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Anthropomorphized Rabbit

QuidEst's page

Pathfinder Companion, Roleplaying Game Subscriber. 3,727 posts (3,911 including aliases). 14 reviews. No lists. No wishlists. 9 aliases.


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Player Killer wrote:
QuidEst wrote:


The dead levels have been filled in.
Hi QuidEst - have the dead levels been filled? If so that's great to hear. Do you know what abilities, feats, etc. were added to fill them? Going over the posts that have been made so far, it looks to me like levels 7, 12, 13, and 17 are empty. I may have missed something so.

Nah, not the "scaling only" levels, the ones that were fully dead now, 6 and 18.


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I'm pretty happy.

Shifter can afford to hop in and out of animal form at fourth, and to switch forms as needed at fifth.

Shifter is better than Druid at turning into a wolf, supporting a bite-only build with iteratives. Most of my friends are interested in turning into a specific thing, and Shifter does that pretty well.

The dead levels have been filled in. I'm not going to worry too much about how that's done, since the Wild Shape change was a boost, and any filling-in that happens is a benefit on top of that.

If I want to give Shifter a further boost, I'll hand out an extra form at first level. That way, one form can be chosen for its minor aspect, and one can be chosen for its major at fourth.

I'm probably not going to play it much at high levels, but that's the case for most martial classes.


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graystone wrote:
QuidEst wrote:
Dragonborn 3 wrote:
Why not just let the shifter pick their natural attack at level one instead of just claws?
It gets way too easy to get four or five natural attacks at first level then, selecting hooves.

Oh no, secondary attacks! ;)

With claws, raptor and boar skinwalkers can start off with 5 attacks, and raptor can have 6 at 3rd... If the idea was to limit number of attacks it fails: it DOES limit hand use and character customization. I personally think a nice set of horns fits the nature theme quite well as does some satyr-like hooves. If for no other reason, the aesthetics of it works well.

Dragonborn 3: I find it a shame that an agathiel vigilante has the option of [2 claws, a bite, a gore, or 2 slams] while the shifter is stuck with just claws. On top of that they have no limit/day on shape changing uses, equipment doesn't get lost/melded and they pick the abilities they get from up to the beast shape IV spell. But at least shifter has 2 forms that can pounce at 4th...

Yeah, yeah, I know that those options exist, but they did already. A specific option on a non-ARG race that’s already an issue isn’t as big of a concern as having a class providing the rare component and enabling the combo with a bunch of more common races.


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Mysterious Stranger wrote:
Claxon wrote:

You're allowed to suggest a course of action.

My opinion is that you can't add additional information besides instructions. So you can't say, "I suggest you do X, or else I'm going to kill your family". You also can't say, "I suggest you kill the king, because it's really an imposter".

But, if serious accusations were already leveled at the king for being an imposter you could suggest to kill the king, as it might be a reasonable course of action. Of course so would merely tying them up to investigate.

Unfortunately this spell is largely gong to depend on your GM's interpretation. And they way they run it could be largely overpowered or completely neuter the usefulness of the spell.

The description of the spell states that the suggestion is limited to a sentence or two. Since a sentence is designed to express a complete thought it seems you can actually add additional information.

The person who looks like the king is an assassin who is going to kill the actual king. You need to kill the assassin before he kills the king.

That seems like a reasonable suggestion and fits into two sentences.

I seem to remember suggesting the pool of acid was water and a dip in the water would be refreshing being used as an example of a suggestion. It may have been from a previous edition.

That was a previous edition. The Pathfinder version doesn’t have text to let you alter their perception or understanding of the situation. “Take a dip in that pool of water” would only work if they already thought it was water. The spell also won’t convince them that the king is a king-disguised assassin.

If you’re going to use threats, it really should be clearly lopsided. “Your money or your life” with proof of the ability to follow through can be followed up with Suggestion. “Kill the king or we kill your family” doesn’t actually make killing the king a reasonable course of action, though. It’ll get the person killed, possibly kill his family, certainly cause them tons of trouble.

Suggestion is very useful, but it’s subtle. If you want somebody to kill the king, use Dominate Person. Suggestion could force someone to focus on a particular and threatening person in combat- allowing the Paladin to actually tank. It’s good for keeping people occupied with something reasonable so that they never find out why it wasn’t reasonable. It can force people to act sensibly and responsibly on good judgement. Fleeing combat is generally reasonable (as long as there’s nobody with too obvious of a ranged focus).

My rule of thumb is that Suggestion is good for making somebody pick an option they were considering or would seriously consider, and and it’s good for making people commit to things they want to do.


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Deadmanwalking wrote:
QuidEst wrote:
baggageboy wrote:
One thing I would like to point out is that what race your character is can have a large effect on what operative specialization is the easiest to trick attack with. Many races have bonuses to stealth for instance and so ghost is better for those just because they have a bonus to it already. Lashuntas can pick skills, so they really have it easy.
All specializations can use stealth to trick attack, so the option of taking advantage of that racial stealth bonus is always there. Ghost’s additional +1 is nice, but not so much that stealth focused Operatives need to choose it.

While technically true, this requires some investment to work at level 7+. Due to free Skill Focus, all Operatives can take 10 on Trick Attacks with their Specialty Skill, the same is not true of Stealth for anyone other than Ghosts unless they invest a Feat, and taking 10 tends to take your odds of success in many cases from 60% to 100% (or thereabouts), which is such a huge bonus you rarely want to be without it.

And I actually think more races have Survival bonuses than any other available Trick Attack skill (though I guess Stealth is tied if you count situational bonuses).

Ah, that's true! I forgot about the free skill focus.


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Dragonborn3 wrote:
Why not just let the shifter pick their natural attack at level one instead of just claws?

It gets way too easy to get four or five natural attacks at first level then, selecting hooves.


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Shifter being able to spend Wild Shape uses more cheaply is a beneficial side-effect. The rules call that out specifically.


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Shinigami02 wrote:
Millenniamaster wrote:
Going by Shinigami02's logic, a toothpick has a 5% chance of piercing +5 adamantine full plate
I will say to this, that while technically true, unless you've got strength backing it you won't actually "pierce". This is only true of Adamantine though, because Adamantine Heavy Armor gives DR 3/- and I highly doubt a toothpick alone is going to do more than 1 damage by itself.

- Toothpicks aren’t weapons (even improvised). Applying weapon rules to non-weapons is going to get you sillier-than-normal results. (Aetherkineticists can use them as ammunition, but that’s wrapping them in aether and magic railgunning them.)

- Hitting isn’t necessarily piercing armor, it can be finding a gap.


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baggageboy wrote:
One thing I would like to point out is that what race your character is can have a large effect on what operative specialization is the easiest to trick attack with. Many races have bonuses to stealth for instance and so ghost is better for those just because they have a bonus to it already. Lashuntas can pick skills, so they really have it easy.

All specializations can use stealth to trick attack, so the option of taking advantage of that racial stealth bonus is always there. Ghost’s additional +1 is nice, but not so much that stealth focused Operatives need to choose it.


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Cool! I’m definitely getting the PDF as soon as it’s available. Every section sounds like it has something useful for me.


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If somebody has the time, book, and inclination, I’d love to hear about the archetypes!


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I’ve found Occultist to be remarkably useful as a merchant class- they automatically identify items, as well as getting a bit of history (useful for telling if something is looted off a fresh body). I’m hoping they get some love, but Silksworn is sufficient if not.


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Wei Ji the Learner wrote:


Should I be disturbed that it's easier to build a Corgi-shifter using the rules as currently written than an ooze-entity?

Disturbed that an imitation of a core class feature is easier to build around than a niche archetype? Not really.


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pjrogers wrote:
Chess Pwn wrote:

Generally have access to spirits is similar to how wizards should generally have access to their spellbook and how clerics generally have access to their God.

Things that CAN be TEMPORARILY removed by a certain plot thing. Like being bound in jail with no gear, but that on a normal basis are available.

My last comment will be a rhetorical question - if mediums can access any of their spirits at any time in any place, then what is the point of the Relic Channeler archetype?

I’ll answer anyway. It’s for people who would like to trade flexibility for larger benefits. By cementing various selections, you get twice as many. Also, “if the class doesn’t have this flaw, then this archetype would be flawed” isn’t a very strong argument. Bad or niche archetypes aren’t rare.


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Firewarrior44 wrote:
I like the Part where "Protection from Alignment" wards against the Phantom in it's entirety as it's a summoned creature and lacks the ignores Protection from Evil clause of the Eidolon.

Huh, missed that. Neutral phantoms get a nice perk there, then.


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In my games, Spiritualist hasn’t been a huge force in combat (solid due to unkillable body plus action economy), but outside it? Turns out “walk through walls/doors” is an amazing at-will utility ability at low levels.


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Archmage Variel wrote:
QuidEst wrote:
I think Paizo’s goal is making Shifter a good class (for some definition of good- I personally think they’re there), and making Oozemorph functional without too much guesswork. Archetypes don’t need to be good; there will be more. Oozemorph has a lot of attention because of what it does and how cool the theme is, but Paizo doesn’t normally do a lot of rebalancing on archetypes.
The issue is that, as the oozemorph is currently, it's barely usable. First of all, there's some question as to whether the archetype can actually make use of magic items. The damage output is heavily penalized, and it's usability at early levels is severely hampered by the fact that you can only talk, eat, or hold things for 1 hour per day at first level. I do think the shifter itself doesn't require any changes, but some of the archetypes have a few things that really need to be looked at.

Yeah. I’m saying that a barely useable archetype probably doesn’t need to be looked at. A class is the basis for future archetypes, but a dud archetype doesn’t have a lot of impact. Certainly, I’d love to see Oozemorph get some revisions to make it better, but I don’t think it’s reasonable to say they need to make those changes.


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I think Paizo’s goal is making Shifter a good class (for some definition of good- I personally think they’re there), and making Oozemorph functional without too much guesswork. Archetypes don’t need to be good; there will be more. Oozemorph has a lot of attention because of what it does and how cool the theme is, but Paizo doesn’t normally do a lot of rebalancing on archetypes.


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It's a second extra attack during your full attack, in addition to the single extra attack you get for fighting with two weapons. You can call it an iterative attack if you want, but the rules don't really use that term much, so it doesn't hold a whole lot of rules meaning.

Fighting with one weapon:
Main hand at +6, +1

Fighting with two weapons:
Main hand at +6, +1 and off-hand at +6 (before penalties)

Fighting with Improved TWF:
Main hand at +6, +1 and off-hand at +6, +1 (before penalties)


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Nice! I was content with the planar content book, and now I’m getting a book of player planar content too!


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TheLeviathanQuandry wrote:
Matthew Downie wrote:

You probably shouldn't try to kill your players at all.

I shouldn't you are right but I feel the world wouldn't just let them do what ever they want enemies should be smart (some at least) and be more of a challenge. I am still new so it seems right I misplayed the Hydra

“Players” refers to the real-life human beings playing the game. Trying to kill them would be attempted murder.


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Never try to kill your players. That is illegal.

As far as their characters go... I recommend not rolling on a table if you’re concerned about stuff like this. If you need to nerf something to make it reasonable, try to describe it as such- a hydra making only one attack per round is probably one with a lot of heads burned off, or fighting amongst itselves for some reason.

The goal is an enjoyable experience. Some risk generally contributes to that, while too much takes away from it. If people are having fun, you’re doing okay.


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Thanks for hunting the quote down for better clarity!


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Kalderaan wrote:
Dr. Tomatoa wrote:
pithica42 wrote:
At a legal +19, it should be going off (on average) 75% of the time. I'd also agree that that's probably OP, but I honestly don't know. I'm sure someone has run the numbers and it's probably OP before 10th level and dead necessary after 10th. With the expected nerf to Ghost, and it only being +15, it should be going off only 55% of the time, that seems reasonable at 5th based on the other numbers I'm seeing, but it'll probably end up too low in late game when everything's running around with 300hp.
I agree that it should be a 15. The Ghost bonus has been stated to be incorrect and the insight bonus doesn't stack.

Several of you have mentioned that the Ghost bonus is incorrect or a mistake. Currently, according to the Core Rulebook, it is a +4 bonus to Stealth for trick attack.

There has been speculation that it is not correct since the other DEX-based skills didn't add +4. However, that is pure speculation only. You house-ruled it? Fine. But in Starfinder Society and as it is written, it is still +4.

Until official errata comes out, it is still +4.

It’s not pure speculation. A designer chimed in on the matter. It’s useful to mention in a discussion of “this seems unbalanced” that “yes, because there was probably a mistake, and it will likely be fixed”.


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serithal wrote:
yeah i'm trying to use this description for a story i'm writing with a human courser being chased by a monk, both are level 8 for purposes of powers

I’d go with bits of a broken immovable rod, then.


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Lord Lupus the Grey wrote:

Actually intrested, is it legal for Pathfibder Society? And if yes, what happens with their characters? :)

And for OP - I agree, but it was legal nearly 5 years, I think, and nobody cared about errata or something. First time I see nee book with old prestige class, that overlaps and nerfs the other in previous book :)

Eh, there were threads about it. It was a casting PrC that didn’t require casting, and tempting to dip just enough to get unlimited negative level touch attacks on a martial class. Really not a great design for a caster PrC. There were also a couple dead levels in the PrC.

At Paizo, errata happens when material is reprinted. For hardcovers, that’s when a book gets a second or third print run. For campaign setting material, though, there was little chance of that. However, the books were popular enough to get collected into one big hardcover. As part of that, the material got reviewed, and PrCs for devils and daemons were updated to match the basic style of the demon PrC (which was the last one released).


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Lord Lupus the Grey wrote:

Oh well, but now it is almost completely useless.

And my question is: is an old version legal? Because I cannot understand, a new book is not errata or something like this, there are an old book and a new book now, and prestige class with the same name :)

The answer is no and yes. Paizo doesn’t enforce anything. You can use the old version if the group is cool with it. Are most GMs going to allow the old version of an updated prestige class? Not unless you ask for permission. (Conductive weapons probably won’t help your case.) The reprinted version is the official one, though.


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Yeah, the existing stuff got nerfed down to a more reasonable level, but now you also get options like implanting part of your soul in somebody for permanent at-will spying plus 1/day brief control over them, ignoring mind-affecting immunity.


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It now comes with fast-track obedience boons, giving you stuff tied to your patron. You still inflict negative levels, now limited but at range. And Great Fortitude is useful on most arcane casters, so I’m not seeing a huge issue there.


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The character flaps their wings, if they’re using it with the original Tengu.

The character simply jumped higher and in a slightly different direction to begin with.

Don’t treat it as Ex for anything but rules.

Befriended an air elemental at one point, and got this ability as a gift.

Their boots have a few slivers of an immovable rod embedded, just enough to push off of under the right circumstances.

The Shadow Plane is largely coterminous with the Material Plane, but doesn’t line up exactly. This is just another take on various shadow jumping abilities- finding something to briefly push off of.


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Natan Linggod 327 wrote:

Not even 3rd party stuff? Drat.

Maybe I can alter an existing magic system. Words of Power perhaps?

It seems like this is probably going to be unbalanced or not meaningful. The game is balance around free, limited spells per day. If you slap a cost on, the cost either breaks the balance (unless applied to all casting), the compensating benefit breaks balance, or it isn’t a “real” cost.

Refluff options: material, somatic, and verbal components are the cost. By providing materials meaningful or useful to spirits, tracing inscriptions granting them better access to this realm, and reciting short verses honoring them or things they care about, one provides offerings to invoke various spirits. These invocations also reference various payments made beforehand. For instance, d6 casters have given up much of their vitality in various deals, and divine casters are being repaid for lives spent in service of their patrons. Eschew Materials represents some lump sum payment or an account spirits draw from- possibly even one built up by an ancestor and inherited. Mediums already bargain with spirits, and Kineticist works pretty well for paying with vitality.


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I have a few evil characters.

Lauren got preached at a lot about the afterlives awaiting the wicked. She was aware of her own evil impulses, and planned on living a quiet life as a clerk. She got press-ganged by pirates, though. At that point, she figured the only thing to do was go all-in. If you can’t avoid being hunted for centuries on the blasted plains of Abaddon, you might as well make sure you’re going in with as powerful of a soul as possible. The party consists of people useful enough for her to make herself useful in return.

Kyoni is committed to hedonistic indulgence with only token regard for others. Having escaped death before (rakshasa reincarnation or possessing an innocent, depending on the version), she is confident in her own strength. The party consists of enjoyable people, who may not be aware of what she’s willing to do when she doesn’t have more moral people to make a good impression on.

Loro’s adopted people (he’s a turned werewolf) have been hunted down and killed. Somebody needs to be the one to make the dark deals for power to save them all, and he won’t shy away from that. The party consists of people desperate enough to rely on him, and he won’t let them down.


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DarkPhoenixx wrote:
Noir le Lotus wrote:

If I remember correctly, an 11th level antipaladin can have a Succubus as a fiendish servant permanently.

And let's not talk about a 20th level wizard focused on conjuration, as he can make one of his summon spells have a permanent duration.

QuidEst wrote:
Is the class open-ended? Antipaladin gets a permanent summons, and if you need something less foolproof, the Insinuator Antipaladin gets a daily summons with their own agenda, and if NE, can alternate with an erinyes.
Thanks guys, for some reason i thought antipaladin is stuck with dire rat animal companion... That works great! Its even advanced succubus.

Happy to help!


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Oh wow, thanks! Means a lot that Paizo is willing to tweak things.


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TTDScoop wrote:
QuidEst wrote:
Oh, huh. I misread Elemental Fist. I thought the feat made you pick one element upon feat selection. I’m guessing the author misread it as well.
gotta love archetype features that do nothing. Le sigh...

It’s still getting you the feat either eight or ten levels early, depending on which Monk type you’re using.


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Oh, huh. I misread Elemental Fist. I thought the feat made you pick one element upon feat selection. I’m guessing the author misread it as well.


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Seducer’s Bane isn’t fey-specific, but it’s one of the best items for this sort of thing.


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Xenocrat wrote:
Only got a brief chance to scan the Occult stuff, but first impression was that the Occultist archetype is useless, the Spiritualist archetype is neutral and ok for flavor, and the Psychic discipline combines strong discipline powers with a pretty unfortunate bonus spell list.

The Occultist archetype is flexible. You can move your points at no cost, which lets you stock up in a useful resonant power (like Transmutation) and shift points over to spend on weird utility powers (like Divination). If you run out of Evocation blasts, you can stock up between fights. It’s a pretty minamalist archetype, but it’s useful for people who don’t like trying to predict their daily needs in advance.

Spiritualist archetype can get some amazing perception or social skill bonuses. I don’t know of any other constant level-to-skill bonuses?

Psychic assessment seems about right. I really like putting reach on curse spells, so I’d consider it when not playing Rebirth.

———

On another note, I think I’ll be replacing the base Divination school power with the subschool in here. It’s strong, but not auto-pick for high level rocket tag.


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TTDScoop wrote:
Can anyone tell me what advantage the Elemental Strike class feature gives? I see no point to choosing after. Perhaps i'm missing a clever use or just reading it wrong. If anything, won't it hurt when trying to use some of those style feats?

You do extra damage a limited number of times per day, like a limited flaming weapon, only you get to change the elemental damage type. That lets you get around resistances and match whatever style you’re using to get bonus damage.


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Is the class open-ended? Antipaladin gets a permanent summons, and if you need something less foolproof, the Insinuator Antipaladin gets a daily summons with their own agenda, and if NE, can alternate with an erinyes.


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Oh whoops, verbal is the one that’s easier to get around. I mixed it up. Yeah, Summoner doesn’t really work.


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Amnesia is broken, and by the rules, not the balancing point for custom curses. “You may also invent your own curse, but it should be no more powerful than those described above.” (Referring to the options listed in the spell itself.) If your GM uses the old pre-Horror Adventures madness rules and allows that, nothing will beat amnesia.


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The only thing I have to add is Unchained Summoner with an ancestor eidolon (Archives of Nethys, not d20pfsrd), Sorcerer for the eidolon type so it gets limited casting of its own. One of you takes Realistic Likeness for matching human forms, and now you have an respawning body-double. At level 16, it gets Fox Shape as a feat. There’s an archetype to grant more twin abilities.

There’s one way to get around verbal components, but it’s rough. Oracle VMC or dip for the deaf curse. If you’re going for the twin eidolon archetype, you can get teamwork telepathy feats as bonus feats to supplement lip-reading.


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Hello and welcome to the boards!

As for limited appearances on eidolons, I generally use aberration and elemental for catch-alls (no fur) and agathion/psychopomp/daemon as catch-alls for anything with fur.


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UlagSonofNone wrote:
QuidEst wrote:

Operative. You have a Dex bonus and a Str penalty, so you grab the class best suited to using light weapons. Six points towards Dex, and then the rest to whatever you want. It’s a good thematic fit, and you’ll even be able to find good art for the character.

That said, the stat array is perfect for any class. You have a bonus in the only two stats that every class needs, and a penalty in the only stat that every class can dump. Pick any class you want, and max out the primary ability score, then put the rest in Dex or Con (or shoring up Wis on Mechanic).

Thank you, upon looking at the options an operative is my best option and will allow me to make a great build.

You're welcome, and enjoy! (Just a note that the Ghost specialization currently gets a +4 to trick attacks that it isn't supposed to have, so it's a bit broken at the moment.)


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Operative. You have a Dex bonus and a Str penalty, so you grab the class best suited to using light weapons. Six points towards Dex, and then the rest to whatever you want. It’s a good thematic fit, and you’ll even be able to find good art for the character.

That said, the stat array is perfect for any class. You have a bonus in the only two stats that every class needs, and a penalty in the only stat that every class can dump. Pick any class you want, and max out the primary ability score, then put the rest in Dex or Con (or shoring up Wis on Mechanic).


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Atalius wrote:
Mysterious Stranger wrote:

I think having to roll all rolls and take the worse result is significantly stronger than any of the curses listed. Your chance to automatically miss doubled. Your chance to threaten a critical hit went from 5%, to .25%. Many of your attacks will do significantly less damage. Things like rogues sneak attack or a wizard’s fireball are also affected. Even rolls that don’t require an action like saving throws are affected.

The big thing about this curse is that it affects almost anything the character does. The curse that gives you a 50% chance to act will not affect saving throws or other things that do not require an action. The penalty to an ability score only affects things that are based on that score. The penalty on the other rolls is only -4 and affects only 4 things. It also has a greater effect if your chance to succeed is low. A character that has a 90% chance of succeeding now has an 81% chance, but if you have a 40% chance you now have a 16% chance.

Indeed I figured this curse was powerful. But is it any more powerful than being able to curse the victim with Amnesia?

Amnesia isn’t something the regular list of options can do. If you mean the 50% chance of not acting, than yes, this is more powerful than that. (Any go-to combat curse you come up with probably will be if you’re regularly using it over the other options. That’s why I suggest custom curses not be for general combat use, but tailored to the situation and more flavorful.)


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I really like the archetype- it's a Magus that doesn't annoy me. (With apologies to most of the people here, who enjoy the class.)

Magus is pushed heavily towards 18-20 crit range weapon, trait-cheesed metamagic Schocking Grasp every round in a way that gets old fast- especially once you see it for the second or third time. Phantom Blade's spell list focuses more on debuff touch attacks, freeing up both their choice of weapon and their choice of spells. They can eventually shift their weapon, reinforcing that, and they even get something while "hiding" their weapon, which is good for opening up options in unusual circumstances.


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Zolanoteph wrote:
Dasrak wrote:

VMC is more comparable to feat chains than traditional multiclassing. For instance, VMC Sorcerer is extremely similar to the Eldritch Heritage feat chain. The difference is that VMC locks you into the entire chain whether you want it or not, while Eldritch Heritage forces you to meet prerequisites to qualify. As a result, I do not feel that VMC is a substitute for traditional multiclassing at all and fulfills a completely different role in the fine-tuned mechanics of character building.

Interesting perspective, I never saw it that way but now I agree.

EDIT

As an aside, I'm wondering why peiope aren't more into the barbarian VMC. Rage alone is worth six feats: (Weapon focus twice, toughness twice, weapon specialization, iron will) at relatively little cost to the user.

It doesn’t make my list because I play casters for the most part. Even on some of the more martial casters, though, it’s a good deal. I wouldn’t count Toughness, as you have to give the hitpoints back pretty soon on the VMC budget of rounds, and it’s another feat to avoid rage death. The AC penalty and the limited rounds chip away at the feat-equivalency a bit, but overall it's still a good use of feats.


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Zolanoteph wrote:
This is not only strong but opens up options that couldn't exist before, like a teleport/flank/full attack rogue.

It's based on Dimension Door, and prevents you from taking any actions for the remainder of the round as a balancing point. You still don't qualify for the Dimensional Agility line, so you're stuck with that limitation.

- In general, has the "VMC" created any problem/s in your games? Which one/s?
So far, so good. Wizard and Witch haven't passed the level 7 bonus in any games, and are mostly handing out familiars without requiring a full feat chain. Oracle provides flavorful curses without allowing any broken Cha substitutions. Bard is the only once I've seen in high level, and it doesn't provide anything broken.

- Usually, are those options worth 5 feats?
Wizard, Witch, Bard, Oracle, and Sorcerer are generally worth considering (although Sorcerer competes with the more flexible Eldritch Heritage line). Great way to add flavor and interesting mechanics to characters.

- What do you feel about being able to only use "VMC" or "traditional" multiclassing for your character? And if it was a group decision?
Very important to maintain this, otherwise you get hacky prestige class retraining access stuff. Probably better to leave it as individual to avoid conflicts in play style.

- What do you feel about being able to use both, "VMC" and "traditional" multiclassing on the same character?
As above, this allows some rather hacky results. It's best to keep it limited to one.

- What are the most powerful options in your opinion? Why?
Wizard, air school for constant flight. Witch, Gift of Consumption hex(es). Also, take your familiar as something interesting and flavorful, not the generic scorpion or compsognathus.

- What are the worst options in your opinion? Why?
Paladin. Slapping that code on another class? Eugh.

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