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Raisse's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. FullStar Pathfinder Society GM. 114 posts. No reviews. No lists. No wishlists. 9 Pathfinder Society characters.

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Osirion

1. The Two-Weapon Warrior Fighter archetype has this:

2. Vital strike can be used with either weapon in your main or off hand, but not both. Vital strike requires the use of the "attack action", which is a specific type of standard action. Doublestrike is a different standard action and they cannot be used together.

3. No, see 2.

Osirion

It's not actually a familiar, but a level of Diabolist could give you an Imp Companion, that you could have in addition to an Imp Improved Familiar.

Osirion

I still ask what spells I'm receiving out of curiosity about how much more awesome I'll be as well as notifying my friendly caster about potential overlaps with my gear so he doesn't waste spells.

Osirion

I would probably ask for a bluff/sense motive check since I would assume the paladin would wish to know what the spell was and the wizard would have to lie about it. If sense motive beats bluff you'd be into opposed charisma check territory to convince the paladin that it really is a good idea.

Osirion

redward wrote:


Overrun (Greater) - Now targets knocked prone provoke AoO...but they can still just choose to avoid you. MEH. Standard action. Can be used in a charge. Size limited.

Improved Overrun prevents the enemy from avoiding it.

Osirion

Why would an INT penalty reduce the DC of spells, but not bombs?

Osirion

Bigdaddyjug wrote:
tonyz wrote:
Yes. Either cast long-term spells well before combat starts (one reason I love Themis that they don't count against action economy in battle), or else cast one spell right at the start of combat.
The problem with that is that any spell coming from a wand is going to have a duration of a minute, tops. A level 2 wand spell will last 2 minutes, of course.

Remember, a level 2 wand's minimum caster level is 3, so a wand of invisibility lasts 3 minutes, not 2.

Also, Mirror Image is an excellent wand.

Osirion

It doesn't say that it is a class skill so the blade receives only the skill ranks and the relevant ability modifier.

Osirion

1. It advances according to the chart and is not able to be enchanted through the use of money.

2. Yes, you can use your arcane pool to add further enhancements and abilities to it. For example, a +2 blackblade sword at level 5 could be enhanced to a +4, or a +3 keen, or a +2 flaming shocking sword.

Also remember that although it is good, there's nothing stopping you from buying other weapons, like a +1 spell storing weapon, or other back ups.

Osirion *

Do you still get access to the higher tier's chronicle gear and boons?

How would this effect boons that are dependent on tier?

Like:

Spoiler:
Fortress of the Nail

Osirion *

I like the risk/reward style for playing up. I've had some incredibly close calls while playing up that made it exciting

Also, as someone mentioned earlier, playing up generally requires more consumable use to make it through, which helps even out the gold anyways. If playing up didn't also increase the gold you'd get a reverse effect where playing up actually nets you higher risk and lower usable wealth.

Osirion *

nosig wrote:
RainyDayNinja wrote:
I'd like to see a scenario where the PCs are stripped of their spell components somehow, and have to figure out what spells they can still cast with the materials they can scrounge from the immediate area.

yep, that ones right up there with the scenarios where all the PC's weapons & armor & tool kits are taken away and we get to see what they can scrounge from the immediate area. We used to call those types of games "Peasents with sticks" (Clubs and quarterstaffs).

There's at least one scenario that leaves you with no magic for part of it. Playing a primary spellcaster in that scenario was... less than fun.

Osirion *

N N 959 wrote:
Matthew Morris wrote:
Rey actually carries a spell component pouch on him for a 'sunder me please!' moment.

Exactly, right? I'll have put that in my bag of GM tactics to save newbie spell casters.

Which makes me think I'll start carrying a fake bag of spell components. Wonder if I'd have to roll a bluff to make someone think I was using it?

No reason to need a bluff for that, just actually use it. Having the Eschew Materials feat doesn't require you to use it. You are still able to use normal physical spell components.

Osirion

Use Drow poison, use it on secondary weapons (in Spring-loaded Wrist sheathes, or just in regular sheathes) and use them on creatures and people with low Fort saves.

Pretty interesting when the big bad spell caster falls asleep in the first round of combat.

Stay away from poisons that do ability damage (unless you find them from the campaign). While it can be nice and seem good, as other people said it generally does little in the duration of normal fights, and costs too much otherwise.

Osirion

The Form line of wordspells can do this already. You boost the spell and add 1 spell level to make it selected (1 Target). You can boost the selected target word to make it multiple targets at an even higher spell level.

Osirion

Dazz wrote:

A friend of mine once used Knowledge: architecture & engineering to figure out how to use Stone Shape to make a long, thin slice through a stone tower at the correct angle that would cause it to collapse.

The check wouldn't have been allowed, but the player had the architectural knowledge himself to do it, and it's apparently not that difficult (assuming you have magic that lets you make inch-wide, twenty foot long gashes through stone).

With that one spell and one knowledge check, he literally broke a module. The entire adventure was supposed to take place in that tower.

This isn't a skill but it's another outside the box solution.

Happens in Skull and Shackles, not much of a spoiler but does describe our solution to a problem:

Spoiler:
We knew we were heading to recover information from a shipwreck, so we bought a scroll of Salvage (a 9th level cleric spell) in advance. When we got there we found the ship in 2 pieces, part of it down a trench but within range. Rather than diving down and fighting anything lurking within, we just cast salvage (making the DC 18 caster level check) and brought the ship to us. And then we sailed it back to port and got our money back for that scroll.

Osirion

Hm.... Could you cleave a target with Mirror Image, and if you hit (the creature, or an image) make an attack at the remaining images/creature?

Osirion

Thank you Sniggevert. That was pretty much what I expected. Just wanted to make sure since I couldn't find anything definitive.

Osirion

I don't know the answer to the first part, but in general outsiders have no souls. If you look at the outsider subtype description in the bestiary it states that unlike natives to the material plane, outsider's "soul" is part of his body. While death on other planes sends them to their home plane, while death on their home plane results in permanent death. The lack of a separate soul means raise dead can't work because the soul is dead too.

Osirion

Ah, I thought that perhaps there were more general rules that were not PFS specific for divine casters that change deities. I often see people posting in the PFS forum only to have their posts redirected here.

Osirion

Does no one know the answer to this or is the answer so simple that it is obvious? Or perhaps more likely, this thread fell to the second page without being seen...

Regardless, if there's no responses this time I guess I'll just let it drop.

Osirion

Obligatory disclaimer: This is for a PFS character, but it seems like a general rules question so I am asking here. If anyone knows of differences for PFS that help would he appreciated. The character is currently level 3 so a first level retraining is no longer an option.

I have an Inquisitor of Shelyn who grew up in a temple of Shelyn as a simple scribe. He never had much artistic or musical talent but was happy to transcribe the works of various other poets. Recently, he began adventuring with the Society though and found the life of exploration much more to his liking. He met several followers of Desna and found her tenets to actually fit him much better. He's actually good at exploration and finding new things; certainly better than sitting in a musty old room copying other artist's work.

The question is, is it possible for him to part ways with Shelyn and become a follower of Desna? If so, what are the consequences?

1. I assume this would require an atonement spell. Most likely a full 3000+ gold or 8pp version to restore spells, though since he didn't purposefully violate a tenet of Shelyn and the two gods are amicable towards each other there could be an argument for the cheaper variety. I'm fine with either of course, just want to get it right.

2. He would lose his fervor inquisition and would have to select an inquisition or domain from Desna's list.

3. He would lose proficiency with the glaive and gain proficiency with a starknife.

4. He would be subject to Desna's alignment restrictions, though I believe he already satisfies this one.

I think that would be it. As a personal matter he would probably bring gifts of various art pieces that he finds during his travels to the temple of Shelyn where he grew up, but in general would pursue his own goals.

TLDR: Is it legal (including PFS) to change deities as an inquisitor and what does it take to do it?

Osirion *

Isn't the bard archetype Dawnflower Dervish from the Inner Sea World Guide? I may just be mixing up the dervish nonsense by memory though.

Osirion *

One thing to note: you can't play more than one tier above your level. So in a 1-7 with subtiers 1-2, 3-4, 6-7, a level 1 could play in 1-2 or 3-4 but not the 6-7. A level 3 could play in any subtier and a level 7 could only play in the upper 2 subtiers.

Osirion

In general bonuses of the same type do not stack (you get the better one if there are more than one that apply).

Regular (physical) armor does not stack with Mage Armor because both grant an "armor" bonus.

Regular (physical) shields do not stack with the Shield spell, nor do either of those stack with the shield arcana, all of them provide a "shield" bonus.

Amulet of Natural Armor provides an enhancement bonus to Natural Armor, and thus stacks with both an armor bonus and a shield bonus.

A notable exception to this is that dodge bonuses generally do stack.

Osirion

You don't get a big benefit for starting either way. If you want to start with magic and a weapon, go magus. If you want more defensive start with monk. Keep in mind what feats you want to take because your monk bonus feats may satisfy prerequisites that would allow you to take a particular feat for your level 1 feat (like requiring improved unarmed strike).

Osirion

Gunslingers use wisdom for their daily point resource (grit). It lets you do your special moves.

Osirion

After being bull rushed off a cliff does the subsequent falling provoke? The falling movement is due to not having ground beneath the pushee, not forced movement from the bull rush.

Osirion

Ah... hmm. Looks like I forgot my brain today.

Thanks for fixing my stupid.

Osirion

If I use Summon Monster II to summon an ice elemental does it gain the cold descriptor and become a valid spell for Rime Spell?

If so, does the ice elemental inflict 2 rounds of entangle each time it hits a target and does cold damage?

Osirion

AlyxTheKitty wrote:
Actually if you use mending you can get rid of the scroll's damage. Two scrolls with a 9th level spell on them should get you through most fights then just mend them using the cantrip. and if you shield bash with them they do still lose the 1 hp.

Actually, the ability says explicitly that the damage can't be repaired.

Osirion

I have plans for a very similar build myself. Was originally going to be a negative energy channeler so I could do my channel force thing more often, but I decided to make that a secondary thing instead.

I'm taking the feather and growth domains so I get an animal companion (tiger) and enlarge person and fly as domain spells. At level 10 I'll be dipping 1 level of mammoth rider and casting enlarge person on my tiger because a size gargantuan tiger companion sounds hilarious. I'll also be picking up the celestial companion aasimar feat to give my giant super tiger DR, resistances and smite evil. And then you know, cleric spells and stuff.

Osirion *

Since you already have UMD, a few scrolls of Mirror Image or Blur (UMD DC23) might not be a bad idea. Use the scroll before you kick in the door and you're good for 3 minutes.

Buying a Scroll of Breath of Life and a Scroll of Break Enchantment might not be a bad idea either, so your friendly neighborhood divine spellcaster can save your neck if things get nasty. If your cleric gets messed up you could even try to save the day with a DC29 UMD check to cast one of those scrolls yourself...

Osirion

Greater Trip requires +6 BAB. You can't take it at level 1.

Osirion

I would probably rule it as a move-equivalent action (about as difficult to strike the match as it is to draw a weapon, or pull a scroll from a scroll case).

Therefore, they could load their special bundle into a Spring-Loaded Wrist Sheathe and spend a Swift action to retrieve it, a Move action to light it (with a free action to drop it) and still have their Standard action available for use.

Edit: Oh, hm. I just reread your post and noticed he has it set up on his belt with sand paper on the belt. I suppose that would be fine as you described it then. I'd also rule it that it is a full-round action if he ever wants to draw one of those contraptions without immediately lighting it.

Osirion

The group I'm GMing for ran into other problems there.

Actual RotRL spoilers:
My group ran into a nasty set of brambles, failed their saves and got a hefty amount of ability damage going in. Then, they alerted the druid in the brambles who proceeded to step in and out of the walls while shanking them with his flaming sword. He easily alerted the other goblins to their presence and nearly killed 2 members.

After this, the party decided to make a hasty retreat back to town to rest up, stock up on consumable supplies (at my suggestion, they're fairly new players) and come back more prepared. I maneuvered some of the goblins around into more cohesive units so there were fewer, but more substantial fights when they returned. Fortunately, with the addition of a Wand of Mage Armor, a Wand of Shield, and a few scrolls of Mirror Image, they made short work of most of the rest of Thistletop.

They lucked out and cleared the 2nd floor of all enemies before entering the chapel because when they entered there the Yeth hounds feared everyone except for the party ninja/sorcerer... who managed to stand her ground and survive until her allies returned thanks to one of those scrolls of Mirror Image and Shield.

We called it a night after clearing out the second floor completely, and they'll be heading downstairs for the showdown with Nualia next time we meet.

Osirion

An extra note, if you plan on using nets, be sure to carry a size Large net with you and a potion of Enlarge Person. You'll take the penalty to attack with an incorrectly sized weapon, and you'll have to use 2 hands with it, but with those two combined you can net a creature up to size Gargantuan up to 20 ft. away.

That said, good luck succeeding with the strength check to actually hold on to the rope against a creature that big.

Osirion

Might want to consider going half-orc with this racial trait:

Beastmaster:

Some half-orcs have a spiritual kinship with fantastical beasts,capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.

And start with 1 level of fighter. It will give you proficiency with whips and nets, darkvision, an extra feat at level 1 and slightly more hit points.

The down side is it would delay lingering performance until level 3.

Osirion

I believe the save still applies. As I understand it, this feat allows you to hex as a swift action instead of a standard when you hit with an unarmed strike.

Osirion

PRD wrote:
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Unfortunately, the bolded part makes it questionable whether you can Spell Combat with a thrown weapon. If it's considered a melee weapon (like a dagger) it's arguable, but things like chakrams are considered "Ranged Weapons" so it would need GM approval.

Personally, I wouldn't find a problem with it, but that's just me.

Osirion

You can cast from a scroll at any level (with difficulty), but in order to cast using your own spell slots yes, you need to be 8th level.

Osirion

If it's allowed, the Foehammer fighter archetype is pretty cool. Bull rushes and hammers, what's not to like?

Osirion

PRD wrote:

Versatile Channeler

You can choose to channel positive and negative energy.
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Benefit: You may make a choice whenever you use your channel energy class feature.
If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.
Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.

This is the feat you're referring to. Note the bolded text. Also, because you choose to heal or to harm when you use your channel ability, you can safely channel positive energy without harming your Dhampir party member, he just won't benefit from the healing.

Osirion

Pitborn tiefling gives STR/CHA.

My Skull and Shackles DD is:

Urban Barbarian/Invulnerable Rager 2
Ninja 2
Crossblooded Draconic/Abyssal Sorcerer 1
Dragon Disciple X (currently 2)

He's a complete beast in melee and can intimidate well, but outside of that he lacks much usefulness due to low intelligence. I use the "maw" portion of Maw or Claw to gain a bite attack and my sorcerer bloodline ability to gain claws. I also use my kind points to boost my speed when necessary or to get an extra attack and I use lesser fiend totem to get a gore attack while raging.

Osirion

Avatar-1 wrote:

I can't remember the details of the spell precisely, but Ear Piercing Scream in Ultimate Magic is nearly identical - 1d6 sonic damage/lvl (max 5d6) and dazed for 1 round; fort save to avoid the daze and do half damage.

It's not ranged touch, but it's a 30ft radius or something like that.

Ear piercing scream is 1d6 / 2 levels. You won't get a 10d6 intensified ear piercing scream until level 20.

Osirion Star Voter

Thunderbuckets wrote:

Since it's becoming fashionable to do so, here's my top 32. (Well, 31, since I'm excluding mine, for bias.) Order is alphabetical only.

...
18. Mantle of the Defending Hive
...

My item's shown up in this thread a couple times now, so thanks to everyone who mentioned it!

Someone liked my item :D

I'm happy now. Thanks

Osirion

The way I tend to build most of my characters leads me to level dip at least one level usually.

For example:

Barbarian 2/Ninja 2/Sorcerer 1/Dragon Disciple X. I get 4 natural attacks per round (5 if I spend a ki point) and I have a fairly impressive strength to go with it. This character is a melee beast that can use wands for range when needed.

Heretic Inquisitor 1/Empyreal Sorcerer X. This guy was built on the premise of lying through any situation and the one level dip gives him a huge boost to bluff. The rest of the time he buffs, debuffs and summons monsters.

Gunslinger 1/Myrmidarch Magus X: Magus with a gun. Yup.

Unarmed Fighter 1/MoMS Monk 2/Kensai Magus 2/Sword lord X: This one is fun, the first 3 levels get me all of the crane style feats, snake style, and wisdom to AC, next 2 levels grant aldori dueling sword proficiency, weapon focus, spell combat, spell strike, and 2 INT to AC if unarmored, and the ability to use a wand of shield. Obviously, this is my boost defenses like crazy build...

Oracle X/Witch 1: This one is my necromancer. High CHA allows him to focus on inflicting nasty curses, then using his witch familiar to touch corpses when he casts animate dead. If I lose the familiar I'm out 500 gold, but that's pretty much it, the witch level is primarily for access to Blood Money. I also picked up evil eye and cackle.

That's probably good enough. My point is that there are times when the benefits for 1 or more levels outweigh the benefits if you're trying to build around a theme or to a specific goal.

Osirion

My barbarian/ninja/sorcerer/dragon disciple is rather partial to Cornugon Smash Coupled with Shatter Defenses. It is a fairly long feat chain though...

Osirion

Was it:

Guide to Pathfinder Society Organized Play wrote:
Weapon Style: You gain proficiency with one weapon that has the monk special weapon quality (see page 145 of the Core Rulebook).

If so, that's a trait (that is equivalent to a feat, just more restricted). I'd probably just let him have a reflavored version of it, provided you were playing with traits.

Osirion

Right now he's set up to be human (normal) Gunslinger 1, followed by a minimum of 4 levels of Myrmidarch. If I decide to go EK, he'll go to level 8 or 9 Magus as stated before.

Ability Scores (20 point buy):
Str 10
Dex 18
Con 12
Int 15
Wis 14
Cha 7

Feats: Gunsmithing, Rapid Reload Pistol, Point-Blank Shot

Future feats will follow the standard ranged attacking nonsense.

At level 4 I'll use my arcana to gain a familiar, and turn him into an Imp at level 9, whose job it will be to use a wand of Abundant Ammunition, and other helpful wands.

I haven't gotten too in depth with the build yet, just sketched out the overall goal/start point.

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