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Secane's page

FullStarFullStarFullStar Pathfinder Society GM. 2,001 posts (2,023 including aliases). No reviews. 1 list. 1 wishlist. 18 Pathfinder Society characters. 1 alias.


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Lantern Lodge

James Jacobs wrote:
Secane wrote:

Were the restrictions on deities ability to intervene in the mortal world or cross borders and kill other divine beings set in place due some past event? Or were these laws put up over time and for other reasons?

By restrictions, I meant acts like Desna killing of the demon Lord Aolar. Desna supposedly broke some laws or pacts to do so.

No restrictions. But if a deity does do something, then the other deities do something, and suddenly it's all out mayhem and the worlds end. So the deities all know that it's best not to do anything. The "laws" that keep deities from directly intervening are not written down or enforced by "deity police" as much as they are just the deities understanding that this is the way it is. Now and then, a deity does go against these laws and the results tend to be significant.

Oh! So it's more like a cold war stand off.

Is the war that had Rovagug sealed away and that other deities died in, an example of when such an understanding breaks down?

Lantern Lodge

Were the restrictions on deities ability to intervene in the mortal world or cross borders and kill other divine beings set in place due some past event? Or were these laws put up over time and for other reasons?

By restrictions, I meant acts like Desna killing of the demon Lord Aolar. Desna supposedly broke some laws or pacts to do so.

Lantern Lodge

Tyinyk wrote:

I personally wouldn't view animating the dead as an act to be inherently evil, but according to you, you've already outlined necromancy as a whole evil. He's still puppeteering a corpse, even if he just 'poofs' it from nowhere. The moral standards of the country they're in also makes it seem like an Evil act.

I'd tell your player he should save his necromancer for a more fitting campaign.

Ah, my bad. I'm actually for this ability not being any where as evil as normal animate dead. It's basically a summon skeleton spell and not a "let's defile bodies" to make undead spell.

I misread Necromantic Servant in my first pass, where I thought it requires a body to "turn" into a skeleton or zombie. It doesn't seem to need a corpse to work.

Lantern Lodge

Creation of undead wasn't talked about at the start of the campaign as as no one needed it.
I had since made it clear that the creation of undead is an evil act.
The Occultist-Necroccultist is being made by a new player. He is joining the party at lv 7.

The other party members are a LG Paladin, NG Cleric (Sarenrea), NG Druid and a CG Wizard.
The other players are ok with him playing a necromancer. I have made it clear that their characters will have to live with any positive or negative outcomes. (They are rulers of their own country that is NG in alignment and have a heavy Erastil + Sarenrea following.)

I'm not sure how flexible I want to be with the creating of undead. Currently I'm drawing the line at the defiling of actual bodies, regardless of how they died or are procured.

Necromantic Servant (Sp) is unusual, as it seems to be written with a lot left to interpretation. As I read it, the skeleton or zombie is just "summoned" out of the ground and don't need an actual dead body to defile.

The other issue I have Necromantic Servant is that it seems to be very powerful for a class power, namely "At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points." This gives it more tanking power than most other pets.

In the event it does gets destroy, the caster can just pop 1 back up at the cost of a mental focus.

I'm trying to find a middle ground for this player. One that can avoid alignment issues like evil spells and still allow him to play a necromancer like character.

Lantern Lodge

I'm thinking of it as more like a lesser act of evil instead of an major one like animate date.

Lantern Lodge

I have a player who wants to play a necromancer type character in a no-evil alignment PCs campaign.

His solution to avoid casting evil create undead spells is to play an occultist - Necroccultist and make use of the Necromancy school's Necromantic Servant power below to create undead servants.

However given how similar the power is to create undead, aka they both need and animate bodies, should using Necromantic Servant be considered an evil act?

Please note this is not a rule question, but more of a gming question.

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Lantern Lodge

Quick Golarion questions:

1) Does Golarions have magic ley lines?

2) If so who or what kind of civilizations/people on golarion would make use of such ley lines?

3) And what can the magic from the ley lines be used for?

Lantern Lodge

Maybe the The Flexing Arm trait? It allows you to use Str in place of Dex for Escape Artist checks (which you can put ranks in).

http://www.archivesofnethys.com/ wrote:

The Flexing Arm

Source Inner Sea Gods pg. 220 (Amazon), Faiths of Purity pg. 18 (Amazon)
Requirement(s) Kurgess
You are practiced at using physical might to escape your bonds. You can use Strength instead of Dexterity as your base ability for Escape Artist skill checks to free yourself from bondage. Additionally, you gain a +1 trait bonus on such Escape Artist checks.

Lantern Lodge

Kinda. Ultimately you need to know what you are getting the campaign setting for.

If you are GMing, then you can use the campaign setting books to help flesh out your version of Golarion.

If your playing and want to know more, than the campaign setting books are a good read. However, your GM is the final arbiter on what is "canon" in the campaign.

The Golarion setting is really quite interesting. It is a little more human-centric then some other campaign settings, but given the size of the world there is a location for any sort of adventure.

Lantern Lodge

Can the Ilsurian Archer archetype use wand and scrolls?
The archetype doesn't seem to mention the lost of the ability to use spell trigger and spell completion magic items. (See Skirmisher archetype example below.)

Weapon Master's Handbook pg. 6 wrote:

Ilsurian Archer

Ilsurian archers maintain the strong tradition of archery first developed by soldiers in the service of Ilsur, who raised a small army with which he intended to overthrow the monarch of Korvosa after the fall of the Chelish Empire. Though Ilsur’s Arena teaches only the basics of these techniques, a few dedicated students strive toward true mastery in each generation.

Bullseye Shot (Ex): At 1st level, an Ilsurian archer gains the Bullseye ShotISG feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.

Archery Style (Ex): At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger’s combat style feat class feature.

Vicious Aim (Ex): At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.

Iomedae’s Influence (Ex): At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the inf luence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.

Pinpoint Targeting (Ex): At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.

Quarry (Ex): At 19th level, an Ilsurian ranger gains the quarry class feature. This ability replaces improved quarry.

Advanced Player's Guide wrote:

Skirmisher

Hunter’s Tricks: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Note that a CL 0 character like Paladin, Ranger or Bloodrager levels 1-3 can still use wands.

Lantern Lodge ***

What happens if you play a 1-5 scenario (that rewards faction boons) with a lv 1 character of the appropriate faction, but decides to rebuild the lv 1 character to another faction for the next game?

Do you retroactively lose those faction boons? Or do you get to keep them?

Lantern Lodge

3 people marked this as FAQ candidate.

Does melee weapon special abilities, still work on a weapon when it is used as a range weapon? And vice versa?
Example weapons, daggers, throwing axes, etc.

Clarification; this is about weapon special abilities, not enchantment bonues. The term weapon enchantment is for +1 to +5 bonus on weapons.

Lantern Lodge

James Jacobs wrote:
Secane wrote:

Thank you for your answers. They have been is really helpful.

I discussed with the catfolk player and we agree to go with catfolks being more common, around level of gnomes. Unusual, but not unheard of.
It would make it easier for her to equip her character, without spending most of her gp on a hat of disguise.

Just 1 more quick question; How common are catfolks in Tian Xia? That was where we assumed they were from originally. (Mainly due to the large number of animal-humanoids races from that region.)

Catfolk are very uncommon in Tian-xia. The cat people there are likely more akin to much more humanoid with a few cat features (ears, tail and that's about it) if there are any at all, and they're more tied in to the spirit world a la kami or kitsune. In short, they'd be an entirely different race.

Thanks for this info! It really helped a lot!

So in terms of appearance, the Catfolk of Tian-xia would look a lot more like the cat girls/guys portrayed in anime or manga?

I had a chat with my player and once she realizes she can play a cat girl looking catfolk, she went straight for it. It really does fit her character concept better, especially now that she does not need to actively hid her appearance.

From a roleplay perspective, I find the ideal of human looking animal races really fits with the theme of animals that can change into humans found in many chinese legends and myths. Like the story of Madame White Snake.

Lantern Lodge

Does anyone have any further advice on this?

Lantern Lodge

I might just take away the rider effect. Mainly cos it makes coming up with the other elemental types difficult. (I would have to pick a proper rider effect for each elemental type.)

I'm still undecided on the extra range. Why is scorching ray such a short ranged spell? It just don't make sense...

Does anyone has any other ideals on how to improve/balance this spell?

Val'bryn2 wrote:
I don't really see any differences between this and Scorching Ray, and, just FYI, Lina's Flare Arrow was based off of the D&D Flame Arrow, which got split into Flame Arrow and Scorching Ray.

I just looked it up. Never knew it used to be a combined spell in the earlier editions of D&D.

Why was it ever split in the first place?

Lantern Lodge

What should I take out to drop this to a lv 3 spell? Cos, I know druids have flame strike as a lv 4 spell and I don't want this to crowd the same spell level.
1) Reduce the max arrows to 4 and capped at lv 15? (lv 3 spell)
2) Take out the punch through objects?
3) The catch-on-fire rider?

I decided to keep the affected by Spell Resistance, as no Spell Resistance spells are kinda unbalance at higher levels. (When you start facing demons, devils and other outsiders with SR.)

The neverwinter nights 2 version of the spell is also affected by Spell Resistance. The catch-on-fire rider is suppose represent the effects of conjugated fire.

Lantern Lodge

Sorry, quick update. Added a catch on fire, rider effect.

Trying to make the fire have more substance, since it's a Conjuration spell.

@Val'bryn2,
Well the main ideal is to give my non-evocation focus caster players an additional option to deal damage. Mainly the druid, cleric, etc.

It also serves to give the wizard, an alternative to scorching ray, which requires a range touch and the wizard isn't too good with that.
Hence a costlier, but auto hitting version of scorching ray.

@Rory,
Oops! It should be the same number as scorching ray. Edited.

Number of arrows gain is the same as scorching ray, with the max number of arrows upped to a max of 5 at lv 19

Each arrow's save has to be rolled separately, giving more chance for the catch on fire rider effect to stick.

Lantern Lodge

I'm thinking of making a custom spell as a reward for my players.
The inspiration is base off Lina Inverse's Flare Arrow, but mechanically is would be similar to Neverwinter Night's version of Flame Arrow.

It is basically scorching ray as a save or suck type spell.

Need some advise if it is balanced, in the right school and if the spell level is right.
If it works, I could apply it to other elemental types.

Custom spell wrote:

Flare Arrow

School Conjuration [fire]; Level sorcerer/wizard 3, druid 3 (May add other schools)

Casting
Casting Time 1 standard action
Components V, S, M (Flint)

Effect
Range medium (100 ft. + 10 ft./level)
Target one or more target/s, no more than 10 feet away from each other
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

Description
The spell creates a flaming arrow in your square, plus one additional arrow for every four caster levels beyond 3rd (to a maximum of five arrows at 19th level), which hurl themselves toward one or more targets that are no more than 10 feet away from each other. Each arrow deals 4d6 points of fire damage and causes the target to catch on fire. The save for each arrow is rolled separately. On a successful save, the target avoids catching on fire and halves the damage.

The flaming arrows can sets fire to combustibles and damages objects it hits. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused by an arrow to an interposing barrier shatters or breaks through it, the subsequent arrows may continue beyond the barrier to the target if the area permits; otherwise it stops at the barrier just as any other spell effect does.

The arrows may be fired at the same or different targets, but all arrows must be aimed at targets within 10 feet of each other and fired simultaneously.

Lantern Lodge

Thank you for your answers. They have been is really helpful.

I discussed with the catfolk player and we agree to go with catfolks being more common, around level of gnomes. Unusual, but not unheard of.
It would make it easier for her to equip her character, without spending most of her gp on a hat of disguise.

Just 1 more quick question; How common are catfolks in Tian Xia? That was where we assumed they were from originally. (Mainly due to the large number of animal-humanoids races from that region.)

Lantern Lodge

1) Where are the Catfolks on Golarion mainly from?
2) Or are Catfolks on Golarion a cosmopolitan race?
3) How would people around the inner sea react to seeing a catfolk for the first time? (specifically around the Lastwall and the Hold of Belkzen region.)

Asking as a GM, as I have a player playing a catfolk in an upcoming game set near Lastwall and the Hold of Belkzen. I'm seeking advice on how to roleplay the npcs reactions to unusual races like the catfolk.

Lantern Lodge ***

5 people marked this as a favorite.

Nope, didn't like the evil boons.

They make you feel like you are being punished for playing good characters.

I had good PCs reject them for roleplay and felt being cheated for doing so.

Lantern Lodge

Added a feat as an example to my original post.

So for the purpose of the Two-Handed Thrower feat. Would a large-sized dagger or other light weapon with a range, counts as a one-handed weapon? or just a light weapon that is large in size?

Lantern Lodge

1 person marked this as FAQ candidate.

Are large-sized light weapons, counted as one-handed weapons?

Example, is a large-sized dagger counted as a one-handed weapon for the purpose of feats, etc?

Example feat wrote:


Two-Handed Thrower (Combat)
Source - Ultimate Combat
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.

Prerequisites: Str 15.

Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.

Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.

Lantern Lodge

Create Mr. Pitt wrote:
They are fine. Some of the higher level conjuration damage spells tend to have have spell resistance, for instance acidic spray, but ultimately conjuration has so much going on that deal damage is usually going to be inefficient. I think these spells are fine.

But won't it make evocation spells kinda pointless at higher levels?

Asking this specifically as I have an evocation school wizard in my game and I realize that he might end up pulling all these feats into beating SR and have conjuration damage spells just trivialize his efforts.

Lantern Lodge

I'm contemplating allowing damage dealing Conjuration spells into my home game. But I'm unsure if the are balanced/suited for pathfinder.

Conjuration spells that deal damage's main selling point is that spell resistance don't work on them. Allowing them to harm normally spell immune targets like Golems.

Their drawback is that they are usually 1 spell level higher, are single target only, require a ranged touch attack to hit or have slower/lower damage progression.

Examples:

Arc of Lightning
Spell level : Druid: 4, Sorcerer/Wizard: 5
School : Conjuration
Descriptor(s) : Electricity
Components : Verbal and Somatic
Range : Short
Target/Area : Special
Duration : Instantaneous
Save : Reflex 1/2
Spell resistance : No
Description
This bolt targets two creatures and deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.

Or like the orb series:

Orb of Fire, Lesser
Spell Information
Spell level : Innate level: ?, Sorcerer/Wizard: 1
School : Conjuration
Descriptor(s) : Fire
Components : Verbal and Somatic
Range : Close
Target/Area : Single
Duration : Instantaneous
Save : None
Spell resistance : No
Description
An orb of fire about 2 inches across shoots from your palm at its target dealing 1d8 points of fire damage. You must succeed on ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

And its bigger brother:

Orb of Fire
Spell Information
Spell level : Innate level: 4, Sorcerer/Wizard: 4
School : Conjuration
Descriptor(s) : fire
Components : Verbal and Somatic
Range : close
Target/Area : single
Duration : Instantaneous
Save : Fortitude partial
Spell resistance : no
Description
An orb of fire about 3 inches across shoots from your palm at its target dealing 1D6 points of fire damage per caster level (maximum 15D6). You must succeed on ranged touch attack to hit your target. A creature struck by the orb take damage and becomes dazed for 1 round. A successful fortitude save negates the dazed effect, but does not reduce damage.

And finally Snowball, the pathfinder edition conjuration damage spell:

Snowball
Source People of the North pg. 26
School conjuration (creation) [cold, water]; Level arcanist 1, druid 1, hunter 1, magus 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1, witch 1
Casting Time: 1 standard action
Components V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one ball of ice and snow
Duration: instantaneous
Saving Throw: Fortitude partial (see text); Spell Resistance: no
Description
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. On a successful hit, the snowball deals 1d6 points of cold damage per caster level (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Damage dealing conjuration spells have been adapted to pathfinder in the paizo sources before like Snowball from People of the North, but there were complaints of snowball being OP and its other elemental counterparts have yet to be seen.

So would the above spells be considered balanced for a lv 7 party using Pathfinder rules?
Or does the lack of SR makes them too imba?

Lantern Lodge

Some questions on how does a character's memories and personality affects their alignment and soul;

1) What happens to a character's alignment if they lost all their memories?

2) Do they become a neutral alignment?

3) What if they develop a new personality that behaves different from before they lost their memories? (Example, good person --> Lost Memories ---> Became bad person?)

4) Do such characters in (3) develop separated souls for each personality? (Kinda like androids?)

5) What happens if a character who lost their memories and have developed a new personality, regains their lost memories?

6) How does Pharasma judge such characters?
Does she only count the personality at the point of their deaths? Or take into account their entire history, including the things they don't remember doing?

Lantern Lodge

Does anyone know?

Lantern Lodge

I'm just necroing this thread as the topic is similar to my question.

How does Gloves of Dueling works when it comes to the effects granted by Advanced Weapon Training?

*Advanced Weapon Training could be taken as early as lv 5 via the Advanced Weapon Training feat.

Weapon Master's Handbook wrote:

Advanced Weapon Training:

Highly skilled and experienced fighters can gain
advanced weapon training, learning techniques and
applications of the weapon training class feature that
give them special benefits in exchange for specializing in
a smaller number of fighter weapon groups. Beginning
at 9th level, instead of selecting an additional fighter
weapon group, a fighter can choose an advanced
weapon training option for one fighter weapon group
that he previously selected with the weapon training
class feature. The fighter’s weapon training bonus still
increases for weapons from all fighter weapon groups he
previously selected with weapon training. Some advance
weapon training options can be selected only if the
fighter meets the option’s prerequisites.

Advanced weapon training options function only when
the fighter is wielding a weapon from the associated
group, unless otherwise noted, and use his weapon
training bonus for the associated weapon group
. Any
bonuses on attack rolls and damage rolls granted by
advanced weapon training apply only on attack rolls and
damage rolls from weapons in the associated group. A
fighter with an archetype that replaces weapon training
cannot select advanced weapon training options.

Ultimate Equipment & APG wrote:

Gloves of Dueling

Source Ultimate Equipment pg. 236
Aura faint transmutation; CL 5th
Slot hands; Price 15,000 gp; Weight —
Description
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Lantern Lodge

I understand that many of the nations in Golarion are influenced by real life countries in their design.

Is Hermea loosely based on real-life Singapore?
Both are a small island nation
Both have their current governments started by a founding leader. (Mengkare/Mr Lee Kuan Yew)
Hermea's flag depicts a gold dragon in an elongated, almost asian dragon design, and singapore's largest ethnic group happens to be Chinese.
Both have or had eugenics policies.
Both are seeking immigrants with talents.

Life in Hermea is also described as peaceful, comfortable, and progressive, the envy of the world, which kinda mirror's Singapore reputation for being safe and with a very high quality of life measurement.

Additionally, is Hermea's Glorious Endeavor a caricature of Singapore's eugenics policies of the past?
Like the Graduate Mothers Scheme? Where "the government also encouraged Singapore men to choose highly educated women as wives, establishing the Social Development Unit (SDU) that year to promote socialising among men and women graduates"

For Hermea, "the government oversees the (often lengthy) courtship process, in order to better manage the breeding program."

There are of course a large number of differences between the two, just wondering of the coincidences.

Lantern Lodge

I would rule it is either or.

"damage dealt or damage healed"

Just like you have to choose to target living OR undead when you channel energy, you would have to pick 1 or the other to add the bonus to when you level.

Lantern Lodge

I think that as a GM you have the right to decide on fringe cases like this one.

As for "Does one need to target the center of an area of effect in order to dispel it?"

I will say no, you don't have to target the center.
Otherwise, based on that logic, dispel shouldn't work on spell that emanate from a target either, unless you can literally have a line of effect to the "center" of the target.

As for the 2nd question... base on the Unhallow Spell discription, the "stored spell" would only "effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment"

Since the dispell magic spell is not a creature, it cannot be the target of an Unhallow Spell's stored spell.

Lantern Lodge

SOME weapons are kinda like armor... they would also be a no go for druids... like the Dwarven Boulder helmet!

Helmet, dwarven boulder
Source Advanced Race Guide
Damage 1d3 (small), 1d4 (medium); Critical x2; Range —; Type B; Special
Description
This heavy, reinforced helmet can be used to make melee attacks. The wearer may also use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn. In addition, the helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).

Lantern Lodge

Some more info on the NPC alchemist?

What level are they? And how many?

Bombs don't deal too much damage. So unless there is an overwhelming number of alchemist npcs... it should not be too hard.

Lantern Lodge

1 person marked this as a favorite.

GM: Hi everyone! Thanks for coming together for this small "horror" campaign of ours.

Now I know you have many questions, so let's get started!

First things first, YES! The Book of Erotic Fantasy is legal and we will be using everything from it.

Now, on to roleplay questions...

Lantern Lodge

Mix in alchemist for some explosions?

There are some alchemical discoveries for bombs that appear like your throwing missiles around?

Lantern Lodge

Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

When you hit level 6, you could move to draw and swift to infuse.

Lantern Lodge

2 people marked this as a favorite.

ALL archers (fighters, rangers, slayers, zen archers, etc) are POWERFUL damage dealers.

It really is more about what you want out of your archer.

Fighters - More consistent damage output, just pure damage
1) More consistent to hits (due to weapon training)
2) Higher static damage (due to weapon training)
3) Tons of feats
4) Overall more armor (thanks to armor training)
5) Not afraid to wear heavier armor
6) You are always at max possible strength, aka no need to spend time on buffing etc. You are always ready to start shooting
7) less overall skills
8) Able to handle most foes with the right feats

Ranger - More than just damage
1) Earlier access to some feats via combat styles (Improved Precise Shot,etc)
2) Good against specific enemy types
3) Spells! + buffing
4) Tons of skills
5) Tons of out of combat and in combat class features (tracking, etc)
6) More self-dependent (able to spell heal of of combat, etc)
7) May need to spend time buffing for more damage (gravity bow, etc)
8) Spells are unfortunately limited in supply.

Slayer - Ranger with no spells, but more damage output
1) Earlier access to some feats via combat styles (Improved Precise Shot, etc)
2) Able to study aka add damage to any enemy
3) Sneak attack = more damage
4) Tons of skills
5) Slayer Talents!
6) Plenty of out of combat and combat class features
7) No spells when compared to the ranger
8) Able to handle most foes. Just like a fighter

Zen Archer (Monk) - A LOT of arrows in the air!
1) More arrows when full-round (flurry) attacking
2) Lots of archery feats given for free!
3) Nice monk class features
4) Nice amount of skills
5) Less static damage per shot, but lots of arrows
6) Abundant Step(!)
7) Able to pull off shots other classes can't
8) Good saves
9) Ki is a powerful, but also limited resource

As you can see archery comes in every flavor. There are very few cons, it REALLY is just what YOU want!

Lantern Lodge

Thanks, I will look into that. The new weapon master handbook added a ton of new things.... So I really got to have a good look now

Lantern Lodge

Nargemn wrote:
This is just preference... But I really enjoy pairing Ulfen Guard with the Viking archetype for fighters. At 8th level (5 viking/3 Ulfen Guard) by choosing the Formal Training dedication you count as an 8th level fighter for feat qualifications, and your rage stacks with Viking's. Not only all of that but the flavor fits really well too.

I did seriously consider going with a pure viking. But I realised that viking takes away weapon training, which is required for the Ricochet Toss feat. Which us the linchpin of an axe thrower build.

Without Ricochet Toss, I would have to invest in half a dozen axes atleast

Lantern Lodge

My focus is on making the ulfen guard pc work.

I know there are many other ways to build this character without ulfen guard, but my character is member of the sovereign court. Hence ulfen guard.

Btw, won't full plate with high Str work as well as a dex build?

Lantern Lodge

Secret Wizard wrote:
Are you set on having the PrC? 'Cause you could make this work well with pure Fighter or Barb.

Well... I'm looking at Ulfen Guard for both flavor and character reasons. Also gives making this character an effective one a certain kinda of challenge.

Lantern Lodge

I'm thinking of making an Axe-thrower Ulfen Guard character for PFS.

The Ulfen Guard PC seems like a mix of Fighter and Barbarian...
So how could I make this character ideal work? How much of each class or even other classes like bloodrager, slayer, etc should I have?

Should I also focus on STR and get a Belt of Mighty Hurling (Lesser) for throwing axes?

The basic ideal is kinda like a Thor like character that uses axes. Start early level as melee axe build and move on to focusing on throwing one weapon via Ricochet Toss feat.

Lantern Lodge

Is your game a homebrew?

Cos if it is you can always ask your gm for options like a permanent gravity bow effect on a bow, etc.

Lantern Lodge

James Jacobs wrote:
Secane wrote:

2) CAN Hellknights that are Lawful-Good go to hell in their afterlife, if they really want to? (Assuming they really believe the in the clause.)

2) If they "WANT" to, then they're not lawful good.

1) What if someone who is truly LG or at the very least truly, totally Good, wants to go to hell for the sake of another? An example reason being the person they love most and who does love them in return is going to/in hell and they want to join them.

2) How does hell or the good planes for that matter handle such cases?

-----------------------

3) I read in one of the Pathfinder Tales of angels called the Redeemed(?), who are former devils turn angels. Aka they are the opposite of fallen angels.
Are such beings individually unique? Each having their own looks, stats, abilities?
And therefore don't conform to any of the known celestial angel/races types?

4) Which core deities are the most likely to have or gain an addiction to korean love dramas?

5) Which iconic characters are the most likely to have or gain an addiction to korean love dramas?

6) What inner sea nation has the most "soft power"? As defined as the ability to shape the preferences of others through appeal and attraction.

7) What would you do if you found out that a product that you made was culturally insensitive?

8) Are the humans of Golarion originally from another planet/world/plane? Or or are the humans of Golarion and other planets in the solar system the result of parallel evolution on their own planets?

9) With so many other non-human races to be racist against, how racist are the human races of Golarion to each other?

10) How do anti-paladins of Calistria handle the fact that that their goddess's home is on a goodly plane?

11) Do Flumphs have their own deities?

12) Are there fairy godmothers in the Golarion multiverse?
12a) Do they exist/operate on Golarion?

Lantern Lodge ***

Will there be a easy to find link to the Campaign Clarifications Document? Like the additional resources link or have it appear in the downloads section?

Blog posts can become hard to find or backtrace after some time.

Lantern Lodge

If a PC wants to make someone (NPCs, etc) else feel "uncomfortable" or disgusted, which social skill or skill/s should be used?

An example, a PC causes a distraction by wolf-whistling, catcalling or giving "hungry eyes" at some NPCs.

Which social skill or skill/s should be used in this situation? Assuming that the PC is NOT ACTING and actually having the hots for the NPCs.

Some thoughts on this...
● I was thinking a performance skill like acting, but then I realise that the target of the PC's catcalling might actually feel even MORE "uncomfortable" or disgusted if the PC is actually being genuine in their actions.
● Bluff kinda usually works, but the PC is not bluffing here.
● Diplomacy seems counter to what is going on...
● and Intimidate, might work?
● But what if the target ENJOYS that catcalling?
● It rotates back to Diplomacy?
● And what if the Intimidate fails and cause the target to get angry?
● Then it becomes a "success" cos you failed a skill check, but succeeded in your intention of making a target "uncomfortable"? (+ Angry)
● AND then there is dirty tricks, but those are melee only and you don't need to be in melee to give "hungry eyes" to a target from across the room?

I'm confuse....

Lantern Lodge

Ravingdork wrote:
I've not read any Dragonlance books, so I have no idea what Raistlin was capable of. I'm not entirely certain he's read them either.

Well... he pretty much just wiped out all the gods of the world single handedly. You know, the simple everyday stuff that solo, OP, physically sick spellcasters do. :P

Lantern Lodge

So older era Dragonlance? Before they learned how to use wild magic?

If that is the case... remind the GM that wizard magic would therefore be High Sorcery?

Among the wizards, it is only Raistlin Majere who has a health issue which affected his magic. Which is mainly cos he is effectively walking around with a curse on him for being too overpowered.

Most High Sorcery spellcasters have no such issues. Especially more so for the Wizards of High Sorcery. The strength of their powers are more closely tied to the moons that give them their power.

So what the GM should be doing is:
1) Checking what is the alignment of the party's casters and

2) Assign the proper color robe (white, red or black) to them based on the caster's alignment.

3) THEN the GM has to come up with a way to track the Moons' (Solinari, Lunitari and Nuitari) rise and wane.

4) And finally come up with the appropriate buffs and debuffs on the appropriate spell schools and robe colors, depending on which moons are on the rise and which ones are on the wane.

IF the GM wants to give fatigue for spellcasting, then the GM better make sure that each spellcaster is a Raistlin Majere in the making.
Remind him what ONE Raistlin Majere can do and did.

Lantern Lodge

This post should be in the rule questions section.

That said, you are correct.

Wands are Spell Trigger items that he can use as long as the spell is on his spell list.

Scrolls are Spell Completion items and he would need to use UMD to activate them.

"An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so)."

Lantern Lodge

CRB, pg550 wrote:
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor.

So.... the Make whole (normal version) spell, would not be able to repair a +4 armor/weapon?

Since the required, double the Caster level, is a CL 24? Which is not attainable for most lv 1 to 20 PCs?

The Make Whole, Greater from the Technology Guide would had to be used instead?

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