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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 17,842 posts (18,537 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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The inner voice within your ear

Obviously not. Everyone knows you don't pollute your own well. That's why you sell them in someone else's kingdom. :D

(It would probably go a long ways in the River Kingdoms, Dagger Mark in particular.)

What more do I know about that axe after having made the Spellcraft check to identify it? Is it really intelligent? Or cursed?


The inner voice within your ear

Like permanency, create greater undead has a variable material component. How much is included within the scroll?

Treasure Calculations:

.
.
35020 +2 furious courageous adamantine Greataxe
00500 cat’s eye chrysoberyl of Mestama
00400 drug, AEther
00750 drug, angel's trumpet
03000 drug, daemon seed
00050 drug, flayleaf
00750 drug, midnight milk
02000 drug, strange fluids
09000 necklace of adaptation
03125 scroll, awaken
03200 scroll, create greater undead (CL 15, 200gp component)
08625 scroll, permanency (CL 20; 7,500gp component)
00675 wand, cure light wounds (45 charges)
00420 wand, lesser restoration (38 charges)

70515 TOTAL MARKET VALUE*

* We'd get about half that upon selling it all.

Talk about making up for last time! 15,500gp means I can buy out all the Magic capital that's been stocking up as of late.

Powergaming DM wrote:

Turns out the prowess of 10 men is not enough when you are outnumbered 20 to 1.

For some reason I found this particular line to be quite hilarious.


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Seems to me people don't have a problem with Combat Expertise at all, but with the fact that it is a prerequisite for many other, more interesting feats.


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Cap. Darling wrote:
If a fly spell stop you have somthing like feather Fall for a few turns. So he mostlikely would not crash. And a fly spell is not somthing you need to control. You Can cast it on creatures no matter there int.

I remember reading somewhere that you needed to train a mount (sing one of its limited tricks known) in order to get it to benefit from the air walk spell. I don't see why fly would be any different.

A horse may be able to fly or air walk with magic, but it is not it has no instinctual inclination to even attempt it; thus it must be trained first.

Does anyone recall the source?


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The Shifty Mongoose wrote:

I took one look at the Chosen One archetype for Paladins and thought:

The familiar gets Knowledge (Religion) but you don't. Then, at level 7, it reveals its True Form...

*POOF* "I'm actually a quasit, and now you're an anti-paladin!"

Makes me think of Emperor Palpatine leading Anakin, one of the greatest war heroes of his day, down a path of false righteousness, ultimately on to his corruption.


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CommandoDude wrote:
Pathfinder is notorious for poorly written, and sometimes contradictory rules.

Notorious? Really? First I've heard that! Seems to me what few cases there are, are generally legacy issues.


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It is, however, more impressive when you consider the number of times this has been brought up before in other threads--the discussion of which covering thousands of posts.


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ZanThrax wrote:

I'm working on a brown fur transmuter to replace my just-got-killed Oradin. Probably going to be a ratfolk, probably going to go into Pathfinder Savant starting at level 10 to steal a few spells off of other lists.

Given that I intend to primarily be buffing my party, I'm not seeing any pressing need for the typical full caster's DC boosting Spell Penetration / Metamagic feats. I'll probably spend one feat on an extra exploit, but that still means having a couple feat slots completely up in the air. I also can't decide what spells I'll want to add to my spell list once I get to Savant 2 and above.

I would recommend things that enhance your buffs, such as Extend Spell. Eschew Materials, Silent Spell, and Still Spell will also allow you to get you and your friends out of tight spots, such as when you are captured. It may even allow you to discreetly buff your party during the bad guy's monologue if your GM isn't stingy about Spellcraft spell identification. Other than that, you should consider using those extra feats to increase your survivability with things like Toughness and Great Fortitude. After all, a dead buffer won't be helping anyone.

If it's a mythic game, definitely take the Shapeshifting Mastery archmage path ability and then do everything you can to max out your caster level. You can easily have a base attack bonus higher than the party fighter as a result. In this case, I would take all those ability score points you didn't put into your spellcasting stat, and start increasing your physical ability scores to enhance your melee combat abilities.


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I just use my ring of telekinesis to throw great swords at my enemies. Generally ends up being more powerful and takes far less investment.


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LazarX wrote:
Charender wrote:
DM_Blake wrote:
You've been down this path before, almost exactly 5 years ago.

Well given that,by RAW, you can attack a square where you think an invisible opponent is, what is to stop someone from attacking imaginary invisible opponents to gain the benefits of Combat Expertise/Fighting Defensively? By RAW, it seems legit, but it does feel very meta-gamey.

The fact that Combat Expertise does you no good in this case, since the opponent's invisibility negates dodge bonuses.

Though that is certainly true of opponents you are unaware of, you could still have opponents outside your melee reach which would still have to contend with your dodge bonuses when they shoot at you with ranged attacks or charge into melee range with you. There is a lot of validity to my question.


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So happy to see this still going!


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Make no mistake, mechanically you're still making an attack; conceptually, it's probably more something like a defensive stance. I'm just asking if it matters if you don't have a traditional target within reach.

Thanks for reminding me of my previous post DM_Blake. Did we even have a FAQ system 5 years ago? Now we do. We should make good use of it.


The inner voice within your ear

Spell-like abilities don't require speaking, but very cool nonetheless (and very hag/witch-like to have them say it anyways).


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Ventnor wrote:
Kchaka wrote:
Ravingdork wrote:
This is absolutely allowable in the RAW
This doesn't deserve a reply.
And yet it got a reply all the same.

Quite a few in fact.


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_Ozy_ wrote:

And I think an even broader name that includes all ranged attacks period, would be much better.

Kinda contradicts the meaning of the word 'focus' though don't you think?

Not really. Most ranged touch attacks shoot out from your body (usually your mouth, eye, or finger) in a straight line towards your target.

That all sounds similar enough to me to count as one type of attack form.


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Is it possible to fight defensively or make use of the Combat Expertise feat even when there is nobody available within range to strike?

I see no reason why it must be tied to an attack. Even if it must be, couldn't I just attack a lump of grass or "shadow-box" or something to get the benefits? After all, it's still eating up my action.

Please FAQ if you're curious to know too, or better yet, provide an answer if you know one to exist.


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Purple Dragon Knight wrote:
Guys, just call it "Weapon focus (spells)" and be done with it...

I think an even broader name--one that incorporates all ranged touch attacks--be they from spells, spell-like abilities, supernatural or extraordinary abilities, would be much better.


The inner voice within your ear
Powergaming DM wrote:
My mistake thought you were closer. I guess the smoke does not get in your way then.

And this is why I bother with the maps. Uploading the latest map now.


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James Jacobs wrote:
The solution we came up with is really pretty pleasing and deligthful to myself AND to the design team.

Here's hoping it is pleasing to most of* the rest of us as well.

*:
This word and the word preceding it were placed only because you can never please absolutely everybody.


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Did he declare who was attacking? He could attack a clump of grass and still benefit from Combat Expertise.

A designer said something to that effect long ago, during the 3.5 days I think.


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A real test of the new summoner will be "what kind of concepts can I make with it?" If the answer is "more things than the old summoner" than I will be quite happy, even if it is a little weaker mechanically.


The inner voice within your ear

They're evil hag monsters who attacked us first via nightmares, who brought old enemies back into our kingdom as horrible undead monsters, and who attempted to burn us alive with magical hellfire.

No. No prisoners. Not today.


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You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.)

This one line from charm person causes a lot of debate, and to many people, makes the spell more powerful than dominate person.


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So...you guys are debating whether or not Weapon Focus (ray) applies to any spell's ranged touch attack?

RAW seems to indicate that it doesn't, but I certainly hope that the RAI is that it does.


The inner voice within your ear

Am I missing a dialogue somewhere?

At 5th-level he had 50 HP, 60 while raging. He'd have more now due to the level up.

Aside from the fire storm, I don't recall him taking any additional damage. Wouldn't that leave him with 28-38 HP plus those from his new level?

Unless he got it with his new level, I don't see anything on his sheet about fire resistance.


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Sniggevert wrote:

It depends.

Does the spell require an attack roll, and is it counted as a ranged attack?

Things like acid splash or scorching ray and the like, yes.

Things like magic missile, enervation, ray of exhaustion, and so on, then no.

You can even take weapon focus/specialization in rays.

Just wanted to point out that you would still get the attack roll bonus on enervation and ray of exhaustion (just no damage bonus).


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Cultists are often minor spellcasters. Good luck casting that spell in front of one without them identifying it. Charm person doesn't erase memories.

...is what I would expect a fun-destroying-rules-lawyer to say.

Just talk to your GM about the idea. At least then you will both have a better idea of each other's expectations on the matter.


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This would make a great weapon ability though.


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Zeno's paradox?


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BiaJ, so can I use a scroll of restoration that I bought for 800gp to remove a negative level? Why or why not?

Does one need to pay the minimum investment when crafting, or the maximum, or something in between?


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Greatsword monkeys?


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By that interpretation, martials are once again shafted by spellcasters...

(I do agree that sunder cannot normally be done with ranged weapons, but that doesn't prevent a swordsman from slicing and arrow out of the air.)


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How much does a scroll of permanency, or other spell with a variable component, cost? Do you pay the component cost during the creation process, and if so, how much? Or, due to the variable nature of the spell, are you instead forced to pay for it after the item's creation when you make use of it?

I think the latter makes more sense, but there's no support for it whatsoever. There's also no support on what to do in the former scenario. What is the general assumption when an adventurer come across a scroll of permanency, or a wand of restoration, and similar items?

What to do? What to do?


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Makes me wonder: How much does a scroll of permanency, or other spell with a variable component, costs? Do you pay during the creation process, or after? If before, how much do you need to pay?


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Threeshades wrote:
I'm actually a bit concerned now. I would like to see an official rebalancing (i.e. nerf) of the summoner and a more easy to understand eidolon building system would be fine too, but if it is at the expense of the creative freedom that you had with the eidolon so far. For me that would make it an entirely different class. At least it would remove the very reason why the summoner is my favourite class.

I hope for two things from the new Summoner:

1) That it will have more player options, not less, when compared to the previous summoner class.

2) That it will remain compatible with previously published summoner feats and archetypes.

Static monster choices sound like it will severely reduce the available options to me. If that is the case, I will be sticking to the original. Never seemed overpowered to me anyways.


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Using a headband of alluring charisma to seduce someone is no more "rape" than using makeup or hair jell. I find the implication not only preposterous, but offensive.


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Rogar Stonebow wrote:
Ravingdork wrote:
I'm not sure if you can benefit from reach with an inappropriately sized weapon.

Source?

If a reach weapon works for a halfling why not someone bigger.

Primarily because a reach weapon sized for a halfling would be too short for someone larger.

I'll see if I can dig up something, but I suspect it was an unwritten rule rather than a written one.


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I mean, the only rule that I've ever remember seeing on the issue* stated that creatures cannot fly while wearing medium or heavy barding. To my knowledge, they could totally fly with a heavy load if they wanted, with the normal decrease in speed.

The Mounted Combat feat might help increase the roc's chances of long-term survival, and is a prerequisite to some other cool mounted feats, but it is not strictly necessary.

*:
It's mentioned under "barding" in the Core Rulebook and in Ultimate Equipment. To my knowledge, there is no general rule saying heavily burdened creatures can no longer fly.


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I'm not sure if you can benefit from reach with an inappropriately sized weapon.


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Chyrone wrote:
a mount that flies can only carry a light load.

I don't think that's actually a rule unless you're talking about barding.


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Perhaps some of my "shadow" builds can help to inspire you?

Dark Knight, The
Raven King, The (mythic)
Raven King, The (non-mythic)
Ravendark


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I suppose I misread the class ability. I was thinking it functioned as Weapon Finesse, but with an expanded list of weapons. I see now that, that isn't really the case. Thanks for pointing it out.


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Meant to add the following to my above post, but it timed out on me. Fortunately, I have Lazarus Form Recovery to protect me from such a horrible fate as losing an hour of typed information.

Sela in Action:
Having discreetly discussed their assault they wasted no more time. Aros kicked in the door. The thick oak wood proved to be no match for his might and gave way easily, revealing a small study room beyond, barely lit by a small hooded lantern. Strewn everywhere were papers, parchments, scrolls, and old books. On the far end of the room was a small desk and chair. A tall, figure with a large plumed hat and long ornate robes stood by the desk, peering over a dusty old tome, his back to them. Knowing the evils this man was capable of, the intruders wasted no time. Karen unleashed two lightning fast blasts of fire, each one hot enough to melt solid stone. They soared across the room and exploded mere feet from the scholar's back. The room flickered brightly for a moment as the flames wrapped and coiled around the old man, trying to reach him with their deadly hot tendrils to no avail.

Before the raging hellfire was even halfway to its intended target Sandrain had already called for a fell curse to fall upon the wicked soul before him. A ripple of divine power emanated through the air between his holy symbol and his intended target. Just as the fire exploded about the room, so did his power. Sandrain collapsed to his knees screaming in agony, clutching at his eyes as fountains of blood began to poor from their dessicated ruin. The vile fiend had somehow turned his god's might against his own servant, forever blinding him.

Kressel was next. She called forth the powers of the natural world, augmenting the terrible mold that had slowly encroached upon the small library over the years. A choking cloud of lethal spore began to form, but the cloaked figure muttered something she did not comprehend, and just as quickly and quietly as it had formed, so too did it dissipate harmlessly.

Acting in near unison with his comrades, Aros charged, sword in hand. He never made it. The protective ward that Sandrain had placed on him before their breach shattered and turned against him, driving shards of magical energy into his flesh causing him to stagger in pain. He dropped his sword to the floor as his body was continually wracked with waves of horrific spasms. Though he could barely move, Aros could clearly see that the others had been similarly incapacitated by the Vizier's fell power.

The brief spell battle had charred the walls, obliterated an untold number of ancient works, and destroyed the lantern--plunging the area into darkness, but where a few ember motes still burned. Only then, did Sela Kurn turn away from his studies to face them. His glowing blue eyes fought back the shadows, creating an eerie effect on his countenance.

"I believe," he said in a disturbingly cold tone, "that you have all made a grave error."

The Master of Magic's arcane chants and the horrific screams of their fellows was the last thing any of them would ever hear...

The Mechanics Behind the Action:
As would any good abjurer, Sela knew the intruders were coming long before they arrived at his door. A simple alarm spell saw to that.

Karen's empower intensified maximized fireball and quickened maximized empowered fireball were each turned away by Sela's globe of invulnerability, burning not but the paper and wood about them.

The cleric, Sandrain, recognizing Sela's abjuration, used a heightened blindness spell and bypassed the ward entirely, but was turned back via spell turning instead.

The samsaran druid, Kressel, hoped to use cloudkill against him, targeting his weak save, but Sela Kurn counterspelled it as an immediate action.

By the time Aros was able to charge, it was already Sela's turn to act. He cast a quickened greater dispel magic in an area, bringing it down upon the whole party, dispelling several of their buffs and turning their own magic against them, causing them to become stunned and also lowering their saving throws against his next attack.

Whatever spell or spells he used next to dispatch them, I leave up to your imagination.

Further commentary on Sela's abilities:

The following is from an old post, so some of it may now be outdated, as Sela has since gone through several revisions, and is now much more powerful. It still gets the idea across though.

1) He is a master dispeller who can really punish a single foe, or a large group of foes. Due to his effective CL 20 in regards to greater dispel magic, he is able to knock out as many as five ongoing spells on a single target. Since he is +5 levels ahead, he is MUCH more likely to succeed than typical dispellers (who only have about 45% chance of success against an equally powerful enemy). What's more, not only will the target lose any advantages from his/her buff spells, but they will also need to make a Fortitude save (DC 27) or be stunned for 1 round (or sickened if they succeed) due to his Destructive Dispel feat. Additionally, the target takes a -2 penalty to saves against Sela's spells for 1 round for each spell so dispelled. That means the target could be facing as much as a -12 save penalty (-2 for being sickened, and -2 for each of the five buffs dispelled) against the follow up "Save or Suck" spell (most likely feeblemind as it imposes an additional -4 penalty to the save if the target is an arcane caster--something that is all-too likely if they had five buffs). Due to Quicken Spell, Sela can blast through an enemy wizard's magical defenses AND disable him in only a single round. With his other metamagic, he can also snipe-dispel (reach spell), effect small armies (widen spell), or exclude as many as 9 allies from the area of effect (selective spell). Should you survive the opening round against Sela and deliver a save or suck spell yourself, he can counterspell it as an immediate action up to three times a day thanks to his counterspell school's Counterspell Mastery class ability. Due to knowing all core spells of 8th-level and lower, and having arcane bond, he is nearly guaranteed to have an appropriate spell ready to counter with.

2) Sela knows every spell in the core rulebook and then some. Combined with his contingency spell, multiple long term buffs, and arcane bond class feature, he is prepared for almost any situation that might arise. Though I ran out of starting funds, if I get the chance to play him, one of the first things I intend to do is craft even more spell scrolls so as to be even further prepared.

3) Sela's spell combinations, particularly his summon and polymorph spells. Imagine facing Sela on his own turf: the desert. He starts off by dispelling a single buff and stun-locking your entire party as a swift action. He then transforms into a huge earth elemental (a giant statuesque version of himself) and earth glides beneath the desert sands. Since he has fingers, and can speak, he retains his spellcasting and buffs up with the benefit of total cover. When he's ready, he casts summon monster VIII, bringing forth as many as five other huge earth elementals, all of which look like identical statuesque versions of himself. While you are busy figuring out which of the six mountains is really him, his minions are eating away at your hit points or grappling/pinning you. Fighting back is difficult thanks to earth glide. Should you determine the true caster (perhaps he cast an obvious spell, taking out one of your comrades) he and the others simply retreat underground, rebuff, and rise again, once again confounding everyone as to which is which.

Sela could also cast quickened shield, activate his boots of speed, and turn into a huge air elemental instead. This gives him an AC of 42. A 15th-level fighter with +25 to hit would need a 17 or better on his opening attack, and a natural 20 on his iteratives. That doesn't matter, however, as Sela can move away 150 feet as a move action and bust up any fighter with his long range spells.

If a fighter's primary weapon or an enemy wizard's staff proves to be more annoying than the fighter/wizard himself, a quickened greater dispel magic and a shatter spell can prove to be an excellent remedy.

Thanks to his 120 foot darkvision, Sela can drop a darkness spell on the enemy and gain an instant and obvious advantage, should his foes not likewise possess darkvision.

Permancied arcane sight and a Spellcraft modifier so high he auto succeeds at identifying all of your spell buffs at a glance means he knows exactly who to target first. Since he can quicken his greater dispel magic spell, he can spend a standard action learning about the party wizard or cleric's spellcasting capabilities AND drop a dispel bomb in the same round. Should his enemies be stunlocked, he might even have the time to follow up with save or suck spell before your massive save penalties disappear.


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Cap. Darling wrote:
Ravingdork wrote:
Cap. Darling wrote:
I like how your characters connect. And was thinking that we miss the sela kurn version of the cracked man story, assuming he is the vizir of that story.
The Sela Kurn version? What's to miss? He's explicitly mentioned by name in the Cracked Man's profile.
Yes but he dosen't have his own bio. Or at least i did not find it.

Sela Kurn doesn't have his own bio you mean? Yes, that's true; I just haven't been able to come up with anything beyond "generic evil vizier who plots from behind the scenes."

williamoak wrote:
I look at sela kurn and I'm like... 41 int? How...

He could have had it much higher.

18 base
10 mythic
06 headband
05 levels
05 tome
03 venerable age
02 human
49 TOTAL POSSIBLE

As is, I think he started with a 16 Intelligence, and put a lot of the variable bonuses into toughening up.

Tels wrote:
Mergy wrote:
For Enyo (who is awesome, by the way!), how does he Finesse with his whip? Isn't it not a piercing weapon?

Mysterious Avenger archetype is where I think it's supposed to come from, but the current version doesn't qualify (only first level swashuckler).

Avenger's Finesse wrote:

At 2nd level, a mysterious avenger gains all of the benefits of the swashbuckler's finesse class feature, and gains the ability to use a whip in place of a light or one-handed piercing melee weapon for all swashbuckler class features and deeds.

This ability alters swashbuckler finesse.

Nothing says the Mysterious Avenger doesn't still get Swashbuckler's Finesse at 1st-level, which is later modified by Avenger Finesse at 2nd level. If your GM disagrees, just switch out the archetype for a vanilla swashbuckler. The build still works out quite well overall.

Mergy wrote:

Also, consider throwing axes instead of chakrams. They're in the right weapon group.

Last, where would you see this character progressing further in his career? More fighter? Prestige class duelist?

I had totally overlooked that! Sadly, he cannot carry throwing axes without becoming encumbered. It's certainly something to consider at later levels though.

I'd give him maybe one more swashbuckler level for the Avenger Finesse class feature, and then go predominantly fighter after that for the combat maneuver bonuses. Duelist would certainly be an interesting way to take it though.


The inner voice within your ear

GM, how did you want us to handle the new hit points from leveling up? Do We not benefit from them immediately? Did you want us to tack them onto what our characters currently had, or add them to our max total effectively refreshing everyone's HP pools?

This may well determine whether Riva stays in the forest or returns to the fray.


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This is absolutely allowable in the RAW, and does not invalidate the Deflect Arrows feat, which is clearly superior in just about every way.

The rules clearly state you can attack and destroy objects, and they do not impose any limitations on what kinds of objects you can attack. An arrow or boulder in flight is just as valid a target as one laying on the ground, though it may be much harder to hit.

Saying you can't even attempt this is simply using GM fiat.

As for that archetype...I would recommend ignoring it entirely. The game should not become increasingly limited due to a short-sighted designer's invention. That's just plain bad game design when a new option further limits existing rules/options.


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If I were to get ride of the big 6, I would just create a progression where the character gains bonuses to their saves, AC, and attack/damage at various levels.

Weapon and armor abilities would still exist, and when it comes to enhancement bonuses, you would use the higher of the two. So if you had a +5 to attack and damage from your character levels, and a +3 sword, you would use the +5.

A +1 weapon or armor wouldn't be worth much to most characters when compared to its mundane counterpart, other than having the "magical" tag, making it more difficult to target and destroy, and allowing it to effect incorporeals.

KISS method for the win.


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This looks like a good place for GM adjudication. I can see it argued both ways.


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Cap. Darling wrote:
I like how your characters connect. And was thinking that we miss the sela kurn version of the cracked man story, assuming he is the vizir of that story.

The Sela Kurn version? What's to miss? He's explicitly mentioned by name in the Cracked Man's profile.


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If you'd like more information about the world that Drosil came from, look up the Raven King in my character gallery. There is both a mythic and non-mythic version of the Raven King available, complete with fanatical cultist servants.

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