Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Scarymike's page

80 posts. 1 review. No lists. No wishlists.


RSS

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

I don't think these threads are getting enough attention. These are fantastic. I donated for the first book maps, and I plan to donate for each book as I get to them. Starting the adventure path on Sunday.


Thank you so much for doing these! I just donated (Dance Floor Heroes will be the name on the account).

I did notice that in the "Massacre Site" pdf, there are 2 pages that are nothing but grid (page 4 and page 8). Is this on purpose? I guess I don't understand what the two "blank" pages are for.


Calybos1 wrote:

There are two magic items that can shed sunlight: the Sun Blade and the Blade of the Rising Sun (both a hefty 50,000+ GP). The alchemist has the option of Sunlight Bombs. The Daylight spell specifically is not equivalent to sunlight (CRB, p. 264).

What other options are available to ruin a wraith or vampire's day, by reminding him that it IS day?

Sunburst

(I know, the Blade of the Rising Sun spoiled this answer, but I figured it was worth calling out separately)


generic spoilers about some of the evil you'll do in the first 2 books:
It does require human sacrifices in order to achieve certain goals.

And it involves bringing war to a peaceful nation.

I'm currently running this campaign and I think everyone is enjoying it.


This also comes into play, annoyingly so, when the BBEG casts dominate monster on your fighter, and orders him to kill you.

Kill the BBEG... and still have the damn fighter coming at you. for 17 days! (give or take based on caster level).


ub3r_n3rd wrote:

No, when he takes that archetype, he gains Crypt Lord (at level 15), but loses any and ALL his cruelties as per the text "This ability replaces cruelty."

Go to the d20pfrd site and scroll down to the bottom where it says Archetypes and then look at the abilities replaced as signified by an "X" or changed as signified by a "C".

Thank you.


At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty.

But then the "Knight of the Sepulcher" archetype replaces cruelty at level 15. Does that mean they don't get a new cruelty at level 15 or that they don't get cruelties at all?

Relevant text from SRD:

Crypt Lord (Ex)

At 15th level, a knight of the sepulcher’s chance of ignoring critical hits and sneak attacks increases to 75%, as though he were wearing armor of heavy fortification. He gains immunity to death effects, paralysis, sleep effects, and stunning. He no longer sleeps. The knight of the sepulcher also gains immunity to effects that cause fatigue, and effects that would cause him to become exhausted instead cause him to become fatigued.
This ability replaces cruelty.

Thank you.


If she is playing an Anti-Paladin, I highly recommed the Lord of Darkness Archetype (which is directly from the Way of the Wicked)

Lord of darkness

Its strange that your DM said no campaign traits, because there certainly are in the players guide. I'm running this campaign right now.


Meleficia wrote:

Hi forums!

I've been playing Pathfinder for about a year, and now my friend wants to join me. Unfortunately, he's blind, and the regular Core Rulebook PDF is not reading properly with JAWS (his preferred screen reader program.)
I was wondering if Paizo had any PDFs they tagged to make accessible? I've tried a google search but I didn't get anywhere.

Thanks for any input!
^.^

Can he use d20pfsrd.org?


We had a near early on TPK when we encountered a single will-o-wisp randomly. It actually kicked off a whole (mostly tongue in cheek) subplot of will-o-wisp eradication.


They do only if they want to cast spells that require a divine focus.

Divine Focus (DF)

A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).


I played a Kensai whip magus from level 1 to 7 and it never quite worked well. The diminished spellcasting of the kensai really hurts. And it takes awhile to get all the whip feats that make whips good.


Thanks for your input everyone!


Not helpful to your fighter friend, but for other stumbling accross this thread, there is also enhanced Ki Throw.

"When using the Ki Throw feat, you can expend 1 ki point to amplify the force of your attack. If your ki throw succeeds, when the target hits the ground, it takes damage as if you had hit it with an unarmed strike."

Note: Ki throw lets you move a foe when you trip them.


I had an awesome combo of putting foes in a Wall of Thorns, then dropping a creeping doom on them.

However, by RAW, I don't think a centipede swarm would move through the wall.

They need a strength check of dc25 to move even 5 feet. Not possible with a str of 1. They are immune to weapon damage, but this is not really a weapon.

Thoughts?

creeping doom

Centipede Swarm

Swarm Subtype

Wall of thorns


Kingmaker is often only 1 encounter per day, which makes spont casters way more powerful in my opinion. You can toss all of your spells without to much worry most of the time (aka go nova).

And since Charisma is pretty important in Kingmaker, I would suggest sorc or oracle. I played an enchanter based sorc (sylvan bloodline) and really enjoyed it. Dominations, charms, sleeps, and so on.


Divine Interference = Being able to negate critical hits against you and your allies automatically for the cost of a first level spell slot? Priceless. Got someone on deaths door who is about to be killed with a hit? Negate it with a high level spell. not as priceless but life saving at times.


There might be some useful advice over here:

Animal Training guide

Its not in line with your desire to get monsters (its focused on animals), but some of it might help out or trigger other ideas.


Because of Kingmaker's unique adventuring, playing a character that can go nova works great.

For MUCH of the campaign, you will only have 1 encounter a day. So any spont caster is going to shine.

I played an enchanter sorcerer and really enjoyed it. If you want to be king, high charisma is important.


EpicFail wrote:
Is there a spreadsheet or other form for Summon Monster critters? Bonus points if it has the augmented overlay applied. I know there's a guide for Summon Natures Ally which was sort of printable IIRC from Treantmonk's Druid guide, but I don't remember and cannot find via search function one for Monster Summoning "X."

If you have an iPad or iPhone, this is a great app that does exactly what you are looking for:

https://itunes.apple.com/us/app/summoner/id430487107?mt=8


Can this be used to help alleviate the Oracles Haunted curse?


Scarymike wrote:

my feat page dropdown won't list any feats. and it only lists moral and mobility which arn't even feats.

any idea?

I re-downloaded and started over and it seems fine now. shrug.


my feat page dropdown won't list any feats. and it only lists moral and mobility which arn't even feats.

any idea?


I'm just going to assume the show, as NOBODY would ever want to emulate the movie. :)

Buffy traits:
Human
Super Strength and agility
Martial arts skills.
no armor.
skilled with some weapons (stake, crossbow, double ended scyth [steak on one side, scyth on the other].
no magic per say, but she is "chosen," so her powers do come from a supernatural force.
high charisma, avg int. maybe get a "sorcerer" companion named Willow.

My first guess would be a Monk with the martial artist archetype. You could also do it with a fighter, maybe an archtype that trades away armor.


The biggest problem with a lot of these ideas is the feat tax issue. Only the fighter can really pull this off. It takes a ton of feats to use the whip properly.

I did a Kensai whip magus and while fun, it was just not very optimized.

I do love the flavor of whip, but it really has to be your sole focus in order to pull off well.

exotic weapon prof: whip
weapon focus: whip
Whip Mastery
Improved Whip mastery (bab +5 prereq)
Greater Whip Mastery

plus the feats to make it hit hard (power attack and such), OR the feats to make it CMB focused (improved trip, dirty trick, etc... )


Drejk wrote:
He does not have internet but has he computer at home? If yes, download and save on flash drive or DVD PRD materials downloadable from D20PFSRD site here (scroll down for d20pfsrd.com-offline 4-part rar file or one PFRPG_SRD pdf file.

Holy Crap dude.. I've been looking for a way to have offline access to d20pfsrd. You just made my day.

(edit: just realized these are a bit out of date, the pdf is from nov. 2009, and the offline mirror is from Oct 2010. Still useful, but just a warning)


riatin wrote:

I dug this out the other day and am starting to update and improve it.

Also here's a download link: Here (sorry for the 404, had no idea it would die so quickly).

Riatin,

sweet, keep us filled in! Thanks.


I played a whip based Kensai from level 1 to 8 (using the whip feats that make it a much better weapon from ultimate combat). I found the diminished spell-casting to be way to harsh a penalty. He died at level 8 and I decided to roll up a new char.

I want to try a magus again in the future, but it won't be a Kensai.


They have really good synergy. The Kensai focuses on one weapon to the exclusion of all others, and gets great benifit from doing so, and bladebound gives you a really good weapon that gets better as you level up.

Both are available online: www.d20pfsrd.com

However, I played a kensai from level 1 to 8. The diminished spell-casting hurt way to much in my opinion. I did not play bladebound.


JeffKinzer wrote:

I've used alot of character creation sheets, and hands down there is NONE and I mean NONE that beats TOS (The Only Sheet) for flexibility, expandability, and functionality.

From the various sheets you can print out for the table top, to the interactive laptop sheet, you can use if you have a laptop at the table, from changing game conditions, buffs, debuffs, spell effects and it to automatically update all of your statistics during play.

Oh you were just fatigued? List it in the effects, and voila you are done.

Not to mention the different add-ons. I can use the DM sheet another person created, and load in pathfinder characters, and I have the entire groups information at my finger tip at the table top, from running combats, calculating experience points, and seeing their selected spells..

www.theonlysheet.com

Quoted for Truth. Love The Only Sheet.


The way my group plays, we always start campaigns at first level, so I always play chars from 1st level.

But now I need to make a 9th level char, and I'm wondering what kinds of builds really suffer at early levels, but shine at mid to high, since I never get to do that. Example: Mystic Theurge

Maybe even LA race? My DM is pretty flexible as long as its not 3rd party (must be players handbook, advanced or any of the ultimate books).

Thanks.


Kydeem de'Morcaine wrote:
Scarymike wrote:

...Unfortunately, a whip does not threaten (without a 4 feat commitment of the whip mastery line from UC, and not achievable until BAB+7). So no AOOs. You also don't flank, because of the lack of threatened squares.

Carp, i never noticed that before.

But it only takes 3 feats not 4. You don't have to have the greater whip mastery, improved gives you the threaten.

Yeah, I should have been more clear. 3 or 4 feats, depending on if you need exotic weapon: whip feat (both orcs and half elves have methods of not needing that feat, as well as bards).

exotic weapon prof: whip
weapon focus: whip
Whip Mastery
Improved Whip mastery (bab +5 prereq)


Charender wrote:
Bruno Kristensen wrote:
How about a Magus? Delivering spells with a whip sounds cool. May not be the most effective Magus build, but rule of cool trumps...

Actually a magus using true strike + spell combat can make some really hard to beat trip and disarm checks.

At level 10, with a +2 whip(use your arcane pool to make it a +5 whip), +3 strength bonus, +7 BAB, +20 from true strike -2 from spell combat = +33 CMB to trip or disarm

I would say the ability to have an almost unbeatable trip or disarm 2 or 3 times a day is pretty cool.

Add in the ability to deliver touch spells(chill touch, vampiric touch, ghoul touch, etc) with the reach of the whip, and you get a very fun character.

I'm playing a Whip based Magus (Kensai archetype) right now. I went with kensai to get the whip proficiency and the weapon focus (whip)[which is a pre-req for the whip mastery feats] out of the way, as otherwise you'll never have enough feats to get the whip mastery feat that gives you threatend squares. He is fun, but not horribly optimized (the threat range on a whip sucks, and magus benefit greatly from spellstike crits). Other than that, its pretty fun to channel shocking grasp through the whip, or true strike disarm.


Kydeem de'Morcaine wrote:


You get 15' reach for AoO and flanking sneak attacks while maybe staying out of harm's way yourself. You would definately want combat reflexes.

All those AoO and flanking attacks could be trips and disarms (love that myself). Although without the fighter's feats it will be difficult to get very good at it.

Unfortunately, a whip does not threaten (without a 4 feat commitment of the whip mastery line from UC, and not achievable until BAB+7). So no AOOs. You also don't flank, because of the lack of threatened squares.


Kydeem de'Morcaine wrote:


You get 15' reach for AoO and flanking sneak attacks while maybe staying out of harm's way yourself. You would definately want combat reflexes.

All those AoO and flanking attacks could be trips and disarms (love that myself). Although without the fighter's feats it will be difficult to get very good at it.

Unfortunately, a whip does not threaten (without a 4 feat commitment of the whip mastery line from UC). So no AOOs. You also don't flank, because of the lack of threatened squares.


I'd like to see your build. Just out of curiosity since I'm also playing a Whip Magus right now (only level 1 so far).

I went Kensai archtype in order to get the whip and free weapon focus feat. Also human, because I wanted weapon finesse so my AC is decent (Kensai also add int to AC).

Also planning to take the whip mastery feat chain. Mostly skipping the combat manuever feats, since I don't suffer AOO when they can't reach me anyway. don't get me wrong, I'd love those feats, but this build is a bit feat heavy to begin with.


I'm currently playing a Kensai Magus who's weapon of choice is the whip.

So, yeah, not optimized (no dervish dance). I did go the weapon finesse route (otherwise my AC was only 11), and hope to get an agile whip eventually (dex to damage +1 enhancement).

he is a little sucky at first level (we have only had one session). I use dirty trick and trip mostly (utilizing the 15 foot range of the whip), but I only get one 1st level spell and 2 cantrips thanks to diminished spell casting.

I expect he will do much better by 3rd level or so. Planning to take the whip mastery feats, and use the gold old fashion magical lineage trait to do intensified shocking grasp through the whip... someday. :) The whip mastery feats require weapon focus, so that's some nice synergy since you get that for free.


What is the point of aspect and greater aspect? I'm just confused to the mechanics of it.

If you give yourself flight via Aspect, why not just give flight to the eidolon since you ARE the edolion when summoned? Or is that just it, that way you get the evolutions even when he isn't summoned?


I have a Eidolon question... Is there any way to speed up the 10 round summoning time? Specifically for the synthesist, it sorta ruins the fun "hulk out" rpg elements if it takes 10 rounds so I have to walk around hulked out at all times.

Thanks,
-Mike


I don't know if this fits the flavor perfectly, but with some good role playing, you could pull off the hulk with a Synthesist.


Covent wrote:


An Arcane Sorcerer player in one of my games made excellent use of "Robes of Arcane Heritage" from the APG.

They let you treat your level as 4 higher for all bloodline powers and their effects.

Whoa.. thats awesome. From srd:

"These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects."

That means you can get those powers 4 levels earlier, and is very powerful. I'm currently playing a Fey blooded sorcerer in Kingmaker at level 13. Putting these on will instantly give me the ablity to reroll spell resistance checks at will, and will give me the end cap ablity which includes dr/10 cold iron at level 16. Nice.

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/fey-bloodline


This was mentioned once, but its worth repeating. The Alternate favored class bonus for humans in AGP is awesome.

"Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

http://www.d20pfsrd.com/races/core-races/human


c873788 wrote:

Below is my new guide on tripping builds.

Go to A Guide for Trip Builds in Pathfinder

Please feel free to comment and let me know if I've made any errors. Hope you enjoy.

Just a note: You never mention that whips don't threaten squares, so they can not be used as Attack of Opportunity weapon.


Persistent is probably the most powerful, in my opinion. A dazing fireball (or other area affect) is pretty amazing too.

Metamagic rods are amazing items. If your going to craft, I highly recommend you go that route. No increased casting time. no increased level. They are all around great.


a couple of questions:

1. Is there a way to add BP directly to the kingdom? There are a few times in the campain where you just get BP (from finishing a quest or whatever). So far, I've just been putting it in as a cash deposit (4000 gold per bp).

2. Can the sheet handle the annexing of the area where Varnhold is? You are supposed to be able to claim all 18 hexes for "free." How did you handle this?


SigmaX0 wrote:

Intensify is maximised and doubled. (It's insanely good). I'm level 9.

Fireball, for example, would hit for 108 damage, and 54 on a successful save.

This must not be the Pathfinder version then:

http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic

d20pfsrd.com wrote:


Intensified Spell

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)

but instead the epic feat http://www.d20srd.org/srd/epic/feats.htm

d20srd.org wrote:

Intensify Spell [Metamagic][Epic]
Prerequisites
Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

Benefit
All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.


Scarymike wrote:
NeoFax wrote:
OK, to fix this quite easily is to un-protect the map sheet. Then CTRL-F and in the Search box put terraformed and replace put terraforming. Then reprotect the sheet.

The problem is, I get no results found when searching for "terraformed" on the sheet (even when unprotected).

Ok. I figured it out. Its Tarraformed (with a TA not a TE) in the formula.


NeoFax wrote:
OK, to fix this quite easily is to un-protect the map sheet. Then CTRL-F and in the Search box put terraformed and replace put terraforming. Then reprotect the sheet.

The problem is, I get no results found when searching for "terraformed" on the sheet (even when unprotected).


Eric The Pipe wrote:
s*~*, yeah this needs to be done. Thank you for the catch. i'll fix it in v 1.5, which with school going on i'm not sure when that is going to be.

Weird. I just can't seem to find this error. Could someone go into a little more detail on how to fix this? I followed the diretions poste dby Neofax to no avail.

Eric,

will you be able to take all the data from a 1.4 and open it in a 1.5? How would you start using a new version if you have a year of kingdom building done in a 1.4 version?


NeoFax wrote:
Has anyone else noticed that the BP's on the Map page are off? The formula is looking for the word "Terraformed" in the lower right block when it should look for "Terraforming". I noticed it when my players were wondering how they had negative numbers in the treasury so we put pencil to paper to add everything up manually. It is a very easy fix by just unlocking that sheet and doing CTRL-A then CTRL-F switch to replace tab and type in Terraformed in the top and Terraforming in the bottom. Then re-protect the sheet.

I'm not seeing this issue in 1.4. It says Terraforming in both places.

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.