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Cayden Cailean

Protoman's page

Goblin Squad Member. Pathfinder Society Member. 471 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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H2Osw wrote:


He's been playing an Alchemist/Gunslinger for the better part of a year now, and in our last session I took every AOO against him because he kept shooting the guy 5 feet away. We've told him countless times. I am attempting to be nice and have him come upon such a weapon or piece of equipment if it exists.
The Nimble Shot is exactly what I am looking for, but it's quite pricey, I'm not sure I'm feeling that nice!

Well, some people just gotta learn the hard way. If he's gonna roleplay in combat a reckless alchemist/gunslinger (a combination that's ALREADY crazy accurate/damagey) that shoots from adjacent squares, he might as well take all the hits. Heck, maybe he's acting that way as a subtle way for him to level the playing field with your monsters ;)

To the OP. Are you trying to audit your player's character to see if he's fairly avoiding attacks of opportunity or are you trying to help him avoid the AoO?

Nimble Shot weapon from the APG? It's like a +4 bonus though.

David knott 242 wrote:

So all of this means that the only Brawler archetype who is not proficient with shields as weapons is the Shield Champion?

Well the writer of the archetype, Jim Grove, stated the Shield Champion is supposed to be proficient in shield as a weapon and armor.

Technically with the way it's worded that each shield is specified as proficient, which I think might be the only case for that besides swashbucklers and bucklers, could be argued that they meant for it to be listed as weapon and armor proficiencies. But it REALLY needs an errata or FAQ to clear that up for PFS (my dreams of Captain Andoran build are being delayed because of this!)

I'd still price it as a weapon.

It's not light, medium, or heavy armor. And it's obviously not ammunition.

Shields are listed in the weapons table.

There's no pricing by weight like mithral, so pricing it as anything else than the listed categories is houserule/custom item territory. Like an adamantine crowbar or pocket watch. You're free to do so, but that argument would never be any more solid than "price as a weapon".

They're proficient with shields as weapons. So one could bash with them without readying it for an AC bonus (otherwise that would lead to armor check penalty to attacks due to non-proficiency).

Woo! Captain Andoran builds!

Val'bryn wrote:

I'll have to look to see if there's a Witch subclass that switches out Familiars for more of an Arcane Bond, or making one myself, but does anyone see any problems with this?

Bonded Witch.

Anyone have any views on the new Solar mystery from Harrow Handbook?

Dimension Door as bonus spell known at level 8. The revelations look fun from Astral Caravan, Astral plane version of shadow walk, and Sun Stride, bright light version of shadowdancer's shadow jump ability.

There's already a bonus when you get 10 ranks in a skill. It's for feats like Skill Focus (+3 becomes a +6 bonus at 10 skill ranks) or the feats that grant a +2 bonus to two skills, and becomes a +4 bonus at 10 skill ranks (i.e. Athletic or Acrobatic).

Woo! Quick Study! Didn't wanna get my hopes up but that's a relief. Hope there's a "Extra Investigator Talent" feat to pick up all the goodies.

LoneKnave wrote:
Ross Byers wrote:
Deadmanwalking wrote:
You just activate it and then charge in the first round (when you wouldn't get a Full Attack anyway), and receive some very shiny bonuses.
Charging is a full-round action.

Studying itself is activated with a swift.

That's only if the Quick Study talent gets updated/still exists.

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Your game has rolled stats and two players put their lowest stat, which they're forced to keep and in no way can improve during character creation, in Charisma? A stat that they've determined to be able to take the hit without affecting their character concept/build? :/

I don't really see the issue with what they're doing within your specifications of your game to draw in-game ire to begin with.

But to address your topic, giving them random fights would just be rewarding them with potential XP and probably fun encounters for them since they probably built for combat. Or gives more social characters in party an opportunity to shine to calm randomly-grumpy NPC down.

Prices shouldn't be higher for them. That's rather arbitrarily silly/petty and they can just get party member to help buy them stuff.

But yea, more social encounters. Though if they pick up traits or feats to use something other than Charisma modifier for social skills, good for them.

N. Specter wrote:

So, am I correct in assuming that when using Studied Strike, you also get the bonus damage from Studied Combat? It says activating as a free action after hitting with a melee attack, so that is why I was wondering.


Nice. Been hoping to play the Investigator soon and glad to see that the studied strike combat got finalized and previewed so I can use the extra damage version for the new game.

1 person marked this as a favorite.

Muleback Cords affect your carrying capacity, so you get a much higher light, medium, and heavy load.

From the carrying capacity rules:
Lifting and Dragging: A character can lift as much as his maximum load over his head. A character's maximum load is the highest amount of weight listed for a character's Strength in the heavy load column of Table: Carrying Capacity.
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.

Well for Vital Strike and other feats that would specifically use the sacred weapon, sure.
But bull rush maneuvers don't use weapons unless there's an ability allowing it to be used, like Shield Slam or Bull Rush Strike, or Unseat. Maybe with the Impact weapon ability he'd count too?

Malwing wrote:

I just wanted TWF to eventually get Shield Slam/Shield Master, and have something to do in case I lose my shield when I eventually start throwing it. Any way of doing something good with just the shield as a weapon?

I guess Acrobatic Swashbuckling Paladin is out of the question.

An acrobatic swashbuckler paladin is NEVER out of the question.

Wish I saw this post before my first reply.

With just the shield as a weapon puts you in the Captain America/Andoran build territory, which is among my favorites/

Str 16 Dex 14 Con 12 Int 10 Wis 8 Cha 14
Traits: Reckless (acrobatics +1 and class skill!)
1) Improved Shield Bash, Power Attack. Two-hand that shield. Maybe spiked shield for lower levels 1d6+4 or 1d6+7 power attacking.
3) Weapon focus (heavy shield)
level 4 = up Dex to 15
5) Two-Weapon Fighting
7) Shield Slam
9) Your choice for this slot: Improved Crit? Toughness? Extra Lay on Hands if you're doing Oath of Vengeance.
11) Shield Master

Just having Acrobatics as class skill and maxed out will allow you to jump and balance decently even in heavy armor.

But if you want to be more acrobatic, go more Dex based.
Str 14 Dex 16 (14+2 racial) Con 12 Int 10 Wis 8 Cha 14.
Maybe be a paladin of Sarenrae. Use Dervish Dance with a Scimitar. Lamellar leather armor. Or pick up Elven Curve Blade
Elven Curve Blade
1) Weapon Finesse. Exotic Weapon Proficiency (Elven Curve Blade)
3) Power Attack
Make it an +1 agile weapon first chance you get.

Dervish Dance.
1) Weapon Finesse. Weapon Focus (scimitar)
3) Dervish Dance (remember the 2 ranks in Perform dance)

While 15-point buy is standard for APs, I think most DM's use the PFS standard of 20.


Ability Scores: Definitely need to up your Con. Melee with 10 Con might as well turn in their character sheet.

Suggestions (these are all post racial bonus of +2 to Strength)
1) Str 16 Dex 12 Con 13 Int 10 Wis 10 Cha 14 (like Claxon suggested.)
2) Str 16 Dex 10 Con 14 Int 10 Wis 10 Cha 14 (extra HP per level, lower AC but make sure to get decent armor first chance you get with that dropped Dex.)
3) Str 16 Dex 12 Con 14 Int 10 Wis 8 Cha 14 (This one has lower will save at level 1, but at level 2, that gets alleviated greatly when you add Cha to it. Immunity to fear at level 3 would be useful throughout the AP)

Feats: Power Attack. And two-hand something like longsword/greataxe/greatsword/morningstar. Whatever. If do wanna stick with shield, only do it for first level. That shield is gonna mess up lay on hands (at 2nd level) and casting spells (at 4th level) in the future. For second feat, I'd suggest Weapon Focus. If you got an Wis 8, maybe pick up Iron Will if you're worried will saves are too low.
Personal Play Experience: I played with a human paladin in my Carrion Crown party that didn't have power attack, he was essentially useless in damage when it came to DR, Hardness (that will be an issue sometimes), and overall needing things to die faster.

Traits: What traits did you pick for yourself? Who's your deity? Do you worship Iomedae? Check out Chosen of Iomedae. Masterwork longsword! Or Rich Parents could get that too I suppose. Outfit yourself in decent stuff.

Equipment: I assume you have standard starting cash of 175 gp for paladins? Skip the chainshirt. That's for rogues. You got a lousy Dex mod with that 15-point buy, work around that. You might not like the speed penalty, but you can buy mithral in the future. Check out the PRD for armor. Get scale mail. If your GM allows some eastern armor (some GMs are whiners about Eastern stuff in a "western game"), consider kikko or four-mirror armor depending on how much money you got. If you're insisting on using shield, sure longsword. If you picked up some medium armor that would allow your AC to be as good as with a shield to begin with, go bigger weapon with power attack (example: greatsword or nodachi or falchion) and lay a hurting on monsters. Current decent weapon choices for paladins often recommend 18-20/x2 or x3 or x4 crit weapons, as paladins can multiply their smite damage on crits.

Skils: DEFINITELY have social skill or two. Preferably Diplomacy if you're comfortable with it. Carrion Crown has quite a bit of social interactions and Diplomacy would make your life easier. Especially when you got a decent Cha. Knowledge (religion) is also good if your GM is good about giving out monster knowledge/lore (in this case: undead).

Do you plan on having a mount at level 5? I'm not sure I'd recommend it, as the AP doesn't afford a lot of space or decent terrain to use it all the time I think.

Kitsune race. Realistic Likeness feat turn into anyone (probably human specific? I dunno).

Bard's good. If you're willing to level dip, 3 levels in Charlatan Rogue can get you the Rumormonger advanced rogue talent that could basically let you con whole COMMUNITIES if you got a week of downtime to lie to folks.

I typically use: base DC difficulty of 5/10/15 + CR. Like it says in the book.

Tactician Fighter, I'm ignoring the cavalier request because it seems your GM simply doesn't want you playing one with ALL of his restrictions.

The Eldest Ng entry seems to have loads of traits that don't seem to be actually attributed to him. Probably because of the letters "ng".

Well I hope when the book comes out, people would also check out the archetypes for the older base classes in the book before banning it willy-nilly.

If crafting price, I second Imbicatus' vote for Bracers of Falcon's Aim.

If purchase price, I vote Feather Step Slippers. Regular move and 5-foot step in difficult terrain. So if you're standing in bushes or rocky terrain and people come up to melee, you can 5-foot step and they can't (normally) and they'd waste a move action and full-attack-potential getting back to melee with you.

Major_Blackhart wrote:
You mentioned a bunch of characters in Inner Sea Combat. You included Grask Uldeth, which made the Orc in me very happy. You mentioned various gods which represent various types of combat and guilds. But while you mentioned mercenary companies and such, you forgot probably THE god of soldiers and mercenaries, GORUM! How could you paizo? How could you casually ignore the guy that makes other gods take pause and say 'If I do this, will Gorum punch me in the face?' and they realize if they have to ask at all then they probably shouldn't do it.

I'm pretty sure when Sarenrae went head to head vs Rovagug while deities were dying left and right and all of creation/Golarion was at stake, she didn't wonder if Gorum would approve or not. Mostly because he most likely didn't exist yet. And also because she'd have most likely said, "Shut up and sit down, fool, as I'll handle this."

A homebrew world where the GM offered a ship that requires a spell that he/she KNOWS no one in the party can cast for its full use...

Hmm sounds like the GM is mocking you.

A less mean point of view would be that you're expected to hire a GM-NPC as a special "helmsman" for plot purposes.

Well I personally doubt it removes all penalties, but what do people think of the TWF-equivalent flurry penalties?

I got a related question to this that I haven't found specifically mentioned (I could have missed it in the mass of shield master and shield bashing threads, though):

Brawler's Flurry (from the Advanced Class Guide playtest) is basically two-weapon fighting/flurry and allows weapons from the close fighter weapon group, which light/heavy shields, to be flurried. Would the Shield Master allow a brawler to flurry shield bashing with no flurry penalties since they're basically two-weapon fighting (granted, with 1 weapon) penalties?

Since they thrown in "replace share spells" for animal companion archetypes that were clearly expected for cavaliers, I'm gonna chalk this up to another instance of an oversight of a non-core class's abilities.

Whether androids sleep or not is something I'm interested in. Or needing to rest from forced march for that matter, such as if they're still stuck taking non-lethal damage from forced march (which I personally hope not) while being immune to fatigue. It's a cool visual for a character that relentlessly moves after its quarry.

An arm blaster/gun would be a cool implant (crossing fingers for something like that in upcoming Tech Guide). Want to build a Megaman/Protoman character.

There are several traits that can help.

Humble Beginnings (Region trait) seems to be the simplest. Let's you act as if you have Catch Off-Guard with the frying pan. Not the best though imo.

Rough and Ready (Equipment trait) allows you to attack with a frying pan without the -4 improvised weapon penalty (without needing the Catch Off-Guard feat) AND gives a +1 trait bonus to attack rolls, but will require you to have profession (cook) or something like that. Whatever profession you can think of that uses a frying pan.

Surprise Weapon (Combat trait) gives a +2 trait bonus to attack rolls with improvised weapons. This is pretty sweet if you did pick up the Catch Off-Guard feat.

Stylistically, Improvised Defense (Combat trait) would be pretty cool. But only useful when you aren't attacking.

Black powder inquisition instead of one domain could probably help.

First, just to alleviate my confusion: Is there a special chronicle sheet allowing noqual items?
EDIT: Oh I guess if you're running the AP Shattered Star for PFS it's ok. Haven't done PFS in a while.

Second: Does noqual also affect spellcasting that doesn't have somatic components? Arcane spell failure chance only affects arcane spells with somatic components. The rules of noqual state that, "The [noqual] armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer." Does the "all magic cast" part means it's a specific vs general ruling here or does the somatic component general rule still apply for spell failure chance?

Third: The FAQ was pretty clear that as written, alchemist's extracts isn't spellcasting. If noqual doesn't affect magic item use such as potions or wands, then it shouldn't affect extracts.

How would people here on the boards price a bokken or other wooden-version of a sword? As a club, 0 GP? Or a higher price since at least some craftsmanship was put into it? Maybe half price of original weapon?

Isn't the ISWG "Lite" file size actually bigger than the regular version?

rorek55 wrote:
oradins work well when paladins dip an oracle for cha - dex (ac/reflex, initiative)

That's not as useful for Dex/Cha kitsune though.

OOooo. That would be awesome. AND fitting!

Remy Balster wrote:

How set are you on Gnome?

Aasimar or Elf FCB are... better.

Either way, the Tiger is the strongest choice you have. At 7th, no matter what race you pick, a Tiger would be Large, and have pounce. So... it'd be really wickedly fierce in combat.

Remember! You can buff him with your tasty cleric/oracle self-only buff spells!

Or look at half-elf. They count as elf for favored class benefit too, and the half-elf or human's favored class benefit of extra spell known is also pretty sweet for spontaneous casters.

Certain race favored class benefits can allow gradual proficiency. I only know of dwarf oracle, kitsune oracle, and hobgoblin rogue, though.

Prethen wrote:
Nefreet wrote:

A Paladin may spend two uses of Lay on Hands to instead Channel Energy.

It does not work in reverse, so this may be the wrong feat for you.

Actually it does according to the rules of the Extra Channel feat.

Extra Channel
You can channel divine energy more often.

Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, BUT ONLY TO CHANNEL POSITIVE ENERGY.

A paladin doesn't get channel positive energy til level 4. One needs to be the appropriate level to obtain the class feature before it counts as qualifying for a prerequisite. Like a rogue needs to be level 5 to qualify for something that needs 3d6 sneak attack.

Channel positive energy lets the paladin consumes two uses of her lay on hands ability for one channel energy use. The Special line explains that Extra Channel feat for a paladin just adds on 4 extra lay on hands ONLY for 2 extra channels per day, not that they can use thos lay on hands normally. The Benefit line doesn't directly apply to them, but as an effect of the Special line.

Most of those once-per-rage powers are specific full/standard/move/swift/immediate actions anyways, right? Shouldn't come up too much.

However, I think if a barbarian activates rage, deactivates rage, and activates rage for second time in ONE round; then that barbarian expended TWO rounds of rage in one round.

Sentath wrote:
Protoman wrote:

No problems. Been obsessing on the sword's stats since Master of Devils came out and Queen of Thorns only added to it. This is the first time I ever bothered typing it all out.

** spoiler omitted **

The only thing I see missing is that the blade made him feel young. Age Resistance is a spell published in 2011 (June 7th to be weirdly precise) in Ultimate Magic. It seems that it would be very appropriate to those little old martial arts masters always being described as spry or fierce.

The True Seeing would need to be when wielded, rather than at will, as it revealed illusions when the hilt was brushed.

I do not remember the sword changing its shape or nature for him to wield it. If you could provide a reference, I will be happy to change my mind about this.

For the young thing, I feel it has more to do with his

his replacement heart being half of a celestial pearl/heart of a wish-granting dragon granting renewed vitality he received in Master of Devils. And his hair color has been gradually darkening to as it was in his youth. In later books, it's noted by Radovan that he suspected Varian is dying his hair when he's not looking.

I agree with TimrehIX's thinking it was the monk training that made him feel more youthful and fit. The sword allowed him to fully utilize his swordsmanship, maybe even enhancing it (with the Speed quality).

If the "heart" was statted up, I'd definitely put in age resistance and death ward to explain how he's immune to vampires' energy drain attacks.

I agree true-seeing should be continuous/when wielded, I only included the at-will ability for alternative pricing in case anyone's actually trying to think of ways to price it for their own character/game's loot without going overboard.

I only included the transformative simply because it's the easiest way to ensure Varian (or anyone wanting such a sword) is proficient in it. D20 stats-wise, it can get tricky when dealing with monk proficiencies compared to other warrior classes or whatever it is Varian has class levels in/proficient with.

Cast Lesser Create Demiplane for the actual demiplane. Your choice on permanency.

Cast Greater Create Demiplane twice (but some scrolls or something) for the Gate effect. Pick the army's original location and destination as the Gate points into demiplane. It's instaneous so it lasts as long the demiplane does; should be long enough to move whole armies.

downlobot wrote:

Sorry to rez, but I was hoping to build this armor at some point. If I built a set of this armor at level 10 (5d8+10) could I come back to it at level 15 to give it a small bump the CL pool (5d8+15) (and then 20 etc)? If yes, estimates on cost? Or is it just magic items have their caster level, even if you crafted this armor at level 20 it would still be 5d8+10?


Sure that's doable. Important thing is to figure out how the got 30,000 gp for CL 10 first. Luckily did that a while ago on another thread:

Caster level 10 x 5th levels spell x 2000 gp use-activated x 1/5 once per day x 1.5 modifier for sticking extra effect on an existing magic item = +30,000 gp for 5d8+10.

So for level 15:
Caster level 15 x 5th levels spell x 2000 gp use-activated x 1/5 once per day x 1.5 modifier for sticking extra effect on an existing magic item = +45,000 gp for 5d8+15.

And for level 20:
Caster level 20 x 5th levels spell x 2000 gp use-activated x 1/5 once per day x 1.5 modifier for sticking extra effect on an existing magic item = +60,000 gp for 5d8+20.

So if your GM is cool with it, just pay the difference in pricing when updating armor.

Spherewalker's Staff from Demon's Heresy (Wrath of the Righteous AP) increases base land speed (unnamed bonus) by 10 ft if the staff is carried (even when stowed). It's not available for PFS though; and since it's from an AP GMs might be more reluctant to allow it, especially from a Mythic AP.

Breaking enhancement from Dungeoneer's Handbook.

STR Ranger had a pretty good intimidating-focused build.

That's most definitely a good call on your part. The other way only invites madness.

<reads over the Arcanist playtest class>
<bangs head on table>
<throws away notes on Varian having sorcerer/wizard class levels>
<starts working on simpler arcanist/swashbuckler(/eldritch knight) build>

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