Gold Dragon

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I just think that irrespective of where you think casters vs martials sit, that arcane sorcerer is just better than wizard. The level 4 class feat that allows you to toolbox a spell each day and the level 12 feat that allows you to snipe what you want from another list, plus the interaction of charisma casters with innate spells just gets rid of the vast majority of wizards perks.

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Please cancel my Pathfinder Adventure Path Subscription. I tried to cancel before the new adventure path ships, but was unable to get through on the phone or email.

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It has been pointed out to me that if you are hasted you have the required actions to do both. I still think it is silly that it doesn't work normally, but it is something that can be accomplished.

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It took me a while to figure out too. On page 321,it tells you that if a system is malfunctioning you can't take the corresponding push action.

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There was a mythic wizard in the wrath of the righteous campaign that i DMed that would wipe the floor with any normal level 20 party. He focused on fireball and dazing spell and his saves were simply too high for anyone, with the exception of some of the bosses in the campaign to make. I think that you are underestimating the power spike that mythic gives.

Also a lot of mythic spells just don't give saves to anyone that is not mythic.

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Something to keep in mind that some posts neglect is that if you are 2 handing a reach weapon then your spiked gauntlet does not threaten as both hands are on the weapon. Yes, you could use a free action to take a hand off the weapon on your turn to threaten with it but you then won't threaten with your reach weapon.

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Btw, those numbers do not take into account the loss of dpr for the attack penalty of iterative attacks.

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Assuming that Dan also only gets 2 now For Jiggy 2

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CBP wrote:
SaddestPanda wrote:

EDIT: fixed off by one error

EDIT 2: fixed off by one error fix
I'm just glad we ended up with the same numbers. I was sure I was going to make a mistake somewhere.

Ya, I had to count a couple out on my fingers to get them right.

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Here is it in spreadsheet from AC 10 to 30 For Jiggy

EDIT: fixed off by one error
EDIT 2: fixed off by one error fix

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The extra arms from alchemist can't be used for wielding weapons.

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It seems to me that the fact that the celestial plate specifically, calls out itself as being treated as medium armor instead of saying it is one category lighter means that no matter what it stays as medium armor.

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The arcanist casts spell spontaneously, how they choose their pool of spells doesn't matter as they can cast whatever they want in that pool of spells in whatever combination they want.

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master_marshmallow wrote:

Most munchkiny things I experience at my table involve game mechanics and not particular builds.

I have a player who is convinced that if he wears multiple magic rings on the same hand, he can spend an action to decide which of them he gains the benefits from. I ruled that only the ring with the higher CL is always on and the other is suppressed, if they have the same CL, they are both suppressed.

Considering that the Meridian belt is a thing I would say that the rules definitely agree with you.

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Mojorat has this one, damage dice refers to the damage the weapon normally does whether it be 1d8, 2d6, 2d4, or 1d3 it doesn't matter its all about how many instances of these dice you have, thus, 2 for VS, 3 for IVS, and 4 for GVS.

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Just the fate's favored trait so far as it is too abusable as all you need is divine favor, sacred tattoo, be playing an archeologist, or have some other inherent luck bonus and it quickly becomes better than a feat while only being a trait.

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Anything non-human as it would be nice to get it so that humans no longer outnumber all of the other races combined.

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Glamered might work for your purposes as you can at least make it look like something that isn't a weapon.

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Just for the record detect evil does not detect random murderer number five you need to be an evil outsider, evil cleric, or something along those lines.

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The dwarven dorn-dergar is a Two-handed weapon that can change between a normal or reach weapon and the feat Darting Viper allows you to switch as a swift action preserving your full-attack.

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Basically, the guide is relying on a stat boosting item in order to cast the higher level spells.

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Honestly, Fate's favored is too good and worth way more than a feat let alone a trait and is thus banned in the groups I'm in. They kind of really dropped the ball on it since it is way too good for halflings, half-orcs, archaeologists, and clerics using divine power/favor.

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There are some mythic guides here

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I like firearms and even reduce their prices and make them martial weapons in my games among a few other changes, although I do not use advanced firearms.
That being said, if I remember correctly the only place that firearms even come close to being common is Alkenstar and a person outside of that area may go their entire life without seeing a single firearm.

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Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

I would say yes and my group plays that way, but I could see where people would argue otherwise.

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ShadowcatX wrote:
Where is the two weapon warrior archetype? And for what class?

Two weapon warrior is a fighter archetype from advanced player's guide

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Got my book today, so no delay.

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One possible use is a sword and board twf where his main hand is also of the close weapon category.

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Evil Midnight Lurker wrote:
Diekssus wrote:

I had to actually had a little talk with one of my players after he picked Aroden (this ofcourse after reading what is in store for episode 3)

I was lucky though that (I believe "Faiths and Philosophies") provided a solution, Iomedae provides divine power to those who still worship Aroden. The fascination with Aroden presented in the Touched by divinity trait, can be linked to Iomedae's own intrest in Aroden when she was still a mortal.

I don't like talking my players out of choices they make, however, I'm neither willing, capable nor imaginative enough to be able to reason away 100+ years of lore contradiction

Maybe the kid was in stasis for 100+ years? Hey, the Lost Heir of Aroden is a KILLER plot hook, don't waste it. :)

But to me that is the problem with it. Aroden's heir would bring about things more important than possibly even the worldwound, the campaign simply wouldn't be able to develop the character without forgetting about what you are there to do or making the whole campaign about the one character. The plot hook is simply too big to fully explore and would most likely leave somebody unsatisfied.

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Honestly, pathfinder is a game of specialization in which you are rewarded for being good at a few things rather than okay at many things. The idea is for you to have to rely on your party for what you aren't specialized at.

The gunslinger reflects this as by its archetypes specializing in a type of gun they focus on and thus doing very well with it versus being good with guns in general and being okay at it. This philosophy shows itself when looking at wizards as well with generalist being the weakest of the wizard types.

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Wait, so it costs 154 gp per month to be homeless or what is that in the bottom right of the sheet?

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Yes, you can add the static cost abilities like adaptable and their costs would also be halved.

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For legendary items you just get abilities, however, you can pick up upgradable to get pluses more easily, quicker, and for half price.

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No, you do not gain your bonus spells for a level until you actually get access to that spell level. So, you will get your extra level three spell at level 5 when level three spells become available to you and same with level 7 and your bonus fourth level spell.

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So, one of the people in my group wants to run a mammoth rider for this campaign and I wanted to know whether or not this would work due to the size of the mount or whether he would end up frustrated by his choice.

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Personally, I'm a fan of the Eldritch Archer variant with Lore Warden 1/Transmuter 5/Eldritch Knight X/Arcane Archer X.

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Typically, bonuses that have the same source don't stack, and neither do bonuses of the same type so I would say that you could only use the best of the two and not both.

EDIT: For example, if you had a luck blade and a luckstone or the tatoo racial of a halforc none of the 3 would stack.

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Marthkus wrote:


Now all you have to do is justify why a dwarf is a druid.

Make the dwarf a hermit brewer and you've got a dwarf that roams the woods for the next greatest ingredient and has the natural world aid him in his quest for the best drink that can be brewed.

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You could try "we be goblins" and "we be goblins too" they are non-serious goblin campaigns that you can get in pdf form for free and are fun to play if your players are willing to play along.

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Never, this is because my players are not terrible people interested in breaking everyone elses toys, and if the were, I WOULD SMASH THEM UNTIL THEY WERE NOT.

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I misspoke when i said piranha strike it is actually dervish dance that you want, with your other option being picking up the agile enchantment instead of dervish dance. Either way you would want your first feat to be weapon finesse For a 20 point buy an array of 12,16,13,10,10,14 would be a good starting point. As for traits that is much more up to your backstory and what type of person you want your character to be but for a little help deciding this https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEm CdhA/edit?pli=1 might be useful.

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The savage skald seems to be worth it to me. Pick up a weapon that has a high crit range and you will be having a good time. I would probably suggest a scimitar with weapon finesse and then piranha strike, followed by some crit feats and whatever else seems cool.

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That round that you use for create water is a round you spend not being useful just so that you can set up a mediocre ability.

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For the campaign trait I would recommend Northern ancestry for the cold resistance, as not only do a lot of thing in this throw cold at you, but it makes you immune to the checks against cold weather.

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If you read the entry on this weapon you would know that it only counts as a light weapon for the purpose of the penalty that is aplied when two-weapon fighting otherwise it counts as a one handed weapon. So no you cannot dual wield large sawtooth sabres.
A sawtoothed sabre may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (sawtoothed sabre), you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.

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I would recomend staying away from the watersinger as it takes away some good stuff for being able to burn your bardic performance to control water, of which you will not be near any. Also it is only available to undine which your dm may not allow due to it being a more powerful race than normal.

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Reign of winter ends up dropping some pretty nice gish and full caster gear along the way. Also assuming that your DM uses traits I suggest picking u the cold resistance one. I am running that campaign and cold resistance is amazing in it. I would honestly probably go with either the magus or the witch. However, if you went the witch then you would want to avoid the winter witch archetype and prestige class no matter how fitting it seems.

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Ultimate campaign actually added rules for retraining that you could introduce as a party wide option as it costs gold and time as well as requiring a proper trainer.

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Ssalarn wrote:
Joanna Swiftblade wrote:
If you happen to have DR 6/- Vicious could work well. You deal an extra 2d6 on every attack while dealing 1d6 to yourself, but if you have DR 6/- then you never take damage! (Don't know if it's PFS legal, but my GM approved of it.)
Vicious damage is not negated by DR.

This^^, the damage inflicted by vicious isn't typed and DR only reduces physical damage.

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Honestly, this needs to be FAQ'd as it has come up before without any real answer other than extrapolations based on other goods.


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