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FullStar Pathfinder Society GM. 2,738 posts (2,785 including aliases). 3 reviews. No lists. No wishlists. 10 Pathfinder Society characters. 9 aliases.

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3 people marked this as a favorite.

have the familiar take mounted combat and indomitable mount as feats (via beast bonded witch)

it can make ride checks for your ac or saving throws now. have it take trick riding,

get it magical benevolent+jousting barding and have it aid ac with the bodyguard feat and give you several points of ac vs melee attacks

have it make ride checks to increase your speed by 10ft a round

Shadow Lodge

1 person marked this as a favorite.
The Beard wrote:
Hulk am smash puny goblin chef!

Come at me bro. Do you even lift

Shadow Lodge *

1 person marked this as a favorite.
Baku Shadescar wrote:

You're going to have to pry this +1 horse bane dogslicer from my cold, dead hands!

*skampers off into the shadows*

I used that as my main weapon until 11th level.


1 person marked this as a favorite.
Hrothgar DeVaitos wrote:

I just finished a couple of encounters with a 12th level bloodrager, and I can honestly say that I felt a bit overpowered. I pretty much took down a purple worm by myself. (I was averaging 25 points of damage per strike, with 4 strikes per turn. First turn I dealt 116 damage to it, my DM's jaw pretty much hit the floor at that moment.)

However, the low number of spells per day means that this overpowered feeling can only last for maybe one or two encounters. After that, you are kind of sub-par as a barbarian. while it is true that some of those bloodline powers are pretty powerful, you get far fewer of them then a normal barbarian gets rage powers.
Also, the spell list doesn't completely fit the class, with some spell definitely being far more useful then others.
Its a cool concept, but you can break it quite easily, and is definitely rough around the edges.



5 people marked this as a favorite.

I was hoping for dex to damage, like gun training. would let more swashbucklers use various weapons, rather than all of them dervish dance


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Cheapy wrote:
Oracles have the cheesiest animal companions, you mean.

no, but now i want a feat to have an animal companion made of cheese. would work nice on my milkromancer


1 person marked this as a favorite.

closest rule i can find (from 3.5)

Spells that inflict energy drains or ability damage deal extra negative energy damage in a sneak attack, not extra negative levels or ability damage. For example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an extra 5d6 points of negative energy damage.



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all muskets


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Animal ally, bonded mount, hunt master feat, ring of revelation (bonded mount), favored class bonus

19th level mount at level 8

if we remove animal ally, its 14th level companion at 8.

there are specifically feats and abilities to go above your level. its the things that override it back down to your level (horse lord feat).


1 person marked this as a favorite.

its a class feature.

it only ever gets whats on the chart. no changes, no alterations, no loopholes, no backdoor shenanigans


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aasimar, scion of humanity, oracle of nature (any archetype works, but you need the 7th level revelation for the Bonded mount)

racial heritage (half elf)
skill focus (Any know)
nature soul
animal ally
eldritch heritage (arcane bloodline)

spells: paragon surge

take favored class bonus for oracle for +1/2 level for the revelation bonded mount, but dont take bonded mount ability until 7th

you now have a mount who's level is (level+ 1/2 level)+ (level-3)

19th level companion at 9th

or 22nd level at 10th

paragon surge spell to get improved eldritch heritage feat, or extra spell feat for oracle

Congrats, you know have an epic level mount, and can cast any cleric/oracle and wizard/sorcerer spell in the book of a level you are capable of casting

you could also take the huntmaster feat to add 1 more level to the companion, but its not REALLY worth it.

celestial companion feat is nice to pick up at 11th


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

aasimar oracle of nature 8

Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.

picks bonded mount At 7.

thats a 12th level horse... ok. cool

now add feats

takes feat natures soul (from faiths of balance) at 1st, or 3rd ...

takes animal ally at 5th. gains service of animal companion, chosen from a small list, at level -3. pre reqs are no animal companion and natures soul. level 5 companion at 8....

feat says if you later get a companion, the levels stack...

level 8 oracle has a level 17 companion at 8th level?


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obligatory post

Cheliax *

1 person marked this as a favorite.
Ninjaxenomorph wrote:
With my Samurai, I am aware that I can't have my horse everywhere. However, when I level up to Mammoth Rider, I will MAKE the AC appropriate. Somehow.

take agile frame, and additional item slot feats. get a shirt slot for the ac. give ac corset of the viskanya. for 10 rounds a day a huge mount can fit in a medium size creatures space


1 person marked this as a favorite.

normal cats in pf don't have normal claw attacks on their feet. that's a rake ability.
No feet claw cheese


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SeaBiscuit01 wrote:
But if I recall correctly the bladebound magus cant get any bonded object or familiar of any sort.

A bladebound magus may not have a familiar of any kind, even from another class


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Fighter, rogue, and monk suck as far as game mechanics go. sorry. Truth hurts. again sorry.
Magus and alchemist are the 2 most amazing classes ever. Inquisitors and oracles are awesome

Cavalier actually gets class abilities, rather than a collection of feats


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BigNorseWolf wrote:
He specifically says that arcane mark is a bad idea that doesn't do anything other than let you play zoro. Someone tries to point out the devastating combo to him and I don't see a specific response to that.

i'm still not seeing how you can interpret an ability that specifically says "get a free attack" as "you dont get a free attack"

JJ was just addressing the confusion that some people thought you got a free channeled touch attack and an additional free melee attack from the ability.


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Spell combat
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell.

so use spell combat (full round) to cast a touch spell and channel threw weapon (using spell strike). done. spell and from spell attack resolved. Now do exacly what the rest of the ability says you get to do. make a full round attack.

so what you get is a full round attack, + 1 additional touch attack granted by a spell with range of touch

also notice the phrase
"a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell."

spell casted? check. free attack? check. also get to perform full round attack? check.

I'm not sure what there is to miss


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This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.

if it replace bonus feats all together its worded murky, i read it as changing the feats available to select, not replacing the class ability bonus eats

which means it gives cav's dead levels at 9 and 18(no abilitys gained)


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As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Furious focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

seperate attack, so no furious focus, bonus. sam with AoO's an


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reminds me of this


1 person marked this as a favorite.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

these are not the bloodlines you are looking for


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Archaeik wrote:
UAS is not just fists, Tiger Style allows any UAS to be slashing

damn boney knees and elbows... and foreheads...and backs...


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James Jacobs wrote:
Drew Epstein wrote:
Maybe James or someone else of Authority can answer this: Would a Paladin's Special Mount gain the Advanced Creature Template? Under Paladin it states that "This mount is usually a heavy horse." It foes on to say that it functions as a Druid animal companion (which has different horse stats than the horse stats in the bestiary for some reason), but does not seem to account for it being a heavy horse. Any offical word on how to handle this would be greatly appreciated.

This is a case where the rules are interfering with the words, compounded by the fact that we hadn't fully worked out how heavy horses worked yet. But despite that confusion... it's not an error.

ALL of the rules for animal companions are pretty much totally separate from the stats for animals as monsters. A close examination of the raw animal companion stat blocks listed with the druid will reveal a LOT of differences (usually pretty minor) when compared with the same animal's actual stat block in the Bestiary. This is completely intentional.

Part of the way we put balance back into the game as far as animal companions go was to give them their own advancements. A paladin's warhorse, as a result, uses the base stat block as appropriate from the list of animal companions and then improves using the big table of animal companions improvements. It doesn't interact with the Bestiary stats really at all; the only case where it WOULD is in the case of something like a boar or a deinonychus, where it lists that the animal has a special attack or quality like pounce or ferocity, in which case you'd go to the Bestiary to see how those attacks work. You'd still ignore all of the other stats you see in the Bestiary.

So in the end... your paladin won't have an Int 6 horse at all... unless you decided to put points into Intelligence as your horse leveled up, of course. The Advanced Template has nothing to do with animal companions.

bold mine


1 person marked this as a favorite.
Kthulhu wrote:

Spandex and (generally availible) technology level...

Oh, and in D&D/Pathfinder, you gain your abilities by killing orcs instead of by being bitten by a radioactive honey badger.

Now they tell me :(

1 person marked this as a favorite.




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Once upon a time I did the same thing....

Had a philosophy of "Well i own a copy, why shouldn't I be allowed to read it?"

I was so bad the DM wouldn't read the description of a creature from the book because i would metagame it. He had to "reskin" every monster, change encounters, adapt plots, ect.

A good friend of mine who was DMing sat me down and explained it to me this way;

"You knowing everything that's going to happen ruins the fun for me (running the game) as a DM, and for the rest of the players who want to be surprised and be challenged. If you wanna read ahead you can run the game yourself, or play in a way that doesn't spoil or disrupt the game, but i would really prefer it if you didn't know whats ahead so i don't have to change things. Its hard enough keeping a group of ("disruptive") people focused and entertained without one person trying to be the focus of attention. Don't focus on the goal of winning as much as the experience of having fun."

I had to realize, the DM needs to have a level of interest in the campaign, or the campaign stops.


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RAW no

Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

no -4 to do nonlethal with ranged


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wraithstrike wrote:
Almost all 0 HD races. Drow Nobles are out. That is the only one that I know for a fact that I would not allow.



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At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

under bloodline

you dont get ANY of the bonus feats till 7th, then one at 13th and one at19th

5 people marked this as a favorite.



1 person marked this as a favorite.


hell the hookshot is a magus only spell


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actually, i'd use a witch for a folklore wizard. probably with a crow familiar and a book just for show


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if you can use 3.5

Precocious Apprentice

Your master has shown you the basics of a spell beyond the normal limits of your experience and training.

Prerequisites: Int 15 or Cha 15, arcane spellcaster level 1

Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstances.

When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.

You also gain a +2 bonus on all Spellcraft checks.

Special: You can only take this feat as a 1st-level character.

its from complete arcane

feat is online here


1 person marked this as a favorite.

does anyone else hope this game has collision, and not just running threw people to get behind them.

maybe even let you run threw people in towns, but not on the open field.

5 people marked this as a favorite.

being knocked to -hp by AM BARBARIAN is so mainstream, i did it before i casted a spell


2 people marked this as a favorite.

the 10 gp is for a solid gemstone, not shattered pieces tied to sticks.

or do you accept shredded bills as currency?


12 people marked this as a favorite.

a towel



1 person marked this as a favorite.

3.0's ghostwalk campaign setting had healing arrows. no damage, and they healed 1d8+5. i forget how much they cost off hand. i think around 500 a piece


3 people marked this as a favorite.

or flip the tables on them.

"Oh, yeah you pick up that sword. You're over WBL. Roll a new character."


1 person marked this as a favorite.
Silent Saturn wrote:

It's too bad magi aren't like wizards, in that they can find a scroll and make it a permanent part of their spellbook.

they can. alchemists too.

but even wizard cant add non wizard spells to their books can cast them.

you cant add a spell not available to your class to your spell book and cast it. Doesnt work that way


1 person marked this as a favorite.
Nickademus42 wrote:

I had a few technical questions about how catching on fire interacts with fire resistance. Let's see if I can keep away from any rabbit holes...

If a character takes fire damage (that can result in catching on fire) but his/her fire resistance negates all the damage, can the character still catch on fire?

If so, the resist energy spell states that it protects the character's equipment, but he/she "could still suffer unfortunate effects". Does this mean that fire is actively dancing on the character's equipment and body but not burning it?

If so, does being on fire grant bonus damage in a grapple or against natural attacks? :D

if something cant burn, its not producing energy to sustain the fire and it goes out.

and no, being on fire doent grant you a bonus unless a spell specifically says it does

otherwise devils or demons would cover themselves in oil, ignite and grapple


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nope. no change to max dex or ACP (except the chang masterwork makes)

3.5 had a +1 enhancement that reduced acp by 1 and raised max dex by 1

celestial armor is a specific armor.

mithral reduces acp and raises max dex bonus


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Revan wrote:

-Full BAB.

-In consequence, change up Maneuver Training to grant a bonus equal to 1/2 monk level to maneuvers, replacing the obsolete 'Use a full BAB for maneuvers'
-Allow them to enchant their unarmed strike directly.
-Their Fast Movement bonus is untyped.
-Wholeness of body is a swift action.
-Since flurry works like TWF, it uses my fix for TWF: you can get the full effect as a full attack, or, you can attack once with each weapon involved as a standard action.

this + doesnt lose abilities in light armor.

so a monk can wear a friggen quilted cloth robe


1 person marked this as a favorite.

the prison comment was a joke about the fact in prison if you say "somebody is breaking the rules" you get a brutal stabbing.

I was just hoping, for your sake, it never happens.

i believe the term is "snitches get stitches"...

just sayin


5 people marked this as FAQ candidate. 9 people marked this as a favorite.

Agile maneuvers.



2 people marked this as a favorite.

the deadly quality is crap IMHO.

"oooooh, a whole +4 to coup de grace's"...crap.

+2 crit confirmation, i could have understood. But if you have someone in a position to cdg them, just do it twice rather than add the friggen +4 to the dc

i'm houseruling everything with the deadly quality to finesse. wakawaka's (wakazawshis) get finesse for free if you have ewp.


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Robb Smith wrote:
Gorbacz wrote:
Good grief, why nerf the only weapon worth blowing EWP on?
Because it's starting to reach the point where it is not just a good choice, but they ONLY choice worth making. The falcata, and all comparable high damage die 19-20 x3 crit weapons need a drawback to bring them back to reality.

its comparable to the d8 18-20 katana. worth it, but no "need to have".

unless you play games from a pure DPR standpoint, its generally better to have a more common weapon, since you'll probably find a better one along the way

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