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Mysterious Stranger's page

2,026 posts. No reviews. No lists. 1 wishlist.


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One thing your party lacks is a rogue. The problem is that the rogue class is very weak. The unchained rogue is a big improvement, but still pretty weak. That being said there are some good rogue alternatives. One of the best is the archeologist bard. Halflings get a bonus to both DEX and CHA both of which would be very useful. Go for a finesse build maybe even going as far as taking fencing grace to get DEX to damage. Pretend to be a child and totally fool everyone. With bardic knowledge you can be the know it all snot nosed brat, except you will actually know it all.

A gnome would also make a good archeologist bard if you want to focus more on the magic. Bards get a lot of illusion spells so the gnome bonus would work extremely well for this. They also get extra rounds of performance which an archeologist can always use.

The Improved Initiative and Vital Strike feats are pretty bad feats for a paladin. You don’t really need to go first and Vital Strike is not that good. Personally I would have gone for the Oath against Undeath instead of the Undead Scourge. Having your armor get Ghost Touch for free is very useful vs. undead.

Fey Foundling is the single best feat for a paladin. If your GM will allow you to change your character then by all means take it. If you can do this then you may want to pick up some lay on hands feats. Greater Mercy gives you an extra d6 of healing. Spending a few feats for extra lay on hands is always useful especially with fey foundling and greater mercy. Choose your mercies so that they remove conditions you may gain during combat like fatigued, sickened, etc. . Use your swift healing to keep yourself going.

You may also want to switch to a Falchion instead of a scimitar. It is basically a two handed scimitar. The extra damage from your STR and power attack will be a big boost.

Why do you even want to go into the assassin class? You would be much better off remaining a straight inquisitor. Inquisitors are a very powerful class that given a small amount of time can boost their combat ability through the roof. The thing that makes them powerful is they can adapt to any situation they need. Judgments can boost almost any aspect of your character that you need. Combined with a few buff spells and bane you will be doing a lot more damage than an assassin.

An inquisitor gets the same attack bonus but better saves and more skills and special abilities. The sanctified slayer archetype trades away judgments for studied target, sneak attack and slayer talents. While the sneak attack dice is lower you still have bane so it works out to be the same damage.

You are also passing up getting your higher level spells which are worth more than anything the assassin has to offer. Do yourself a favor and just stick with inquisitor.

Even the samurai and ninja don’t have proficiency with all eastern weapons. Samurai gets all martial plus the katana, naginata, and wakizashi. The ninja gets all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. Many of the eastern weapons are martial weapons anyways. A warpriest with the sacred fist archetype gets proficiency with about the same weapons as a monk.

An Oracle of battle with the skill at arms revelation, or a warpriest would probably work for what you want.

Keep in mind that an inquisitor’s spell list has very few direct attack spells. Most of their spells are utility and buff spells. Since you gave up judgements you will not be able to buff yourself to the level a normal inquisitor does. You also get a very limited number of spells so have to choose them very carefully. This is going to make the idea of standing back and slinging spells a lot more difficult.

But you still have access to some good spells and class abilities that will allow you to be decent in combat. Since mostly you will be summoning monster to fight for you, and using your spells for utility and buffing you don’t actually need that high of a WIS. Dumping all your other stats to max out WIS is actually a bad idea for an inquisitor. Get a decent WIS and of course get a headband of WIS to boost it further but have otherwise spread out your STAS. Leave your INT at 10, and if you dump CHA if you need to. With the right inquisition you can dump CHA and still be the party face.

You are never going to be able to match a full martial in combat. A normal inquisitor can but without judgements you are at slight disadvantage. You can however be good enough to contribute to combat in a meaningful way. Divine favor and fates favored go a long way to boosting your combat abilities. Add in bane for some extra damage. Make sure you get precise strike as your first teamwork feat and that adds an additional 1d6 damage. The fact that all your summoned will also get the 1d6 is an added bonus.

Try and talk your GM into letting you use War priest from the advanced class guide. They are probably the best divine caster for a dwarf. It is basically a mixture of fighter and cleric. You get slower spell progression than a cleric or oracle, but you get all martial weapons and heavy armor. You also get a few bonus combat feats including fighter only feats. Best of all for a dwarf all your class abilities are based on WIS. But the thing that really makes it shine is being able to cast buff spells as a swift action.

How are you healing your undead minions as an arcane caster? The cleric gets full channel negative energy and can spontaneously convert any spell to an inflict wounds to heal undead. The oracle has all inflict spells on his spell list. You have a couple of ways to heal undead and a few buffs but a lot less than a divine caster. Dominate person will allow you a few more undead minions but you have less ways to buff and heal them than a divine caster.

As multiple people have said most barbarians don’t have a problem running out of rage except at very low levels. Most classes have some sort of limited resource to manage except for the fighter. Look at it this way by the time you run out of rage the spell casters are going to be out of spells anyways, so more than likely the whole party is in the same situation.

Barbarians also get more skill points and get perception as a class skill. Take a trait to get stealth as a class skill and you can function as a rogue except for maybe disabling traps. You can spot them just not remove them.

Even if you can take the feat you would still need an alchemist kit to create your bombs, extracts, and mutagens. At best all it would do would be to remove the need for low cost material components, but you would still need the base chemicals to have something to drink. So you might be able to make an extract of Spider Climb without having to have a live spider, but would still need the base chemical and container.

If your GM hates a class don’t play it. The magician archetype actually trades out most of the ionic bard abilities so it probably is very different then your previous character. But I can understand wanting to play something different.

If you want to be a blaster an oracle of flame gets a lot of blast spells. It may seem strange to focus on fire in a water based campaign, but it can be quite devastating. Since ships are made of wood fire is one of the most feared things on a ship. If the GM allows the burning Magic revelation to apply to ships it will allow you to absolutely devastate other pirates. The same would be true if you took the spirt with a shaman. Not to mention most sea creatures are not immune to fire so it makes a good weapon

How do you define potent spell caster? If your requirements are full 9th level spell progression then the three options you listed are pretty much the only thing that will work for you. If you are willing to accept casters who max out at 6th level spells, but still get full caster level then either bard or summoner could work.

Bards don’t get many blast spells, but they do get a lot of enchantment and illusion spells which can be quite powerful. They also get plenty of skills including all the social skills necessary to be a leader. Take the Magician archetype to give you a few blasts and max out use magic device for wands, staves and scrolls.

Summoners also are a little lacking on blast spells but do get summon monster. Take summon monster at each level spell so you can summon while your Eidolon is active and flood the battle field with summons. Pick up spell focus conjuration and augmented summoning to further increase their power. Have your Eidolon be your “Imaginary friend”.

If you are going for a human sorcerer you are going to want the extra spells for the favored class bonus not extra skill points.

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In Pathfinder a multiclass character is generally weaker than a single class character of the same level. Some builds may benefit from dipping into another class, but even that is usually only for a level, or two at most. Casters especially full casters are weakened more than martial classes. Classes with a lot of level dependent abilities like inquisitor or paladins are also affected more adversely than a pure martial.

If you are looking for the right combination of classes to get the most bang for your buck stick with a single class.

Since both require a swift action to activate and you only get one per round this means that it would take two rounds to get both up and going. They also both add damage equal to your class level, not your character level. This means the damage bonus is the same as a single classed character except it takes longer to get going. About the only thing you would really gain is the CHA to AC and hit, and the order bonus from the cavalier. Unless you have time to prepare this is going to be weaker than a single class characters ability, if you do get a chance to prep it will be slightly stronger but not much.

If your bloodline is elemental (Fire), than simply take spell using other elements. Your bloodline arcana allow you to convert other elements to fire. While this will not help you damage them with fire it will allow you to damage them, but still attack with fire things that are not resistant/immune with fire.

Maybe you always were able to cast spells, but denied your heritage. You always had the ability but refused to use them until something made you accept who you are. This works especially well if you have an unsavory bloodline.

Paladins have the best saves of the game, so don’t worry about a minor penalty to will save. As to the bastard sword go ahead and use it two handed. It is considered a martial weapon when wielded two handed, so you only need the feat if you don’t use two hands.

Fey Foundling is pretty much standard for paladins so I can understand wanting to be different. As I stated paladins have great saves so lightning reflexes really does not do much. You are not a primary spell caster or rogue so going first on the first turn is not as important to you. Fast learning simply means you get more HP so again not really worth it. Toughness would actually be better because it is front loaded for 1st level when having more HP matter.

Take Shield of Swings to give you a defensive option. This is also helpful if you get surrounded by opponents and need to go on the defense to survive. It is also good for when you are fighting multiple weak foes that still do decent damage. This saved one paladin in the game I run when he got surrounded by a group or rogues and they were sneak attacking him like crazy.

Another option is to take improve sunder. This is a great feat for a paladin because it gives you another way to end a combat without having to kill someone. It is also useful for shutting down spell casters. An arcane caster who has had his spell component pouch sundered is probably not casting too many spells. You can do the same thing to a divine caster by attacking their holy symbol. This will not completely shut down the spell caster, but will severely limit them.

Paladins have a lot of useful spells including a lot of condition removal spells like restoration. They actually get lesser restoration as a first level spell which is incredibly useful. While clerics and other casters have access to these spells, they also have better spells. A good use of a paladins spells is to free up the slots of the real caster. By memorizing lesser restoration the paladin enables the cleric to memorize bull’s strength.

I realize you don’t like dumping stats but you may want to consider the following array, STR 18(includes racial +2), DEX 12, CON 13, INT 12, WIS, 8, CHA 14. You are going to get a lot more mileage from STR than CHA. The 12 INT and putting your FCB into skills gives you 5 points per level. Max out diplomacy and sense motive, which still leaves you 3 points per level to play with.

Take Fey Foundling and Power Attack for your first level feats. Use a great sword instead of a bastard sword. The damage form the higher dice works out to doing an extra point of damage on the average. If you did not want a European flavor I would suggest using a falchion for the higher crit range. But a great sword works almost as well.

This build is often called the masochistic paladin. The idea behind the build is that you know you are going to get hit, but you use your swift action lay on hands to heal yourself. With Fey foundling and latter greater mercy it is really difficult to keep you down. Your mercies should be condition you are likely to need removed like fatigued and exhausted. Don’t waste your lay on hands on others save them for yourself.

The funny thing is that you actually don’t want too high of an AC. As a paladin your movement in armor is pretty bad. Many foes can outmaneuver you and avoid you if they choose. You want your AC high enough that you can avoid the majority of the hits but low enough that opponents have a chance to hit you. As long as they think they are hurting you they will probably keep attacking. This means that you take the focus of a lot of attacks instead of your teammates.

Honestly if playing a bard is going to cause problems then this concept is going to cause problems no matter what class you choose. Your class is just a group of game mechanics that don’t mean anything other than from a rules standpoint. This is especially true when archetypes are factored in. An archeologist bard would be more likely to conflict with a player playing a rogue than another bard.

If you use a different class and have essentially the same abilities and skills how is that any different?

As a spontaneous caster you have to be very careful on your spell selection. You have too few spells to waste on redundant spells, or spells that loose effectiveness at higher levels. Your selection is not that bad except that you took both comprehend languages and tongues. Both do esentually the same thing except tongues allows you to speak as well as understand. See if you can swap one out for something else.

For your second level spell seriously consider picking up heroism. The bonus is a moral bonus so may not stack with a lot of other spells, or abilities but it long lasting and applies to attack rolls, saves and skills. To anyone else this is a third level spell which is about right. At 6th level the spell last for a full hour.

Keep in mind that he is a druid not a sorcerer, or wizard. Druids are divine spell casters with a reverence to nature hard coded into the class. If he does not revere nature he is an ex-druid not a druid. I always picture a divine spell caster as praying or otherwise asking whatever power he draws upon for help. Simply put him in a situation where something from nature is out of whack and needs to be fixed, but he has no way to fix it. When he asks for help have his plea answered.

Sounds like what you are looking for is a bard. An archeologist bard is actually a better rogue than the actual rogue class, but they give up bardic performances for luck. The sandman archetype also fits, but gives up bardic knowledge which also fits what you are looking for. If neither of those archetypes work for you a plain vanilla bard may be the best option.

Keep in mind that bards don’t have to be singers or musicians. Perform act, comedy, oratory are all equally valid forms of performance. Perform oratory is definitely something your character should have if he is going to use words as weapons.

Bards also have proficiency in light armor and a decent amount of weapons. They can even cast in light armor without a chance of spell failure.

There are feats and class abilities that allow you to affect and undead with mind control effects without the undead losing immunity to mind control. This requires the caster of the spell to take the feat or class and only allows that caster to affect undead. Undead bloodline sorcerers get this as a bloodline arcana. The Metamagic feat Threnodic Spell allows you to use mind affecting spells on undead, including mindless undead.

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If the encounter is an obstacle preventing the party from achieving a goal they should get experience for it. If on the other hand they encounter does not present any obstacle and they spend little or no effort to avoid it they should not get any experience for it. If they use spells, skills or class abilities to actively avoid the encounter that is probably worth some experience.

So if the encounter is with a person or creature guarding the only bridge over the river they have to cross they should get experience. If the encounter is they see a person or monster in the distance and simply let it pass them by without doing anything they should not get any experience. If

I have to agree that the cleric is already powerful enough. Instead of doing this as an additional power you should make them feats. Giving an already powerful class extra abilities is really not a good idea. But giving them the chance to take religious feats is fine.

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Basically you roll to hit and add all your bonuses to hit. If the roll is a natural 20 you automatically hit and threaten a critical. If you roll a natural 19 and hit the target AC you also threaten a critical. If you roll a 19 and do not hit the target AC you miss. If you threatened a critical you roll another d20 and add all the bonuses from the previous roll. If this second roll hits the target AC you have confirmed the critical and deal the extra damage from the critical hit. This assume your weapon has a 19-20 threshold.

If the weapon has a higher critical threshold like a rapier then a natural roll of the appropriate number threatens and you roll for conformation. So if you are using a rapier then a natural roll of 18 or higher threatens a critical and you roll for conformation. If the weapon has a 20 threshold only a natural 20 threatens.

The important thing to keep in mind is that you can only critical on a hit. Since a natural 20 always hits it is always a threat.

Sirroco is actually a 6th level spell not a 4th. Some may get early access but it is a 6th level spell.

The best way to heal HP is to use items instead of spells. A wand of cure light wounds is the most cost effective healing in the game bar none. What is more difficult to deal with is condition removal. Even with condition removal you are often able get by with scrolls or potions. If the right items are not available you can leave open a spell slot for emergencies, or wait until the next day when you can rememorize your spells.

While warpreists get slower spell progression and lose the higher level spells they also get swift action buffing which means they can buff and attack in the same round. This is an incredibly useful ability that is well worth the lesser spell casting. If this is for PFS you are generally limited to 12th level so clerics max out at 6th level spells where warpreists get 4th level. They also get swift action healing to keep them fighting longer.

Warpreists also get heavy armor and martial weapons which along with the bonus feats allows them to actually fight effectively. Since all their abilities key off of WIS, CHA can be a dump stat.

A wapreist with some wands and scrolls is easily able to do what you want. Use magic items to heal and save your spell for buffing yourself.

RAW they stack. This means at 5th level the dwarf armored hulk is actually faster while wearing full plate than when he is not wearing any armor. Many GM will probably house rule otherwise but it explicitly states it stacks with other movement..

Eliandra Giltessan wrote:
Matrix Dragon wrote:
Zaister wrote:
Matrix Dragon wrote:
I actually really don't like the Automatic Bonus Progression system. It is very good for certain characters when it gives them every bonus they need. Characters who need unusual item combinations to function suffer however.
Interesting. Can you name these certain characters who need these "unusual item combinations"? I'm curious.

Kineticists suffer the worst actually. That is because they usually don't use weapons, and things like armor are secondary concerns for them. All they really want is More Dex and Con. However, they have to wait longer than everyone else before they get their necessary bonuses. A fighter will get +1 to attack, damage, and AC at level 4. The kineticist doesn't get his first +2 to a physical stat until level 7. Casters at least get their first mental bonuses at level 6.

If you get really technical about it shapeshifters, monks, and natural attack users are messed over as well because they don't have weapons and armor to attune. Some GMs will be willing to work around that.

Pure arcane casters also have some issues, because they get these weapon and armor bonuses that they will never use. Normally they would be putting that money towards metamagic rods or something.

The ABP rules specifically say that you can apply the armor enhancement bonus to regular clothing.

You can also apply the weapon bonus to unarmed or natural attacks. ABP can allow a monk to take a vow of poverty without being totally screwed.

You may want to look at picking up Catch Off Guard. It not only lets you use improvised weapons without penalty it also makes an unarmed foe flat footed when doing so. This would allow you to use mops, brooms, frying pans, etc. as weapons and get your sneak attack vs unarmed opponents.

Not all touch spells target enemies. Being able to deliver buff and healing spells at range can be very useful. Most buff and healing spells are touch spells. Being able to cast protection from evil on the fighter at range to prevent him from being controlled is pretty good. The same with spells like bull’s strength, heroism and protection from energy. Even some high level spells are touch spells. Communal mind blank at range is pretty dam good.

If you are playing an elemental sorcerer you can effectively double the number of combat spells known. Since you can convert any spell into your element you never learn spells of your element. If you pick up elemental spell you can further increase your versatility and be able to target almost any element. Now instead of being able to spam just fireballs I can spam fireballs, lightningballs, and coldballs.

Sorcerers in my opinion make better combat mages, but wizards out do them in utility spells. Being able to memorize spells depending on the situation is not a sure thing. Unless the GM never has any surprises and the party always is able scout out the enemy you are not always going to be able to prepare suitable spells. Yes you can leave open a few slots and prepare as needed, but not during an ambush.

Why not simply go for a STR build. STR 15, DEX 12, CON 16, INT 15, WIS 15, CHA 19. With rolled stats the efficiency of placing your racial bonuses is not the same as with a point buy. Since you don’t have to dump anything you don’t need to worry about maximizing your effort to get your preferred high stat.

Put your 4th level bonus into STR and then the rest into CHA. Not only will you have better damage but you will also be able to carry a decent load. Having only a 13 STR for a martial character is often quite limiting as to armor and weapons as well as other gear.

If you are going to go for DEX over STR figure out some way to get DEX to damage. Smite evil is good, but you are not a full paladin so will have less uses and less of a bonus. Also if the creatures are not evil you damage will really be limited.

Djelai wrote:
Deyvantius wrote:

1. That's setting me up for very crappy saves, bard spells vs +2 to all saves is a discussion worth having.

2. The alchemist is an archer and the archery shtick is way overplayed in my eyes, not to mention it essentially takes all my feats.
3. Don't forget I'm the trapfinder. Dumping Dex doesn't seem like a good idea.
4. Powewr Attack is 6 and Arcane Strike 7, The skill focus is for the trapfinding.
5. Agreed. It's also the only way to guarantee getting exactly the wondrous items I desire
6. I'll look into it

1. I personally choose the spells, especially considering your party: the bard has a better spell list than the warpriest and the achemist (yeah, ok, alchemists do not cast spells), with sweet early-entries. Between Heroism and A.Luck, your saves are everything but bad.

2. ok
3. I am not sure how your stats are generated (looks like a 20-point buy, with +1 Str at lv.4), but I would still swap your scores as follow:
Str 18, Dex 13, Con 14, Int 08, Wis 12, Cha 14.
So -1 dex and +2 wis modifiers compared to your original stats. Being single-classed, you would get +1 on Perception and Disable Device checks from your Clever Explorer ability. Your disable device score remains unchanged. For Perception, see below.
4. see point 3: you get +2 from Wis and +1 from Clever Explorer. You can get rid of Skill Focus and keep the same Perception score.
So, my suggested feat progression: Lingering Performance (1), Improved Initiative (1), Wondrous Item (3), Power Attack (4), Arcane Strike (5).
5. Craft feats are really campaign-dependent, so this is up to you.
6. you definitely should.

EDIT: or just go DEX-based, drop Improved Initiative and Craft Wondrous Item for Weapon finesse and EWP (elven curved blade).

If you are going DEX based look into slashing grace for DEX to damage. Drop power attack (for now) and arcane strike and take weapon focus and slashing grace. This would get you +6 to damage with elven curve blade. Pick up power attack next and you will be doing a lot of damage in melee especially when you have archeologist luck and heroism going.

For an inquisitor looking to identify monsters improved monster lore is much better. It gives you +½ level to identify monsters. If you are a half orc use the favored class bonus of+ ½ level to monster lore for a total of +1 per level.

You could also reverse the rolls. For example if he rolls a 20 count it as a 1. A 7 on a d8 would be a 2.

As several people have already said the best time for healing is out of combat. This means that a cleric is no longer absolutely necessary for a party. Also what books are allowed in your campaign? Unless you are using only the core rulebook there are a lot of classes that can heal as well if not better than a cleric.

Healing HP is only a small part of what a healer needs to do. As Dave Justus mentioned condition removal is actually more important. While healing HP is more common it is also the easiest to replace or supplement. Wands of cure light wounds are pretty much a staple of the game and are the most economical healing available. Even for condition removal potions and scrolls should be a big part of your healing strategy. If the party is smart they will pool their resources and purchase appropriate magic items. This way the healer is using all his resources for what really should be a group expense.

The life oracles are actually considered to be the best healer in the game. He can out heal even a dedicated cleric without much trouble. Alchemists, Hedge Witches and some Paladin Archetypes can also replace a cleric as the primary healer. The other thing to take into account is that a lot of classes make decent secondary healer. Bards, Inquisitors, Oracles, Rangers, Paladins, and Witches can all heal to some extent. While none of these will be able to carry the entire burden of healing working together they can often heal well enough that a cleric is not needed. Especially if the party is pulling together, to purchase appropriate magic items.

If he is using a bastard sword one handed he still needs the exotic weapon profecency. As Greg.Everham stated a bastard sword is a one handed weapon that has special rules allowing it to be used two handed as a martial weapon.

Description of a Bastard sword
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

If a weapon is wielded two-handed as a martial weapon and one-handed with an exotic weapon proficiency, can I wield it one-handed without the exotic proficiency at a –4 penalty?


Note that normally you can't wield a two-handed weapon in one hand. A bastard sword is an exception to that rule that you can't wield a two-handed weapon in one hand, but you must have special training to use the bastard sword this way. Without that special training, wielding a bastard sword one-handed is as impossible as wielding a greatsword one-handed. (The same goes for other weapons with this one-handed exotic exception, such as the dwarven waraxe.)

It is pretty clear that to use a bastard sword in one hand requires the exotic weapon proficiency. RAW a medium character using a small bastard sword without the exotic weapon proficiency still has to use two hands.

If all you want to do is to is to pick up a few social skills why not just pick up the social skills. There is nothing in the rules that state you cannot put more than one rank into a skill when you level up. Rangers have plenty of skill points so at your level you could put +6(+7 with favored class bonus to skill) skill points into diplomacy when you hit 8th level. When you hit 9th level use your feat to pick up diplomacy and maybe another social skill as a class skill.

I would also see about retraining your favored class bonus to skill points instead of HP. If you did that you could actually max out diplomacy at your current level. Going from a -2 diplomacy to a +5 is a pretty big jump, but if he is really trying to learn better social skills that is not that unreasonable.

Like Etonwan said presence is important in a bodyguard. Equally important is the ability to spot and handle a dangerous situation. To spot a dangerous situation you are going to want decent bonus in both perception and sense motive. While you can get DEX to damage various ways good old fashion STR is going to be hard to beat.

For the race I would suggest something with a bonus to both STR and DEX. Two races come to mind the first being the Nagaji which get a +2 bonus to perception and +2 saves vs mind affecting and poison. Both of these are going to be very useful in a bodyguard. The other race would be a Suli. They get a +2 bonus in both diplomacy and sense motive, they also 5 points of resistance vs all four of the traditional elements and the ability to add elemental damage to any attack.

For class a Bloodrager would be pretty good. The Abbysal bloodline allows you to grow to the next size category when raging which not only increases his combat ability it also is very impressive. Take intimidating powers and you will have an intimidate score through the roof.

The Suli Bloodrager will be better at social situations as it will have decent scores in diplomacy, intimidate and sense motive. If you take traits to get sense motive and diplomacy as class skills then it hands down better in social situations.

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Survival should be able harvest meat from an animal. The skill butcher will allow you to do a better job with less waste and properly prepare the cuts. If all you want to do is to eat the meat survival would work. If you want to be able to sell the meat for a decent profit than butcher would be the appropriate skill.

Considering the Hellknights actually worship several gods, two of which are good. This would indicate that simply working with the order is not enough to cause a paladin to fall. Now if the knight in question is a worshiper of Asmodeus that may be a different story. Helping to build a temple to an evil god would cause a paladin to fall.

Although the Godclaw venerates aspects of Abadar, Asmodeus, Iomedae, Irori, and Torag, it is unclear from which of these gods it draws its power.

The Hellknight could just as easily have Abadar as a patron as Asmodeous.

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What you are describing is taking 20. This is also what any detective would be doing so your point about the detective is kind of pointless. You can only take 20 when you spend the extra time, and are not in danger. If for some reason the GM does not allow taking 20 then that is something you should talk over with the GM.

If you tell the GM we are carefully searching the room that should be clear enough. If he does not get it tell him straight out you are taking 20.

For a quick search you should not know the quality of your roll just the results. Once you start rerolling you are essentially taking 20 except you are actually rolling, and not being guaranteed getting the 20. If I don’t find my keys I don’t know that I rolled a 1, I just know I did not find my keys. At that point I start searching (take 20).

If you want to be more realistic you could actually roll to see how long it takes to get the 20 instead of just taking 20 times as long. To me that would end up slowing down the game too much.

Mathmuse wrote:
Mysterious Stranger wrote:
I understand what you are trying to do, but I don’t think you can do it. The problem is that barbarian’s actions while in rage are limited. It seems to me that retrieving an item from your backpack (or haversack) and using it falls under the “requires patience or concentration”. I don’t think you are going to find any kind of nonmagical healing that a barbarian can use while maintaining rage. I would not allow any barbarian to use any healing item in rage that requires any kind of action on his part. If someone uses the item on him that is different, but the superstitious rage power limits that.

Okay, taking off a backpack and rummaging through the unsorted collection of objects in the bottom would get a raging barbarian screaming in frustration. However, that does not mean it requires patience or concentration.

Dictoionary wrote:
Patience: the capacity to accept or tolerate delay, trouble, or suffering without getting angry or upset.

If the barbarian can perform the activity while angry and upset, while screaming with rage and seeing red from every little snag and delay, then the activity does not require patience. Diplomacy requires patience, Stealth requires patience, Performance requires patience. Use Magic Device requires patience. Knowledge(engineering) requires patience. Carefully organizing a backpack requires patience. But unpacking a backpack does not. Pulling a flask off his belt does not.

Using the Heal skill to Treat Deadly Wounds requires an hour, so it takes patience. But I already dismissed that as an option while raging.

Abraham Z., I missed a feat, Godless Healing from Inner Sea World Guide. It does not heal much, but the feat can heal without relying on a medicine, healer's kit, or portion.

Pulling the flask of his belt may not require patience or concentration, but opening a sealed flask would. I am assuming that any flask or other alchemical item has some sort of closure to prevent it from being spilled or evaporating.

I understand what you are trying to do, but I don’t think you can do it. The problem is that barbarian’s actions while in rage are limited. It seems to me that retrieving an item from your backpack (or haversack) and using it falls under the “requires patience or concentration”. I don’t think you are going to find any kind of nonmagical healing that a barbarian can use while maintaining rage. I would not allow any barbarian to use any healing item in rage that requires any kind of action on his part. If someone uses the item on him that is different, but the superstitious rage power limits that.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Other than a few rage powers that have been mentioned or items that provide continuous healing you are not going to be able to heal in combat. The only exception may be something that is not spell based that you take before you start your rage.

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Normally it would not matter because from a mathematical perspective they are the same. There is on case where it does make the difference and that is when you use maximize spell on a empowered spell. There was a ruling that only the base damage of the spell is maximized. So if you had a empowered maximized Fireball(an 8th level spell) you would do 80 points plus 5d6+10 points of damage. That would indicate that the correct way for the 5th level sorcerer would be to roll 7d6+15.

When I run I use most of the rules especially encumbrance and ammo. Since fighters who dump INT lose skill points it is only fair that rouges and wizards who dump STR are also penalized. This also forces clerics and other secondary combatants to devote some resources to STR to avoid being encumbered by their armor and weapons. Using ammo is a way of keeping archers in check.

For things like rations and other minor equipment I simply have the players spend a monthly upkeep fee and consider it taken care of.

I use Hero Labs and have a copy of all characters so it keeps track of the encumbrance for me. Past first level most archers simply get durable arrows to minimize breakage. This means that they only really have to worry about ammo in two cases. The first is if they have to run before being able to collect their arrows. The second is in a very long battle. Having to pay 1GP per arrow rather than 1 per 20 arrows is not that big of a deal.

The rage power states they cannot be a willing target for a spell. To me this also means they cannot even willingly drink a potion. So unless someone else is force the potion down the barbarian’s throat they cannot use a potion while under the rage power. If someone did manage to force a potion down a raging barbarian’s throat they would be required to make a saving throw vs the effect.

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Since the players are not actually able to see the seen they are relying on the GM description for everything. No matter how well you describe the scene you cannot convey every detail. This is why you should generally give the player the benefit of the doubt. If the information from the skill check is something that is not hidden or concealed you should generally ask for the appropriate skill roll.

A good rule of thumb is that if a character with the appropriate skill can make a check without having to move or having to do anything give them the roll. If the skill check involves any kind of action then wait until they actually take the appropriate action. Most knowledge skills and other informational skills will usually get a roll.

If the player specifically states they are ignoring something then I would not give them a roll. So if you tell the players they found a camp and they interact with it in any way they would probably get a roll. If on the other hand they we ignore it and move on then they don’t get a roll.

Reading the description of the feat it says you are a member of a proud noble family. It does not mention that you have to be born into the family. Simply be an adopted member of the family. Take the alternative racial trait Academician and choose knowledge nobility for your knowledge skill.

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