with keen, but it does work with improved critical. A high level paladin using smite evil and power attack with a crit range of 15-20 and bless weapon is devastating. Even without bless weapon and at low levels the increased chance of getting a critical is going to be more useful than the extra damage from the weapon. On the average the greatsword will do 2 points more damage than the falchion.

Don’t forget to also get a ranged weapon. Paladins get proficiency with bows so pick up a composite bow with a STR bonus. You may be focusing on melee damage but there will come times when being able to attack at range is needed. Without a ranged weapon your character will be helpless vs a flying creature with a ranged attack, or one that you cannot reach.

Any trait that gives a +1 to a skill and makes it a class skill is very good. Combine it with skill focus and you get a +8 or higher at first level. This assumes of course the skill is not a class skill.

While this is an interesting idea it is ignoring one important detail about evil. Evil often masquerades as good. When a good person comments and evil act they become less good and eventually become evil. The reverse is not true. You can be an evil person and do what is considered good without becoming a better person. Take the example of setting up a charity to help kids. Most people would consider this a good act, but what about when a pedophile does it to get access to young children? Even when the person doing the good act is not directly benefiting from the act it often gives them cover for other actions. It’s a lot easier to manipulate people if they trust you than if they hate you. Evil often has a veneer of good to allow it to function more efficiently.

Have you considered a paladin/bard combination? Use any archetype that you want for the paladin side, as long as it does not trade away smite evil. Use the archeologist bard to get skills and rouge abilities. What you end up with is basically Batman. Use a mithral breastplate and go weapon finesse with something like slashing grace or fencing grace.

As Louise Bishop mentioned a unchained monk/inquisitor is also very strong. Flurry of bane is incredibly good. That alone would be enough, but the combination actually gives you a lot more.

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