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None of the Patron choices really jump out at me as, "Yes, must have this one." So I'm looking for friendly suggestions.

For an idea of the character, it'll just be your straight-forward "Offensive Debuffing" NE Half-Elf Witch - No Archetypes or PrCs.

Reading up Viking Irishman's Witch Guide and half-elf says swapping out for Arcane Training "is almost a must."

But why?

Obviously I'd want Witch to be my chosen Favored Class. Arcane Training lets you "use spell trigger and spell completion items for their favored class as if one level higher," but when does that actually help? Doesn't having just a single level in the class cover all the "trigger and/or completion" requirements you might need?
When would I ever benefit from being treated as a level higher? Using a Staff is the only thing I can even think of, and that's a really minor benefit for the most part.

Let's say I'm playing a level 8 Tetori and want to spend a Ki to gain Grab.
•How long does the Grab last? Is it only for that one attack the Ki was spent on? Does it last the rest of the combat?
•Is the intent of the ability that you always have Grab against smaller foes, but Equal-Sized costs 1 Ki and Larger-Sized costs 2? Or do you always have to spend at least 1 Ki, even for smaller foes?

Pathfinder finally gets around to Psionics!
And it's just Sorcerer by another name. =(

Is that really the best they could do?

I know this has been baked into the rules for umpteen years, but seriously, why do you need a +1 magical bonus on your sword before you can put any non-bonus magical enhancement on it?

It feels like all this does is make Divine support casters weaker than they should be.
I absolutely do not want to spend an entire spell slot just to give you a +1 bonus, but that's all (Greater) Magic Weapon/Vestment is going to do from levels 1-11 (ie: the huge majority of your career).

It seems so wasteful and dumb. Am I the only one?

Say a Halfling Witch has the following feats:
•Malicious Eye (Evil Eye assumed)
•Sluggish Jinx
•Great Fortitude
•Bolster Jinx

So your Evil Eye target takes an additional penalty on Initiative and Attacks equal to your Jinx penalty to saves, thanks to Sluggish Jinx/Malicious Eye. Except the Jinx penalty is different for different saves because of Bolster Jinx + Great Fort.

Assuming lowest values:
Evil Eye is a -2 penalty, and Jinx is a -1 Penalty.
So with Bolster+GF added in, save penalties are:
Fort -5
Ref -3
Will -3

So what is the penalty that is actually applied to Attack/Init values? Do you go with the -3 because that is an actual Jinx value? Or the -1, which is also an actual Jinx value? (Values -2 because Evil Eye must be applied separately to affect Attack and it doesn't affect Init at all.)

No, really.
1 point at level 7 makes no difference.
5 points at level 20 means you might survive the TPK one round longer than everyone else. Two if you're super-lucky. But it won't swing the fight in your favor.

There's a reason most Barbs go Invulnerable Rager - Because it turns flimsy DR into DR you aren't embarrassed by.

So, that being said... Would it even be all that unbalanced to just change the standard Barb DR scale to work like the Invuln Rager scale, and just award 1 point every other level?

Is it anything that requires an attack roll?
Is it one of those, "just use common sense cuz the rules aren't going to get that specific for you?"
Is it something else?

I'm curious why spells such as Obscuring Mist or Darkness are always touted as such amazing control spells.

Yes, they make it very hard for the enemy to effectively target you!
They also make it very hard for you to target the enemy...

How do you work around this so it's not just a total wash?

Bad Touch Cleric, Witch, Wizard, Arcanist... Who does it best?
Right now I'm stuck between BTCleric and Witch, but I can be sold on another option.

Thanks :)

Other than the Loss or Undead Sub-domains, is there any way for a Cleric to get the Enervation spell? It's basically the only thing missing from the "Bad Touch" toolbox, IMO.

Who does it better? I'm getting a backup character ready in case my current one bites the dust, and I've decided on going the debuffer route, but can't really decide between these two.

Are there rules about what happens with a permanent, continuous effect (such as a Leonal's Protective Aura) when the creature involved is asleep, or knocked unconscious?

Do creatures that possess (or are granted) these continuous Su effects have control over them or are they always active no matter what? (ie: Could the Leonal from the above example choose to suppress it's Protective Aura, like you can do with SR, or is it stuck with it always active?)

Tried searching but I can't seem to find any general rules surrounding Continuous effects.

So I'm about to start playing a Leonal as a character and I have no idea what to name him.

Is there any info out there on Agathian (or any Outsider) naming conventions?
Does anyone have any suggestions otherwise?


4 people marked this as FAQ candidate.

What's the ruling on this? Is there even a ruling? I know most people won't allow it because it's obviously strong, but I'm not looking for opinions - I'm looking for rules.

The obvious ways are, "be mounted" which comes with potential logistical problems (thos mount issues, tho...), or "get Pounce" which has the drawback of requiring a charge.

What are other ways to build a melee type that doesn't get totally shut down by movement?

•Takes a Standard action, and can be undone with a move-action.
•Requires feat investment to avoid AoO.
•Penalties choices are all pretty minor and wear off quickly.

Yet I see people suggest it all the time. Am I alone in thinking this?

Near-epic 3.5 game is converting to PF and I really have no idea how to even approach this, lol.
Any tips or suggestions are highly appreciated!

IotSFV = Initiate of the Sevenfold Veil, for those who don't know.

Just looking for unique and interesting ideas on how others would build their Eidolon for a Synthesist Summoner.

1 person marked this as FAQ candidate.

Many abilities come with the phrase, "may not be used when holding/carrying a weapon or shield in the off hand," or something similar that implies carrying and does not mention wielding.

One example is the Dervish Dance feat:

When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Bolded for emphasis.

So the question is, if you are carrying a weapon that doesn't require a hand to use (such as a boot blade or armor spikes), then are you always considered to be "carrying a weapon in your off hand" even when not wielding that weapon?
If not, then how does it work, considering the RAW on "off hands" doesn't actually have anything to do with using the body part "hand?"

Any FAQ hits are appreciated. :)

This question applies to Oracles and Mysteries as well.

For example, the Trickery domain is wonderful and fun and the god(s) of thieves, assassins, etc. do all have their clergy, but the generic divine spell list is AWFUL for a stealthy, murderous assassin/thief type character.

Or Fire/Sun Cleric having only a tiny handful of fire based options.
Or a Water Cleric having even less than a tiny handful of water/ice based spells.

The Domain/Mystery bonus spells can only go so far. How do you reconcile the "few-trick pony" divine list with the various supported archetypes that don't fall in line?


Kneejerk assumption was Ninja/Oracle of Waves, but I can't get over just how awful the divine list is for an offensive character.

The bonus skills, spells, revelations, are all great, but the Cleric/Oracle spell list has so very few offensive and/or Ice/Water spells to complement the character.

Would a Sorcerer be a better fit maybe? I'm not sure.

Any advice is appreciated!

How do you feel about this exploit?
On the one hand, it's one of the few reliable ways to recharge Arcane Reservoir without resting.
On the other hand, this seems like a really *expensive* ability to use. Destroying single-use consumables for a single point. Eating up 5 whole charges from a wand? (That's 5 spells for one point! [rarely 2 points]).

Just can't decide if it's really worth it. Thoughts?

And if you do, how long do you manage before it gets tiring and campy?

Indulge me a moment?
Let's take a look at the Greenrager archetype for the Bloodrager class.
The whole point of this archetype is to turn the Bloodrager into a mini-summoner. You gain Summon Nature's Ally 1-4, and the things you summon gain bonuses depending on your level.

My question - who cares?

Unless you need a summon for a utility feature (flying, burrowing, etc.) then the summons available to you are trash by the time you can actually summon them.
A Greenrager is level 13 before he can cast SNA4. From what I can see, Tiger is the best option on the list.
A CR4 animal.
Even with the bonuses you give it, how does it not get one or two-shot by the enemies you are going to be facing at level 13+? Answer: It always does. If you are lucky, it gets it a single attack routine. If you are even more lucky, it manages to land a few attacks. And then it's dead.

The entire point of an archetype defeated simply because it's focus came too late in the leveling career. Really?

This extends far beyond Greenrager too.
Look at the Fire Shield spell. It's a pretty weak option for a spell even when you can cast it as at Wizard-levels (level 7, in case you were wondering). So in what world is it a good option to take when you have to wait until character level 13 to cast it as a Bloodrager, when it wasn't even a very solid option 5 levels prior?

And the argument extends to all classes saddled with stunted spell lists:

Case in point: There is a reason Paladins aren't stuck with a stunted Cleric list.
There is a reason why Rangers aren't stuck with a stunted Druid list.
There is a reason why Bards aren't stuck with a stunted Sorcerer list.
There is a reason why Magi aren't stuck with a stunted Wizard list.
There is a reason why Summoner isn't stuck with a stunted Sorcerer list.
There is a reason why Inquisitor isn't stuck with a stunted Cleric list.
Why don't the new classes get the same consideration?

Say your party successfully defeats an extremely powerful lich. Huzzah!
Say then that your caster uses the Soul Bind spell on the defeated lich.
What happens? Does the lich's soul return to it's phylactery or does it get stored in the soul bind gem?

I'm curious how GMs and Players alike deal with the necromancer's favorite material component, considering fun facts like:

•Onyx isn't a very valuable rock, so 25g/50g chunks are going to be particularly huge (probably not fitting into any eye sockets!).
•Components list doesn't clarify if lots of onyx adding up to the required amount works, or if you need a single piece of the stuff per undead animated/created. This also ties into the above point - if trying to create a 18HD undead (a common number, as that's a T-Rex which make for great undead), that's 900gp worth of Onyx, and that's a LOT of onyx, *especially* if it has to be a single piece!

Bringing a Juju (pre-errata) Oracle into my current game and I'm just looking for good ideas on spells to take. Spells are largely pulled from 3.5 but I can argue for PF versions as well.
Any advice is appreciated as always.

What are the ways I can go about doing this?
Case in point: I'm thinking of rolling up a Necromancer as a Cleric and doing the full "undead hordes" thing, but I still want to have access to the more fun necro spells, like Magic Jar.

Why are Treants vulnerable to fire? Wouldn't electric make more sense?
I mean, there's a reason we use fire for burning - it takes a long time to burn! Hence, it's more resistant than, say, the flesh and fat of a human, which burns and boils sooo easily. :)


Looking for tips on build here. Thinking of a Barbarian/Sorcerer base with either Demon-Blooded Tiefling or Half-Elf for race. Just to give a general idea, I'm looking to be as "half-dragon" as I can - meaning not a caster with stat buffs and not a fighter with a couple spells, but sort of a blending of the two. (GM is cool with the Claw power lasting indefinitely, so was thinking of going the Nat Weapon route.)

Also I'm having a little trouble understanding the relationship between Blood of Dragons and Crossblooded Sorcerer. Can someone help me out with that?


This is a 9th level spell.
It has to be better than just, "+2 to AC and Ref, and cannot be caught by surprise or flat-footed."
That clause about, "In addition, the spell gives you a general idea of what action you might take to best protect yourself" just has to have some sort of benefit beyond the listed amount.
Otherwise, how is this even a 4th level spell?

So, my question is, how do you handle it? How do you make Foresight worth casting in your game?

Can someone help me understand why Mage Armor is a Conj spell, but Shield is an Abj spell, even though they are practically identical in effect? (ie: both are protective barriers that are created [not summoned] around the caster.)

So my group is starting a 3.5 game that is Pathfinder compatible (as opposed to a PF game that is 3.5 compatible), and my collection of 3.5 books was sold off long long ago!
Ergo, I have no recollection of what feats were available and/or good for said style of Wizard! So I'm looking for tips/suggestions on feats for an Initiate of the Sevenfold Veil that is 10th level. Abjuration specialist, Enchantment and Necromancy are prohibited.


1 person marked this as a favorite.

I mean, yeah, it works on incorporeal creatures, but c'mon...
Even at it's most powerful, we're talking about 5d4+5 damage at level 9.

How has this spell survived sooo long when it's so terrible?

Playing a Sandman Bard and can't decide on my 2nd trait.
The first one is going to be Trapfinder (for when the rogue doesn't show up to our dungeon-crawl game) but I can't decide on a 2nd.

Any suggestions? (Preferably something interesting - not just a stat bump).

Why is "00" + "0" considered a 100? Why isn't it a 10? or a 110?
So it goes:

Wait... How did that happen?
Why does the value of 00 change based on the roll?

If 00 always equals zero, and 0 always equals 10, then you get a possible 1-100 result without ever worrying about changing the die values.
But if 00+0 equals 100, then that means the value of 00 changes based on what the d10 shows.

That seems dumb to me.
Anyone else?

Consider the spell Dominate Person:
Bards cast it as a 4th level spell, while Wizards, Sorcerers, and Witches cast it as a 5th level spell.

How is this a good thing for the Bard? On the one hand, yes, he can cast it a whole spell-level earlier than the other classes. But what that actually translates to is that while a Wizard/Witch can cast the spell at character level 9, the Bard/Sorcerer has to wait until level 10.
And the difference between the Bard and Sorcerer casting is that the Bard's is at a -1 DC value because of the lower spell level.

tl;dr - Spell casting is kinda broken for anyone who isn't a full caster. Early Access isn't a good thing. It just turns a ridiculously bad thing into a not-quite-as-bad thing.

Here's the deal:
I wanna be a "sneak thief" type character, and I wanna do it with a Bard.

1- I'm torn between core Bard and Sandman. I really like Slumbersong, Greater Stealspell, Spell Catching, Master of Deception, and Trap Sense. On the other hand, I really hate giving up Versatile Performance, and to a lesser degree, Inspire Courage.
(I will not play an Archeologist, even though it's the obvious "fit," because another character in the group is playing one.)

2- I also really wanna play a Halfling, but I really don't want to be an archer. There are just too many "necessary" feats. Obviously I want to be able to contribute in combat, but with the small size and Str penalty, am I just asking for trouble, or is it do-able?

Any feedback is incredibly welcome. :)

Why do all the good and/or fun archetypes have to replace Versatile Performance?
I mean, you have to use a Performance to make your Bardic Performance abilities work, and isn't Versatile Performance meant to offset being required to take "flavor" skills?

/trying to talk myself into Sandman
/having a hard time about it

Two things concern me about casters (power-level aside):

1- Save DCs are super-awful for low-level spells.
2- Metamagic is only good when it's abusable and a headache otherwise.

So I'm considering the following:
1- Spell save DCs follow the CL instead of the SL. So the formula would be, "10 + 1/2CL + Ability Mod." This way by the time you hit mid-levels, you don't feel like your lower-level offensive options are useless because they're no longer auto-savable.

2- Treat all metamagic feats the way the Spell-like Ability version works. ie: Instead of increasing spell level or casting time or both, they're usable X times per day (X being a value that shifts depending on the power of the feat - Enlarge would be more times per day than Quicken, for example).


Is Spellsteal actually a good ability, or does it 9 times out of 10 end up stealing some random spell that you have little or no use for because knowing what the enemy has prepared is tough to do (and being close enough to touch them is either hard, dangerous, or both?)

(I can totally see how Greater Spellsteal would be awesome. But it's also a 15th level ability and there's a pretty good chance the game doesn't go that long.)

So my group is having some trouble with our "trap handlers" showing up to game recently, so I offered to make a Bard to help with things.

I haven't actually played a Bard since 3.5, so I'm a little ignorant of, and curious about, my options.
The only thing I don't want to do is Archeologist (one of the aforementioned characters is already an Archeologist Bard and I don't want to step on his toes, so to speak.)

Thanks. :)

What's the difference?
I mean descriptively. I know the mechanical differences, but how do you describe, oh say, a vampire's Slam vs a vampire's Unarmed Strike?

A vampire punches you in the face. It's super-effective! Take d4+str lethal damage and suffer two negative levels!
A vampire punches you in the face. It's not very effective! Take d3+str nonlethal damage and enjoy your free attack of opportunity.

So I'm playing a Reach Cleric, and it feels like my spell list, with the rare exception (like a well-placed Windwall) feels like a waste.

I'm 6th level wearing +1 Armor, +1 Cloak of Res, and a +2 Longspear (lucky loot roll).

I'm too low of a level for the typical buff spells to be truly useful. I have Sacred Summons but no use for it until 5th level spells (CG alignment).
Am I just stuck feeling like a wasted caster until higher spell levels, or am I missing obvious greatness?

1 person marked this as a favorite.

It's incredibly frustrating to, say, take a Spell Focus as a prereq when playing a Druid or a Cleric. So much mindless digging to find out exactly which spells benefit! :(

Where can I find all those lovely character sheet options that PathfinderDB doesn't host anymore? The internet is totally failing me at the moment.

On a related note - wtf happened to PathfinderDB? None of the links work. Everything is gone!

6 people marked this as FAQ candidate.

As the title suggests, there is some hostility floating around surrounding the mechanics behind "attacking defensively as a standard action."

Can we get a clear answer on how this works?

Pathfinder PRD wrote:
Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.

Link: tandard-action

Does the above require you to make an attack action (as in, using your simple action attack against a foe such as with the Defender weapon property) or can you just declare you are "attacking defensively" and gain the bonus to AC/penalty to attacks without doing anything other than declaring?

Please FAQ

Not Invulnerable Rager DR, but just run-of-the-mill, core, 5-points-over-20-levels Barbarian DR.

Have Barb players noticed it making much difference? Is it important, or does it go almost unnoticed?

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