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Tongue of Rebuke

Rapthorn2ndform's page

Pathfinder Adventure Path Subscriber. 306 posts. No reviews. No lists. No wishlists. 2 aliases.


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AsmodeusUltima wrote:
Alchemist archetypes that give up mutagen and/or bombs (or a pair of them that each give up one and can be used together). I still don't understand why Vivisectionist is not allowed in PFS, but I don't like that every alcehmist is pegged into being a mad bomber/Dr. Jekyll.

I'm pretty sure that vivisectionist is banned because it LOOKS unbalanced. I mean, sneak attack by it self is nothing but at 20th lv. you've got +8 str from mutagen, +4 str from bulls str infusion AND 10d6 sneak attack. That looks highly unbalanced (I say looks from a just quick look at the numbers, after doing the math it's probably not as bad as it looks.)

Most classes only have two ways to give them a small boost to attack and damage OR one bigger way. Barbarian gets rage, cleric gets spells and some domain powers, druid gets wild shape and bulls str, fighter gets weapon training and wep spec, ranger gets favored enemy and bulls str AND lead blades, Paladin gets smite and divine bond, ect.

The bard actually gets a lot as well but nobody complains about them for some reason. They are essentially a full BAB, 6 Lv caster, with 6+int skill points.


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LazarX wrote:
Rapthorn2ndform wrote:
Snow_Tiger wrote:

What about making him older?. Adult= normal stats, middle aged = -1 to all phys, +1 to all mental, old= additional -2, +2, etc... (I think this is covered in the additional rules section).

If he has a back that's worse than his his average guy in the age group, then adjust slightly.

He is old already. BUT...i KINDA want him to have a BADASS entry, that just falls apart.

"Stand down, old man."
"Who you calling old." *Flexes Bicep*
"Oh crap."
*throws out back*
"Oh crap."

I take it you're going for comedy then?

With this fight, yes. We've just had some pretty severe drama and just restarted w/ lv 1s not long ago. I' kinda wanna keep it light for a few sessions.


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Snow_Tiger wrote:

What about making him older?. Adult= normal stats, middle aged = -1 to all phys, +1 to all mental, old= additional -2, +2, etc... (I think this is covered in the additional rules section).

If he has a back that's worse than his his average guy in the age group, then adjust slightly.

He is old already. BUT...i KINDA want him to have a BADASS entry, that just falls apart.

"Stand down, old man."
"Who you calling old." *Flexes Bicep*
"Oh crap."
*throws out back*
"Oh crap."


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My players are going to be fighting a 7th level old monk soon and they are only about 3rd level.

I want the monk to throw out his back after the first round.
I was thinking -2 Str and Dex, Loses evasion and Staggered for 1 round.

Being a strapping young lad, I have never experienced this so I am looking for input.


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N. Jolly wrote:

So my player is running a Paladin, he's a pretty nice guy. Does a lot of good for the community, but I know he could be doing more. And this makes me angry since he's not living up to the perfect standards of what I believe for the class, so I've got a bit of an axe to grind.

So he's scouting for the party in the woods, and ahead of him is a pretty well hidden pit trap. He doesn't spot it, so he can't avoid it. The reflex save is DC 25, and he in total gets a 25.

So I came here to ask you people of the boards: Did this paladin fall...into a pit and take 2d6 falling damage?

*slow clap*


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Master of the Dark Triad wrote:

Doesn't it say that the people who control the kaiju are the weak and powerless? I thought I read that somewhere.

If so, you could make it a really epic low level encounter.

It says MOST people who control Kaiju are helpless. I would never call THIS GUY

http://img142.imageshack.us/img142/6147/greenrangersgotthis.jpg
helpless.


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fine_young_misanthrope wrote:

You might want to put a few guys in who protect the BBEG. If your players get an alpha strike off on the BBEG, this might be done before he gets a turn to control the thing.

Otherwise, AWESOME!

This will be a hard encounter, against a well organized team.

Absolutely. The controller is an advanced 8th lv Martial Artist. Supported by a vanilla monk,a Zen Archer, 2 Brawler Fighters and Sacred Mountain Monk.

http://images4.wikia.nocookie.net/__cb20110928140502/powerrangers/images/2/ 2a/All_Six_Zyuranger_Weapons.PNG


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Kaiju are AWESOME! I just wish there was a good way to have them fight.

They are WAY to massive to fight in the traditional way. The map would need to be several tables wide, you ARE in it's reach (50+ feet) and on top of all that, I don't thing that even my colossal red dragon figure could do them justice.

(Although players gaining control of a Kaiju to fend off another would be epic...maybe another time.)

SO HERE IS MY NEW PLAN!

You don't fight the Kaiju, you fight the guy CONTROLLING the Kaiju. In the mean time the Kaiju is destroying the city you're fighting in.

Mechanics
Each turn on the Kaiju's initiative roll a d8 and it does a predetermined attack, many (but not all) will have some effect on the battle such as collapsing buildings creating hindering terrain or needing a save vs part of it's breath weapon.

The controller can spend a full round action to add or subtract 1 from the Kaiju's next die roll (He can direct it but not really control it).

Because of the nature of HOW the enemy is controlling the Kaiju, there would be a way to disrupt it (The one I am specifically thinking of is using music to direct the Kaiju, so a bard's countersong would be one way.)

The Kaiju I plan on using is Dragon Caesar.

What do you guys thing.


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My Pali would usually introduce himself as "merely a humble knight."

Most people he met just called him "Knight" or "Sir Knight".

I played this character for nearly 2 years and greatly enjoyed it, but there was a secret about him that the DM and other players never knew.

I never came up with a name for him because I didn't expect to stay in the game that long.

It was fun.

ON THE OTHER HAND my barbarian will constantly shout his name and title at the start of battle. Along with a battle cry.

"I AM THE FANG OF BRAVERY GIVEN FORM! I'M ABOUT TO GET WILD, SO STOP ME IF YOU DARE!"


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Now you need to add Pterodactyl, Mastadon, Saber-toothed Tiger and Dragonzord styles.

Was my reference to subtle?


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Here's a strange concept (not build...just idea) from my best friend. This idea got my friend back into the game when he was on the verge of giving it up permanently. He's played it on multiple occasions with...mixed...success, but is always good for a laugh.

His name is Halon-Ten (because at one pint my friend became SO BORED of the game he started naming his characters with number).
He is the (was) the Lesser Deity of Poor Planning and Misfortune, who, through no fault of his own (according to him), has lost his godhood. Every time he falls (and it happens A LOT), mortals loose all memory of him. He is CONSTANTLY on a quest to restore his previous divinity.

The beautiful thing is, it doesn't matter if it's true or not. Some DMs go with it, others out right oppose it but no matter what you say, you won't convince him. What really makes him is the flair my friend would play him with. You get hilarious situations like:

Being HOPELESSLY outnumbered and he shouts "I shall make this offer once, surrender now or THEY kill you!"

or

"Death isn't so bad, I'll put in a good word with the Nerull for you."
"Who?"
"You wouldn't know him."


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gloves of dueling for the weapon training from fighter.


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*bump*


Pathfinder Adventure Path Subscriber
Zedth wrote:
Rapthorn2ndform wrote:

A black dragon.

Something I like to do is have the black dragon have an injured wing and attack from under water.
Keeping him/her earthbound, that's kind of a neat idea.

I ran this encounter for my players at one point with a young black dragon (I had reduced the cr by 1 for it not being able to fly). It would bite, then full withdraw to under the water and move around to hit them from behind. Another fun tactic was grabbing the mage and pulling it underwater so it couldn't cast. Once it was reduced to about half, it retreated to it's underwater lair. It took a few days for my PCs to find the lair and confront it again. My players still say it was one of their most memorable encounters.


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A black dragon.
Something I like to do is have the black dragon have an injured wing and attack from under water.


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I've been running Wrath of the Righteous for a few of my friends (generally novice level) and one of my friend wanted to play a Battle Sorcerer, I suggested a magus but...he and the rest of the party refused, believing they need a 9 lv spell caster. He's been running a dragon bloodline but is really lagging behind (in a party with 2 paladins and a barbarian.)in the hit and damage department. When I asked if he wanted to rebuild he was hesitant but was clearly not enjoying it. I told him I'd try to come up with a way to bump him up a bit.

So here is what I have so far:

Diminished Spellcasting: -1 spell per day per level.
Average Base Attack Bonus

Arcana: You gain light armor proficiency. You can cast spells in light armor without chance of spell failure. At 7th level you gain medium armor proficiency and can cast spells in medium armor without arcane spell failure chance. At 13th level you gain heavy armor proficiency and can cast spells in heavy armor without arcane spell failure chance.

Lv1: After casting a spell as a free action you can gain a +1 bonus to hit and damage with weapons fro a number of rounds equal to the spell level. This bonus increases by 1 at fourth level and every four levels thereafter. This ability can be used 3+cha mod times per day.

3rd: Your spells overcome resistances. You treat a foes elemental resistance as 5 lower. At 9th level, you treat them as 10 lower. At 15th you treat them as 15 lower.

9th: You are treated as a fighter of your level-4 for the purposes of feat prerequisites.

15th: As a standard action you grow one size character. You gain a +6 size bonus to Str, -2 size penalty to Dex, +4 size bonus to Con, an a +4 size bonus to Natural armor. Can be used for up to one minute per level. need not be continuous.

20:????

Bonus feats: Combat Feats (I know it's broad but for something in the hands of someone who looks to the Gm for a bit of guidance won't be game breaking.)

Bonus Spells.
True Strike (3rd), Bulls Str (5th), Haste or Heroism?(7th), Stoneskin (9th), ??? (11th), Transformation (13th), Mage's Sword (15th), ?Form of Dragon III? (17th), ?Time Stop? (19th)

This may seem OP but the payer isn't looking to break a character, just have fun as a gish and isn't experienced enough to make it work.

Thoughts? Feedback? Compliments about my wonderful mustache?


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Heroism is good +2 Moral to all attack rolls, saving throws and skill checks.
This is a MUST from the wizard, ditch fly if he's facing another vanillorc.

Also, the cleric should cast on of the +4 buffs and let the wizard casl False Life for an extra 1d10+5 hp. Also the cleric could use Shield Other to soak 1/2 the damage the warrior might take...if he's w/in 40 feet of the warrior during the fight.

The cleric should also save a Gentle Repose, so the have time to raise their champion should something go HORRIBLY wrong.


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The Morphling wrote:
Dhjika wrote:
- "I don't have a magic weapon" says all of the melee characters - this was for a 7-8 tier game

Oh, this one reminded me of one I see all of the damned time.

...when you're in a 7-11 and only one character can fly.

Flutter wrote:
Black Moria wrote:

Your DM announces the new campaign is based on Ponyfinder, the My Little Pony RPG for Pathfinder.

Seriously... be afraid ... be very afraid - because Ponyfinder actually really exists....

One step ahead of you...
My game is called My Little Pathfinder: Adventure is Magic, and it is awesome.

My friend and I played in on at a con last summer. It was fun.


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So we're on our boat in the middle of a forest (No water, a sailing ship, forest...it's a long story.) and are surrounded by dozens of what we call tom-goblins (Hobgoblins with an 18 str, 20 dex, and magic composite longbows with a 4 strength rating) The Cheif shouts "Let us discuss surrender."

Without missing a beat I step forward "Well, we'll take your bow's, armor, money and any other magic you have. Then you can leave, and be glad that i showed you such mercy."

edit: oops...home game not society play


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Mikaze wrote:

Wait, do you have a witch?

Get hit by the Misfortune hex, and pray you get a natural 1 to hit the earth's AC.

Flying is learning how to throw yourself at the ground and miss.

-Douglas Adams


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LazarX wrote:
Claxon wrote:

Let us not forget Torag:

Quote:
Against my people's enemy I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them and scatter theirs families. Yet, even in the struggles against our enemies, I will act in a way that brings honor to Torag.

So, in some circumstances your god can demand that you do not accept surrender. Nay, in fact you are commanded to show no mercy and to "scatter" their families.

The line says "against my people's enemy".

One interpretation is that Tprag's code is meant to be applied in times of war, i.e. you don't accept the surrender of those who attack your tribe, country, etc. Which can give you some latitude to those you fight in other circumstances.

If you don't accept surrender under ANY circumstances, it's going to be rather hard to maintain a "good" alignment. And unless you leave no witnesses to your deeds, you will be come known as a killer who doesn't accept surrender. But then again, you can be pretty evil and still be "honorable". "Honor" is a rather flexible concept. Many warrior societies like the Japanese or the Klingons find it easy to determine that their enemies aren't deserving of being treated honorably, and just go full scale brutal on them.

Now I can't stop thinking of dwarves as 80's black stereotypes.

"Why won't you let me surrender, I didn't attack any of your people."

Dwarf Paladin "My people, is that a race comment."

But in actual response. "My people" is a very loose term. That could mean dwarves in general, that could mean country. I could mean adventuring party.


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Chengar Qordath wrote:
My general understanding of Sarenae's position on redemption is that she generally tries to tries to save her enemies, but isn't "Stupid Good" or "Lawful Stupid" about it, and doesn't put innocents at risk to redeem the evil.
Beopere wrote:
That seems to be counter to "No mercy for the wicked" and "Redeeming a Villain is an Impractical Expenditure of Resources that may not work when you can simply smite them on the spot."

I was just arguing she wasn't exactly all "bubble gum and kittens". I neither agree or disagree with the Paladin in the opening.


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Beopere wrote:
Rapthorn2ndform wrote:

Are we talking about the same Sarenrae?

(don't have book in front of me and don't have time to search)
I recall giving evil a chance at redemption, if they refuse EXECUTION.
That's not exactly touchy feely...more touchy feely than Torag, but...

I base my statements on the wiki and memories from modules and such. Temperance and Patience in all things seems pretty nice. But I could be wrong. She also tries to redeem the evil gods, except Rovagug.

Her herald also favors non-lethal tactics and brings people to appropriate authorities for punishment (based on pfsrd).

The gave the codes in faiths of purity.

"I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword."


Pathfinder Adventure Path Subscriber
Beopere wrote:
Umbriere Moonwhisper wrote:

Iomedae, Sarenrae, and Erastil (if i'm correct) are the trinity of Gods whose paladins traditionally follow the philosophy of "No Mercy for the Wicked." a Philosophy based on the fact that "Redeeming a Villain is an Impractical Expenditure of Resources that may not work when you can simply smite them on the spot." so, a lot of these paladins "Don't Take Prisoners" "Don't Accept Surrender" and "Brutally Slay Evil." it's not that they are Sadists, but they can be, but paladins of this school of thought beleive, "Sparing a Horde of Demons because of the possibility of one Redeemable Succubus" is "something unlikely to work" and are built around the assumption that certain creatures are "inherently evil."

if you want the paladin to stop smiting evil people mercilessly, you need to start including neutral, and even good members of potentially evil races seeking a pleasant life. make them second guess the drow

this paladin, plays more like an Inquisitor, or like an Archon. they play like a true follower of Iomedae. i wouldn't punish them for following Ioemedae tenants.

i would however, punish them if they show bias or inconsistency in their punishment of evil. such as Sparing humans while smiting a Demon. despite both being the same form of evil.

Pathfinder Wiki wrote:
Sarenrae (pronounced SAER-en-ray[1]) teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be.

Sarenrae is touchy feely. Forgiving and redemption are her thing. Torag on the other hand rolls his eyes at such nonsense.

EDIT: Also I see nothing about Erastil being smitey. Iomedae and Torag lay down some hurt tho.

Are we talking about the same Sarenrae?

(don't have book in front of me and don't have time to search)
I recall giving evil a chance at redemption, if they refuse EXECUTION.
That's not exactly touchy feely...more touchy feely than Torag, but that's like saying that a fire is cold because it's not as hot as the sun.


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Current Party Lv 4: I'll go from most normal to strangest.

Ciel: Paladin (Hospitaler, Oath of Charity)
Torrent: Teifling Paladin (Oath of Vengeance)

Now we start getting odd.

Zig Zeon: Aasimar Sorcerer (Updated 3.5 Battle Sorcerer)
Smasho Blugermen: Human Barbarian of Shelyn (Invulnerable Rager) "The Warrior Painter, and the battlefield is his canvas."

And NOW, for the crowning moment of strange characters.

Halon Ten, the Lesser Deity of Poor Planning and Misfortune...:
Former God (Aasimar) Bard.

He is my friends favorite character, a deity who CONSTANTLY looses and regains his godhood. Every time he falls, mortals forget him.

His quote upon waking up in the underground "Oh no, not again."


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"Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed"

and

"Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious."

Just always unconscious.


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Odraude wrote:
Rapthorn2ndform wrote:
Odraude wrote:
i'm not clicking that link
spoilsport *frowns slightly and sulks in corner*
You changed the link. Still not clicking :p

TO BE FAIR, i changed the link BEFORE i read you're post. I found a better picture.


Pathfinder Adventure Path Subscriber
Odraude wrote:
i'm not clicking that link

spoilsport *frowns slightly and sulks in corner*


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HERE I PRESENT THE ULTIMATE POWER OF THE FIFTH HORSEMAN OF THE APOCALYPSE! LOOK UPON THAT WHICH ALL BEINGS, BOTH MORTAL AND GOD, FEAR ABOVE ALL!

http://funatzoo.com/wp-content/uploads/2013/12/Asked-for-a-pony.jpg


Pathfinder Adventure Path Subscriber

Musts for 2-handed fighters
1. POWER ATTACK: -6 to hit +18 damage, that shaves about 2 hit-dice off an opponent alone.

2. Weapon Spec. and Greater Weapon Spec.: +4 more damage

3. Weapon Training: +4 to hit and damage with your primary weapon.

4. Vital strike is a TRAP.

Question
What are you doing?

It seems like you'retrying to do to much. You have a bunch of feats invested in survivalist (endurance, die hard, dodge, ect.) but it looks like you mainly want to deal big damage. Also, you have a few feats that just don't help (Run, throw anything, Improvised weapon mastery, ect) and should really be dropped. Lastly, what's with the great ax? The falchion is your weapon, it's good to have a back-up but don't invest in it (also it should probably cover the other 2 damage types, like a morning star).

A tip building a high level, number based character. Ask "Does this choice further my primary goal?", if not, don't take it.


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Ipslore the Red wrote:
That's fairly easily done via flavor, and also possibly Vital Strike. I can't think of any crunch that would support such a thing, and you don't really need any. Just make it part of the cinema.

The vital strike part is a neat idea too, especially of i combine it with Mythic...You're probably right about it being flavor. I'm REALLY hoping one of the Pcs accept a duel with him. (The Pc are playing as mythic immortals who revive in their own realm after 24 hours so i wouldn't feel bad about killing them every now and again)

The foes they're going to face are mostly an excuse for me to rip off tv and movies. They're going to fight everything from a dragon who's scales can only be pierced in one small spot, to an god raised from the dead who can only be harmed by a small plant, to 4 young-adult kappa trained in ninjutsu by a wererat.

Will be fun.


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I love Cliches

http://tvtropes.org/pmwiki/pmwiki.php/Main/SingleStrokeBattle

You know the classic scene when the guy slashes, but nothing happens until his opponent sheaths his sword. Hopefully on a critical hit and full power attack.

I want that as an ability for an enemy i'm sending at my players but i have no good idea how to go about it.

Any thoughts internet?

P.S. This character will also have a "I'm done holding back moment" when he's knocked about half-way down. Should be a fun and cinematic fight.


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OgreBattle wrote:
Rapthorn2ndform wrote:


They released a Hydra and what followed was one the most nerve-wracking, down to the wire fights I've ever been in. Good times.
How many rounds did it take and what kind of tactics did you and the hydra use? Was terrain involved?

It started with either 8 or nine heads and took about 20ish rounds but the hydra was chained down for the first 5 rounds giving me time to scramble for gear. The arena had a few traps that was able to cut the hydra's mobility. First few rounds were spring attack, cut off a head followed by spring attack & hope for enough fire damage. I only had an ac of 15, a torch, and a rusted long sword (-2 to hit, -2 to damage. I hoped that +4 ac from mobility and avoiding full attacks would keep me up for a while. eventually I got caught in a bear trap when it had 4 heads left and had to duke it out with 2wf full attacks. I cut off the head while at -4 hp (die hard) and won.


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I had to kill a Hydra the old fashioned way (Duel-wielding a longsword and torch.) . My 8th fighter was stripped of gear and thrown into an arena with stuff scattered around.

They released a Hydra and what followed was one the most nerve-wracking, down to the wire fights I've ever been in. Good times.

I also one-shot a 15th level vampire wizard at 10th level. Vampire gives opening speech and was probably going to let us escape, MY ranger shouts "You talk too much!" called shot to the heart. Nat 20, x3 damage, 3d8+39 put it just above critical damage, staking him mid sentence. That was a +2 keen bow but i suppose it would count because I didn't even get to use the keen ability.


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Lochar wrote:

Part 4? As in Midnight Isles?

With a total of no more than 30 hours of gameplay? that's insane.

oops...my miss communication...part 4 of book 1...hehehe


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My group is into part 4 of Wrath of the Righteous with 6 3-5 hour sessions and 1 session of bs'ing in character.


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This is where Pathfinder (and D&D in gerneral) needs a freaking Thesaurus.

"Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race."

A Race Trait NOT a RACIAL Trait.

Race Traits are given in the back of the APG and in the Player Companions, I don't think there are any from the Advanced Race Guide.

And DON'T EVEN GET ME STARTED ON LEVEL, CASTER LEVEL, SPELL LEVEL AND EFFECTIVE CHARACTER LEVEL.


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Claxon wrote:
Watch them drive themselves crazy with all the false positives.

On the note of false positives, the orc witch doctor in the tribe my PCs were fighting liked casting magic aura on stones and throwing them into the latrine.

"You come across what looks like an outhouse, the raw stench is nearly over-powering."
Bard- I cast detect magic, if I don't detect any thing I say we skip it.
Party: Agreed
Bard: Concentration check? Smells that bad, huh? I succeed...crap. Sorry guys, nothing (Rolls Bluff).


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Khrysaor wrote:
The reason this could create problems with the Mithral/celestial armors is in the reduction in armor types. Celestial armor is considered light armor. Making it out of Mithral now treats it as no armor at all but requires light armor proficiency. Now a monk could take light armor proficiency and wear Mithral celestial armor while enjoying everything about being a monk which is also a cheaper and better alternative to getting bracers AC 8. The Sohei gets every benefit of his class and archetype instead of having to make a choice of armored or not.

No... No they are not...

" Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light."
Straight out of the CRB.

Also I feel like I remember a this coming up in Ultimate Campaign with a dagger of venom being made as a rapier of venom, saying all you need to do is adjust the price.


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We just began the Mongrel Lair last night. To my player's (2 Paladins, a bard, and Smasho the Barbarian Philosopher) credit, they worked efficiently. They cleared the cultists, the ranger, 6 mongrelmen, the lizard and the rats in one night. There are 3 unfortunate things though.

1. They opened the door to the garbage room (the one with the giant amoeba), winced a little, cast detect magic and closed the door. They don't want to touch that area with a 10-foot pole.

2. The looked down the hole to area 11-b (connects secret room to a lot of magic) determined that it was right behind the garbage room. Immediately assumed it's where the *ahem* excrement drained to and ignored it.

3. They just killed 2/3 of the dungeon with minimal effort at level 1, the only reason they retreated was because they ran out of healing potions (Seriously, Smasho was basically hooked up to an i.v. drip, through a mix of his role as tank and just plain bad luck.) NOW they are level 2 and have already beaten or ignored the some of the harder combats.

So I was wondering how I should reinforce the lair to make it less of a cake walk for them but still manageable. I was thinking 2 more mongrelmen and 1 cultist and the 1 mongrelman they let escape returned giving Hostilla a rundown of what he saw they could do. I gave him a 50/50 shot of being killed or spared by her and rolled he lives. So that leaves 7 mongrels, 1 cultist, 1 tiefling, 2 dretches, and Hostilla herself who they'd likely fight. 2 gars and an amoeba that will just be ignored.

What do you guys think? Any of ideas how i could encourage them to explore the river area without outright telling them? Are my additions reasonable? Too much? Too little?


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darkwarriorkarg wrote:

Maybe someone should help the second player, if he'll accept it. Send him to teh boards. I'm certain the resident minmaxers could help him.

No REALLY, this person is salvageable, a few of the other players in the group have tried to help and they ignore ALL of the advice. I've played with them for 7?ish years and i can remember EVERY last awful character. A Kobold sorcerer who only used cold spells in a VERY undead heavy game, a gnome bard who never sang or used spells only their sling, a doublesword wielding fighter with a 10 str, no armor and never took weapon focus...AND THAT WAS IN 3.5. A sorcerer 3/cleric 2 whit NO intention of going mystic thurge, a caviler that was never mounted on their dm-allowed Pegasus and never challenged (to be honest this was the best character they built, It had okay ac and to hit), a grippli ranger who focused on archery and dragon hunting without precise and rapid shot and we only fought one dragon where they din't use their bow, and FINALLY the a fore mentioned goblin monk.

They refuse any advice and complain when they can't do anything. It's rather frustrating to deal with.


Pathfinder Adventure Path Subscriber
darkwarriorkarg wrote:

Healing hit points is easy to do (UMD, alchemist, bard, inquisitor, cleric, witch, oracle).

What's the group plan if hit by status conditions? (stunned, nauseated, fear) best for that is the cleric, then the paladin.

What's your group composition?

Currently a Teifling Fighter and an Elf Wizard; there are two players other than myself who are undecided. Guessing based on the players...I'm thinking one will be a Ranger or Rogue and the other will be dead weight (not joking this player has no idea how to build a character that is effective at anything combined with the fact that this player can't roll above a 5 with a loaded d20)


Pathfinder Adventure Path Subscriber
darkwarriorkarg wrote:

As optimised as you want to be.

But it IS the AP for an angel-blooded Aasimar paladin...

Thing is, i can have fun with just about any level of optimization (I usually go 1 point above the rest of the group though :P)

I was planning a human Paladin (i have a hard time playing a non-human i any class not named fighter), I REALLY like Oath of Charity but the penalty to my own healing may come back to bite me later. I DON'T want Oath against Fiends because of the redemption mechanic.

As it stands, I will be the only healer/divine in the group. I was planning hierophant because of the healing buffs but most of the powers I like were universal ones.

I was planning on using my feats to up my skills so I can maybe act party face if we don't have one (At the moment we have a Tiefling Fighter and an Elf Wizard, two undecided). 1st level grabbing wep foc. longsword and skill foc sense motive.


Pathfinder Adventure Path Subscriber

Wrath of the Righteous looks like it will be the hardest Adventure Path yet. That being said, the players get mythic tiers as a bonus. So, on a scale of 1-10, how optimized should i be. 10 being Rage-lance-pounce-bs. 1 being a goblin monk with a 14 dex and 12 wis.


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Sara Marie wrote:
Rapthorn2ndform wrote:
You are more patient than me. I just signed up for the subscription and mine was supposed to show up on 10/3. The problem is that the tracking says it was sent from Connecticut to a post office Massachusetts (I live in New York) and can no longer be tracked. I am calling today.

Some times packages hit speed bumps going through the postal system, lets give your package until Thursday to see if it was delayed somewhere and is running behind schedule. If you haven't seen it by then, let us know and we can look into getting you a replacement set up.

thanks
sara marie

Okay, thank you for he prompt reply. What actually worried me was the fact that a package that had had ordered and had shipped later actually arrived this past Saturday. Had that not happened, I probably would not be thinking about this to much.

I would also like thank all of the staff for providing such a fun game.


Pathfinder Adventure Path Subscriber

You are more patient than me. I just signed up for the subscription and mine was supposed to show up on 10/3. The problem is that the tracking says it was sent from Connecticut to a post office Massachusetts (I live in New York) and can no longer be tracked. I am calling today.


Pathfinder Adventure Path Subscriber
williamoak wrote:
To the OP: how are you attacking everybody at once? As far as I know, dimensional dervish still only lets you attack one individual at a time with your full attack. It might work with dim dervish+whirlwind attack. My understanding has always been you can only attack one individual. Again, unless you have whirlwind attack (cleave wouldnt work because you need a standard attack), you could only attack one dude at once. You could always houserule this, but make sure the players know they are allowed to do such things as well. You're the first DM I've heard allowing it to be used that way.

Why would you need to just attack one target? If i teleport more than 5 feet, I can't attack my original target. I am not to familiar with the feat chain (this is my first time looking at it since UC came out) but it says you can teleport between each attack.

RELATED NOTE(may want this in the future)
Dimensional Assault allows you to use a full-round action to make a special charge and make the attack normally allowed on a charge. this would NOT allow for pounce, correct?


Pathfinder Adventure Path Subscriber

I absolutely HATE the way my old gm would make dungeons. He would have huge monsters in rooms with only 5' doors. Enemies would either hear us from hundreds of feet away while sneaking, BUT the ones in the room right next to us didn't AFTER we fought those other ones. BUT THE WORST IN MY OPINION WERE HIS TRAPS...horribly deadly, usually save or die OR no save and suck, through the middle of the ONLY hall way with no way to bypass. Tell me, HOW do the goblins put all those medium sized rocks in the 20' ceiling, do they keep getting dc 20 glyph of hold person, why does EVERY goblin have a 22 dex and 16 strength ant second level, It's very odd that this cave is so well lit, where did they all get masterwork strength 3 longbows...ect...

I put a lot of effort into making the dungeon just as much a living entity as the monsters inside. Animals go out to hunt at certain times, intelligent creatures post guard and have a patrol or two, "intelligent creatures" (Goblins, trolls, other creatures I hesitate to call intelligent) have a chances of shirking their duties and napping. My player actually use my meticulousness to their advantage, what they call "count the beds". In residences there is one bed per creature, in dungeons there is about 1 per two intelligent, in fortresses it's usually 1:3.


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Pathfinder Adventure Path Subscriber

Advanced Race Guide.


Pathfinder Adventure Path Subscriber
Scavion wrote:
Rapthorn2ndform wrote:
BuzzardB wrote:

Well assuming it's read the way I read it, as in the first sentence being fluff and the paralysis does not ACTUALLY occur until one of those stats reaches 1 then I guess that gives the victim 2-20+ turns to cut through a 15 hit point 5 hardness whip. Or hope they have an ally that can.

Seems strong, but not insta-death or anything.

But where do you get that, I'd LOVE to use that interpretation but without any kind of proof...
Think of the first line as fluff. It doesn't make much sense to have them be paralyzed twice in the spells description now does it? Use a little common sense. Going by that logic, you don't even make the attack roll or deal the ability penalties now would you?

...hmm...

It's less fluff and more an overview...that makes a LOT of sense.

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