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Ninjaxenomorph's page

FullStar Pathfinder Society GM. 598 posts (626 including aliases). No reviews. No lists. 1 wishlist. 10 Pathfinder Society characters.


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Shadow Lodge *

Your tiefling can be a special/horrifying as you want it to be. It's fine to pick and choose those, since they don't have any in-game effect, and are in fact supported. It chart explicitly states that it can be used without rolling and that they have no mechanical affects.

Shadow Lodge *

Well, after a long waiting period, I have new art of Taraclus, no longer simply a magus, but MYSTIC THEURGE!

Shadow Lodge

Imbicatus wrote:
Ninjaxenomorph wrote:

I was just looking at the Kirin Style feat chain. Expensive, both in skills, feats, and swift actions, but... DAMN. Could be worth it.

It's really, really not. You could be using those swift actions for so much better things: pool strike, weapon enchantment, quickened spells, even arcane strike is better than the garbage that is Kirin style.

With the exception of Arcane Strike, which I don't like taking, all of those use resources. Once you have the feats, Kirin style is free. Not governed by your arcane pool. Also, I'm talking for my SAD Kensai, whose intelligence is their primary stat, meaning there is a minimum +5 modifier at 1st level.

Also, Spell Combat is a full attack action.

Shadow Lodge

It was brought up in the Kensai guide thread: Elemental Body DOES allow you to cast spells, and wield weapons, since elementals can take the form of a humanoid, and they can speak.

Shadow Lodge

I was just looking at the Kirin Style feat chain. Expensive, both in skills, feats, and swift actions, but... DAMN. Could be worth it.

Oh, and one thing I would add to the guide is that using Weapon Wand to put a wand of True Strike leaves your extra hand free, as long as you can spend a round to power up.

Shadow Lodge *

Just play a ninja; a high-level ninja gets pretty much what the Assassin has already.

Wow. An alien ninja was ninja'd about ninjas.

Shadow Lodge

I am planning a Clone Master alchemist who is basically a pimp; he provides permanent simulacrums depending on the clients tastes. Lesser ones are samples.

Shadow Lodge

One of my gaming friends wants to run a Ponyfinder campaign; if I join that, my character will be a Unicorn Kensai.

Now. You may be laughing. I'm not really a fan of they show, but this character is practically SAD.

Ponyfinder Unicorns can take a feat that allows them to telekinetically wield a one handed weapon, using their Int as a replacement for Str.

Yeah.

Pump Intelligence to an insane degree, and have an average Dex and Con. That leaves Str for dumping. Are there any traits that let Intelligence stand in for skills?

Shadow Lodge

Forgoing monk levels kinda takes the bite out of stacking Vows, which I really wanted him to do. On the other hand, Master of Many Styles got a little more attractive now that I have noticed Snapping Turtle Clutch, though it could be pulled off without just as easily, the only problem being actually getting the feats (Dragon Style, snapping Turtle Style, Greater Grapple, Dragon Ferocity, and Snapping Turtle Clutch).

One question: for archetypes that give up FoB, do they retain the ability to spend Ki to gain an additional attack on a full attack?

Shadow Lodge

I don't know, but I was thinking 6-8.

Shadow Lodge

I wanted Slag to keep FoB, and the grapple to be a secondary thing he can do. And I definitely wanted to stay unarmed; when the PCs first encounter him, he is with them in a slave pit, and the wardens think he has been broken. He hasn't. I was not going to focus much on AC, since his wisdom will not be particularly high, but I won't leave it at a penalty. I'm not really looking at gear, since he is naked when first met. The Ally NPCs are more built for flavor with a nice mechanical trick, like a Wishcrafter buffing the party. I am just clueless how to build a decent monk, but the Trox offers an interesting opportunity.

Also, Trox don't have body hair. I'm not even sure they are mammals.

Shadow Lodge

You mention Monkey Goblins from ISWG, but not Lashunta. Specifically, male Lashunta.

Shadow Lodge

I've been working on an NPC ally for an upcoming campaign. He is a LG Trox slave; the Trox were an example of the more advanced builds with the Advanced Race Guide, but were included as an official race with Bestiary 4.

Some racial stuff for those who don't have access to either of those: Trox are Monstrous Humanoids, are Large (with 10 feet of natural reach), and have the Frenzy and Grabbing Appendages racial traits, in addition to a burrow speed. Their racial modifiers are +6 strength, and -2 to all mental stats. Frenzy is a 1/day lesser form of barbarian rage, and Grabbing Appendages give them Improved Grapple as a bonus feat, and allows them to maintain a grapple while using their other limbs.

As for his actual monk levels, that is what I was having trouble with. I know he has vows of Silence, Truth, and possibly Chains. Since he already has a pretty good advantage grappling, I was not looking at the Tetori archetype. I also want him to utilize Dragon Style; the extra damage is very attractive, as are the stunning fist options. I want something that lets him actually be effective at dealing damage during grappling.

Does anyone have any suggestions?

Shadow Lodge

I like Asmodeus as the Big Man in Hell.

Shadow Lodge

I would go for Samurai. They get a reduction to the penalty for ranged attacks while mounted.

Shadow Lodge

Well, a non-custom item with those stat boosts is impossible. I would disallow it, because existing items only boost one type of stat at a time. He would have to get a Headband of Vast Intelligence +6, and a Belt of Physical Prowess+2 (keyed to Dex and Con). This thread was about stacking custom items: For example, a cleric with a Wisdom-boosting headband crafting in a Phylactery of Channeling.

Shadow Lodge

What if instead of the channel, the priest got a scaling SLA for cure/inflict like the Sommoner has for Summon Monster?

Shadow Lodge

That's... Pretty much exactly what we were looking for! Hmm. If we want to make the Warpriest a good healer, we could give it a scaling SLA cure/inflict, similar to the Summoner.

Shadow Lodge

2 people marked this as FAQ candidate.

So, Bloodrage is a supernatural ability, while it's greater abilities are extraordinary. Does it become Ex, or does it not matter, and stays Su?

Shadow Lodge

Rerednaw, they have a d10 hit die now.

Shadow Lodge

Adjule wrote:

Well, so far the bloodrager bloodlines do not qualify for the items and feats and other such things, that mention sorcerer bloodlines, it would seem. I believe I remember reading SKR say a tiefling's "Fiendish Sorcery" ability would not function for a tiefling bloodrager. So, that would mean a Robe of Arcane Heritage, Dragon Disciple, etc would not work in tandem with a bloodrager. My understanding would be a bloodrager could be of any bloodline (arcane, for example, as everyone has latched onto that), and take the Dragon Disciple prestige class, and would then obtain the Draconic Sorcerer Bloodline, and his bloodrager bloodline would not advance as he advanced in Dragon Disciple.

And the bloodrager's limited spell selection could also be increased by the feat "Expanded Arcana", giving them more spells known.

I don't know which way I lean concerning the interaction between the sorcerer and bloodrager bloodlines. Making them interchangeable (dragon disciple advances the draconic bloodrager bloodline, a bloodrager can use the robe, etc) would give the bloodrager some decent options. Making them seperate (an abyssal bloodrager taking the Eldritch Heritage (abyssal) feat, etc) could make for some interesting characters, but also would need certain things that apply to the bloodrager and can't affect the sorcerer.

Where did he say that? I just know he closed my topic specifically asking about Fiendish Sorcery.

Shadow Lodge

1 person marked this as a favorite.

I was excited for the Warpriest class. I like the idea of a VERY martial divine caster. I just think the class features could interact with each other more, like a pool mechanic that Channel, Sacred Armor and Sacred Weapon pull from, in addition to a limited ability to buff during combat.

Shadow Lodge

You know, there aren't THAT much blast spells on the magus list. Some are control spells, a bunch of decent buff spells (I can think of 1 I always cast per level, at least), and some control (Bladed Dash, Force Hook Charge)

Shadow Lodge

Yes.

Shadow Lodge

Thanks, Raidou! Did you put that in the Playtest forum?

Shadow Lodge

I was hoping to like it, I think its a cool concept. Just needs a lot of work.

Shadow Lodge

8 people marked this as a favorite.
Neo2151 wrote:

You're doing that thing where you assume "unarmed strike = always fists."

But we know from plenty of posts on the topic that this is not the case.

If I Brilliant Energy my unarmed strike, am I effectively immune to attacks from manufactured weapons now?

Yeah, no way this works for Irori.

"What... What are you doing?"

"I AM NOW A LIGHTSABER ELEMENTAL."

Shadow Lodge

Either that or add Returning/Throwing to the list of abilities.

Shadow Lodge

Another idea to make Sacred Weapon more versatile: it works with any weapon you have the feat Weapon Focus on. Makes it easier to have a Warpriest of a god with a less-than-desirable favored weapon, but encourages using the favored weapon.

Shadow Lodge

Has anyone suggested something like Magus Arcana, where they can choose abilities? Like they could choose a familiar, have something like the Concentration arcana, improve/expand their blood focus, stuff like that.

Shadow Lodge

1 person marked this as a favorite.

I think of it growing up as a child: this is the barbarian 'witch-boy' that features as a villain in movies like Fire and Ice, and the protagonist in Overlord II.

Shadow Lodge

2 people marked this as a favorite.

Also, there is plenty of room for archetypes that give either the witch list or Druid list, ESPECIALLY the Druid list.

Shadow Lodge

Here is what I would do as an example:

Channel-Sourced Sacred Weapon:
Sacred Weapon (Su): At 4th level, the warpriest gains the ability to imbue his focus weapon with divine power. As a swift action, the warpriest can expend a use of his Channel Energy class feature to enhance a weapon of the same type as the weapon selected for the focus weapon class feature for a number of rounds equal to his warpriest level. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. If the warpriest uses this ability on a double weapon, the effects only apply to one end of it.

And, as a bonus, its shorter! Wow, didn't notice that you can't swap out abilities like a magus can when he enhances his weapon.

Shadow Lodge

Yeah, I think channel should be a bigger point to the Warpriest. What if Sacred Weapon and Sacred Armor were tied into Channel?

Shadow Lodge

Well, Ifrit have a bonus, and they have something similar.

Shadow Lodge

I posted a topic about Fiendish Sorcerery earlier. The other person who replied said because it is an alternate class, it should count. The elemental races, too, for the elemental bloodline.

Shadow Lodge

1 person marked this as a favorite.

Also, the Arcane Bloodline's capstone ability seems kinda off, seeing as you have to be a dragon to be able to even cast spells as normal. If we added something like Monstrous Physique III/IV it would be really awesome. And, as someone mentioned before, Eschew Materials as a bonus feat is needed.

Shadow Lodge

What if we took away heavy armor proficiency, but gave it later on, kinda like what the magus does? I hate comparing it to the magus, but it just kind of happens. The Sacred Armor is really good, and I think should be kept duration-wise, but Sacred Weapon... The magus can do the same thing, for one minute at a time, more times per day, but it competes with his other stuff.

Shadow Lodge

1 person marked this as a favorite.

I think of bloodragers as kids who manifested sorcerer power, then decided that didn't want to be squishy.

Shadow Lodge

Threeshades wrote:
A question about the update: Does the d10 HD also mean the slayer has full BAB? (normally these are always connected but i don't think i have ever seen a part in the rules where it says they have to be, so I'm asking)

It is not connected, but they do have full BAB.

Shadow Lodge

I am sorely tempted to spend the resources to rebuild my PFS theurge's cleric levels into this. At the very least so I can still advance the familiar.

Shadow Lodge

I just want more synergy, and less paperwork. So many standard actions for really short effects!

Also, list of things to keep track of:

Spells
Channeling
Sacred Weapon rounds/day
Sacred armor rounds/day
Minor blessings
Major blessings

All of these are a different number. While clerics DO have a lot of stuff to keep track of too, it's just spells, channeling, and two domains. That is my argument for some sort of Faith Pool.

Shadow Lodge

Hmm. So our sacred pool ability could fuel: Sacred Armor/Weapon, and an ability to cast certain spells as a swift action on a full attack or charge. I like Blessings the way they are, though some could use buffing.

Shadow Lodge

I would put put that 12 in int, since that determines the DC for some abilities. Optional, but at least 3.

Shadow Lodge

Scavion wrote:

Guys. Quit being so hung up on Sneak Attack. The Slayer actually doesn't need to shoot for it constantly. Check out my build and look at his damage. He's pretty above average even when hes not sneak attacking. And hes got a REALLY good Attack Bonus.

The Slayer doesn't need to bend over backwards to get his Sneak Attack. He lets the Sneak Attacks come to him.

This. He's good. But better with an ally.

Shadow Lodge

Joe M. wrote:


Yes, this is a problem. One of my players, for example, is a melee-ish Cleric of Calistria. Whip for fun, morningstar when he needs damage. But I can't imagine many Calistrian Warpriests running around.

... AHAHAHAHA

Shadow Lodge

Lord_Malkov wrote:

And if that isn't an option to change.. then the Slayer is going to need to be able to get Combat style feats in place of Talents.

Because sneak attack comes with its own taxes.

But really... as an offensive class... what is the purpose here?

If you are sniping off one shot a round, then you are probably better off just taking the full SA progression from a rogue... with one attack per round, you don't have the massive attack bonus concerns that a TWF rogue has.

You will also be a poor option for a vital striking two0hander sort of mobile rogue compared to any rogue with the Scout Archtype.

So you are pretty much left with TWF. And the only reliable way to use TWF and SA is two-weapon feint. But then you need 13 int, Combat Expertise, Imp Feint, Two Weapon Feint, Two Weapon Fighting and Improved Two Weapon Fighting and Greater Feint all by level 11.

So there are your feats at 1,3,5,7,9,11 and you aren't really operating well until 7th.
Better be human if you want Double Slice or power attack. You'll need a 19 dex, so you may as well use finesse.

So now you will need Str 13, Dex 19, and int 13 to function.
Better have a darn good Con as well, since you have that lousy hit die and you can't get Offensive Defense.

Also might be worth taking Skill Focus Bluff...you know, since it isn't a class skill.

(Psst... Slayers get a d10 now, and bluff is being considered for a class skill)

Shadow Lodge

Caïen wrote:
Seeker of skybreak wrote:
The idea is to encourage the use of spells during bloodrage a little more. Currently the incentive to cast compared to just be a Barbarian is low. Also the loss to Fortitude and temporary hit points is intentional as right now the Bloodrager might actually be a better Barbarian than a Barbarian. I can tell you one of my players is going Gaga over this class as all he plays are barbarians. He may never play a regular Barbarian again. I also edited my original post keeping uncanny dodge but losing Improved uncanny dodge. We will be playtesting the class as written on Sunday alongside the War Priest.
Your barbarian is not going to be outclassed. The Rage ability of the Barbarian is (Ex), while the Bloodrage is (Su). The Barbarian is going to laugh at his hybrid son in an antimagic field. In fact, the Bloodrager becomes pretty useless in an antimagic field. Your turn into a smack bot doing less than any martial classes. At least the wizard could step out of the antimagic field and do a mage's disjunction. Hope you have a wizard, or a way to destroy the AMF.

Ouch, didn't notice that. Well, you probably already have a two-handed weapon, so power attacking the source of the AMF should not be too hard.

Shadow Lodge

But then its not really sneak attack. And Barbarians get shield proficiency even though its better to two-hand a weapon.

Shadow Lodge

Well, so do rogues, technically. The Slayer just makes Int more useful.

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