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Hooded Man

Serisan's page

Pathfinder Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 2,260 posts (2,264 including aliases). 1 review. No lists. No wishlists. 12 Pathfinder Society characters.


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**

Pathfinder Roleplaying Game Subscriber
claudekennilol wrote:
Serisan wrote:
Fully agree. Your particular change isn't even that significant and maintains continuity for the character. Hell, I've used rebuild on my archer hunter to have Precise at level 1, then trade it out for Rapid at 2 because I got Precise via class feature. That's practically the same scenario.
But that's actual retraining. That's not "free rebuild at level 1". (or if it was it totally shouldn't have been)

It is a valid use of the "free rebuild at level 1" because it was prior to any experience at level 2. I got my 3rd xp, rebuilt the feat, leveled up and got Precise back. From a character continuity standpoint, I simply gained Rapid Shot when I leveled up. It just made more sense for the character to have Precise straight-away than to whiff with Rapid for a full level given his background.


Pathfinder Roleplaying Game Subscriber
Rynjin wrote:
See above. If you put the +2 in Con rather than what you'd expect (his casting stat), it comes out to 20 PB.

Perception check fail for how long I've been staring at my entry. >.>


Pathfinder Roleplaying Game Subscriber
LilyHaze wrote:

Rynjin, I found Cassock of the Black Monk on archives of nethys.

As for Rasputin's point buy, the lowest I can figure is 26 points.

Str: 7 (-4)
Dex: 9 (-1)
Con: 17 (13)
Int: 14 (5)
Wis: 13 (3)
Cha: 16 (10) +2 from human.

He has +2 to all physical stats because of his belt of physical perfection, and then he also had +4 to Wis and Cha from his headband. Add to that the 4 stat increases he's gained from leveling (all of which go to Cha), and you should have the stat block listed above.

He's also middle-aged, just to make things complicated. I'm still coming out at 26, though.


Pathfinder Roleplaying Game Subscriber

My entry:

Spoiler:
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist 18
NE Medium humanoid (human)
Init +0; Senses True Seeing; Perception +18
Aura unholy aura (DC 22)

----- Defense -----
AC 25, touch 21, flat-footed 25 (+4 armor, +3 deflection, +4 insight, +4 natural)
hp 192 (18d8+108)
Fort +12, Ref +13, Will +24
Defensive Abilities stitched soul, towering ego +8; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/×4)
Special Attacks hypnotic stare (-3, 30 feet), painful stare (+6d6+9)
Mesmerist Spells Known (CL 18th; concentration +28)
6th (4/day)—euphoric tranquility (DC 25), insanity (DC 25), true seeing, waves of ecstasy (DC 25)
5th (5/day)—mind fog (DC 24), primal regression (DC 24), mass synesthesia (DC 23), waves of fatigue
4th (7/day)—dimension door, dominate person (DC 23), enervation, greater forbid action (DC 23), freedom of movement
3rd (7/day)—bestow curse (DC 21), clairaudience/clairvoyance, confusion (DC 22), dispel magic, fear (DC 21), scrying (DC 21)
2nd (7/day)—enthrall (DC 21), hold person (DC 21), inflict pain (DC 21), levitate, silence (DC 20), suggestion (DC 21)
1st (7/day)—adoration, command (DC 20), innocence, murderous command (DC 20), remove sickness (DC 19), unnatural lust (DC 20)
0 (at will)—bleed (DC 18), detect magic, detect poison, light, message, read magic

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, and true seeing. Additionally, Rasputin implants spell anticipation on himself to cast insanity if he is targeted by enemy spellcasters.
During Combat Rasputin attempts to control the nearest opponent with dominate person, then harries his opponents with his hypnotic stare and effects such as waves of ecstasy, greater forbid action, euphoric tranquility, and quickened hold person. Rasputin targets opponents that resist his powers with enervation and mind fog to soften them up. If confident in his control of the situation, Rasputin implants a new trick on himself, preferring cursed sanction or greater mask misery, then fires his mwk Nagant M1895 revolver at the target of his hypnotic stare on subsequent rounds, using painful stare on the first attack that hits each round.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 11, Con 19, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 25
Feats Combat Casting, Diehard^B, Great Fortitude, Iron Will, Lightning Reflexes, Logical Spell, Persuasive, Quicken Spell, Spell Focus (Enchantment) Toughness, Uncanny Concentration
Skills Bluff +38, Diplomacy +33, Intimidate +27, Knowledge (arcana) +17, Knowledge (nobility) +23, Knowledge (planes) +14, Knowledge (religion) +17, Perception +18, Sense Motive +24, Spellcraft +17, Use Magic Device +29
Languages Church Slavonic, Common, Russian
SQ bold stares (allure, sapped magic, susceptability, timidity), glib lie, hypnotic stare (-3, 30 feet), mental potency, mesmerist tricks (280 feet), mesmerist tricks (compel alacrity, cursed sanction, faked death, greater mask misery, mask misery, mesmeric mirror, misdirection, psychosomatic surge, spell anticipation, vision of blood), painful stare (+6d6+9), touch treatment, towering ego +8

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Yes, his actual kill mechanism is his gun.

**

Pathfinder Roleplaying Game Subscriber
Chess Pwn wrote:

a. Is it legal (w/ or w/o table variation)? Yes

b. Is it ethical (anything wrong with it)? No, it's completely allowed and not ambiguous.
c. would you do it? Yes
d. would you mind if others did? No.

Fully agree. Your particular change isn't even that significant and maintains continuity for the character. Hell, I've used rebuild on my archer hunter to have Precise at level 1, then trade it out for Rapid at 2 because I got Precise via class feature. That's practically the same scenario.

**

Pathfinder Roleplaying Game Subscriber
jon dehning wrote:
Andrew Christian wrote:
Hulking Hurler wrote:

Yup! It's so close I can taste Andy's excitement!

But I won't.

I am honored to offer a rowdy run fueled running of Plunder and Peril for such a good cause.

uh, yeah, please don't...
That's not what you said at GenCon.

What happens at GenCon stays at GenCon, unless brought to the afterparty.


Pathfinder Roleplaying Game Subscriber

This guy could get higher damage numbers, I'm sure. Slapped together while tired. Just a Hero Lab export here, so it might look slightly messy. Point of note: you can get by much better on damage if Effortless Lace is legal at your table with 2 falcata. Sawtooth was just for ease of adjusting.

Unnamed Hero
Human medium (relic channeler) 20
N Medium humanoid (human)
Init +7; Senses Perception +13
--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 23 (+8 armor, +5 deflection, +5 Dex, +1 dodge)
hp 223 (20d8+120)
Fort +26, Ref +21, Will +18
Defensive Abilities fortification 75%
--------------------
Offense
--------------------
Speed 60 ft.
Melee +5 keen menacing adamantine falcata +37/+37/+37/+37/+32/+27 (1d8+34/17-20/×3) or
. . +5 keen menacing mithral sawtooth sabre +37/+37/+37/+37/+32/+27 (1d8+30/17-20)
Medium (Relic Channeler) Spells Known (CL 20th; concentration +26)
. . 4th (3/day)—freedom of movement, mage's private sanctum, spirit-bound blade, spiritual ally[APG], teleport
. . 3rd (4/day)—borrow fortune[APG], dimension door, displacement, greater false life[UM], fly, greater invisibility
. . 2nd (5/day)—alter self, darkvision, haste, heroism, invisibility, water walk
. . 1st (5/day)—enlarge person (DC 15), expeditious retreat, ill omen[APG], long arm[ACG], remove fear, true strike
. . 0 (at will)—detect magic, detect psychic significance, grave words, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 34, Dex 23, Con 20, Int 7, Wis 7, Cha 19
Base Atk +15; CMB +34; CMD 49
Feats Combat Casting, Critical Focus, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Power Attack, Quick Draw, Spirit Focus, Staggering Critical, Stunning Critical, Two-weapon Fighting, Two-weapon Rend
Traits dirty fighter, focused mind
Skills Acrobatics +27 (+39 to jump), Appraise +0, Bluff +6, Climb +21, Diplomacy +6, Disguise +6, Escape Artist +7, Fly +20, Heal +0, Intimidate +6, Perception +13, Ride +7, Sense Motive +0, Stealth +7, Survival +0, Swim +20
Languages Common
SQ apport relic, ask the spirits, astral beacon, astral journey, channeled spirit (champion), connection channel, connection specialty, legendary champion, object reading, powerful bond, propitiation, relics, shared seance, spacious soul, spirit bonus +6, spirit mastery, spirit surge +1d10, spirit surge free uses, taboo, trance of three
Combat Gear mask of the mantis; Other Gear +2 fortification (heavy) mithral agile breastplate, +5 keen menacing adamantine falcata, +5 keen menacing mithral sawtooth sabre, belt of physical perfection +6, boots of striding and springing, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), headband of alluring charisma +6, manual of gainful exercise +4, ring of protection +5, ring of spell turning, 61,547 gp
--------------------
Special Abilities
--------------------
Apport Relic (35 feet, 1/day) (Su) Can call relic to self, as apport object but with extended range.
Ask the Spirits (At will) (Sp) Use contact other plane to contact the Astral Plane for advice, never taking Int/Cha dam.
Astral Beacon (Su) Free action, access non-hosted spirit int/grt/sup power for 1 rd and gain influence with them.
Astral Journey (At will) (Sp) Enter coma to use astral projection on self. Can't enter other planes and gear is nonmagic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Connection Specialty (Sp) Connection channel requires familiarity, an appropriate location is insufficient.
Critical Focus +4 to confirm critical hits.
Dirty Fighter +1 damage when flanking.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Fortification 75% You have a chance to negate critical hits on attacks.
Legendary Champion (Su) Gain two combat feats.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Propitiation (1/day) (Su) 10 min ritual, reduces influence from hosted spirit by 1.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Shared Seance (Su) Can share the Seance bonus with others.
Spacious Soul (Su) As a imm action, soul of seance ally who dies in sight replaces current spirit. Either can be dominant, but ally cannot replenish resources.
Spirit Bonus +6 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Mastery (Ex) Gain two uses of spirit surge, and channeling a weaker spirit is twice as effective.
Spirit Surge +1d10 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spirit Surge Free Uses (2/day) Can invoke spirit surge without incurring influence.
Staggering Critical (DC 25) Critical hit staggers target
Stunning Critical (DC 25) Critical hit stuns or staggers target.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.
Trance of Three (20 rounds) (Su) As a swift action, can access intermediate power of diff spirit for 1 influence.
Two-Weapon Rend Deal extra 1d10+18 if you hit a foe with both main and off hand weapons.

**

Pathfinder Roleplaying Game Subscriber

For those still looking for motivation to come play at Skål Con, allow me to say the following:

Google wrote:

Saturday, September 19

International Talk Like a Pirate Day 2015

I am looking forward to GMing my 2 (count 'em! 2!) tables of Murder on the Throaty Mermaid.


Pathfinder Roleplaying Game Subscriber
Vaellen wrote:
Mirror Dodge is really strong. I would argue that both Dim Anchor and Phase locking could not be applied on a dodged attack. The only thing that would work would be waiting for mythic points to be completely expended or a Dimensional Lock spell.

...or soaking their immediate action somehow first.

Re: the actual question, if Mirror Dodge is used against DA or PL attacks, there is no lock effect against teleporting, etc. If they're hit with those abilities for real, they can't Mirror Dodge until the effect is gone. What is inelegantly stated here is that the target of the DA or PL attack is replaced with an illusion. Treat the illusion as the actual target for all effects of the spell or attack in question.


Pathfinder Roleplaying Game Subscriber

It's worth asking, I think - is this a monk with a ranger dip, a ranger with a monk dip, or are things going up evenly? That's going to have a much larger impact on how I view the character's personality than the stats.


Pathfinder Roleplaying Game Subscriber

Part of it depends on the dungeon's inhabitants. If we're talking mindless things (skeletons, zombies, oozes, vermin, etc.), I would roll a random encounter with a significant "no encounter" area - oozes and vermin are likely looking for food that is in abundance in areas that have been cleared, zombies and skeletons are not likely to notice or care that more things are dead.

Intelligent enemies, though, will likely have patrols. They will likely realize that their compatriots are dead. They will very likely respond if they realize that there are still intruders in their lair. The nature of that response is going to be dependent on the type of foe, though. Kobolds will try to set traps or funnel the party in some way to get terrain advantage (barricades, cause a collapse, etc.). Goblins might try to start a big fire or sneak into the camp. Orcs will RAAAAAAAAAAAGE. You get the idea. I'd also have a random roll for this with a small (15%-ish?) chance that the party clears camp before the inhabitants are able to realize the intrusion and/or enact a plan.


Pathfinder Roleplaying Game Subscriber

From the Magic Item Creation chapter:

Quote:
A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.

It's in the CRB.


Pathfinder Roleplaying Game Subscriber

I slapped something together quick in Hero Lab. Nothing terribly unexpected here, I think, but there are lots of choices you could change in that outlay. A lesser persistent rod would be a very welcome addition to the gear, for instance, but you'd have to find 9k somewhere. That's probably dropping the amulet and jingasa, but you come out with a giant screw you to enemies.


Pathfinder Roleplaying Game Subscriber

Crafting a cursed item is easy. Getting one of the specific cursed items is not. The GM is perfectly in line for saying that you roll on the chart, which gives you a 10% chance at a specific cursed item. By contrast, there's a 15% chance that the item simply has a drawback, and some of those aren't even bad! For example, that includes a 5% chance of either growing or shrinking 6 inches in height one time, or a 1% chance of the item simply looking ridiculous, but functioning perfectly fine.

So, from a probability standpoint, it might be 900gp invested in that specific Dust of Coughing and Sneezing, but the statistical 9 that you failed to make into that specific cursed item cost you an additional 8100gp, and one of them just turned out to be glitter.


Pathfinder Roleplaying Game Subscriber

Don't worry about the Fighter. You can vary the encounters quite easily to get around this tactic. I worry about the CL 12 Sorc/Wiz or Cleric in the party that's casting Make Whole afterward. There's obviously something they're not doing right if you're not concerned about them.

Plant creatures, elementals, something that flies...all of these things shut down Sunder pretty easily. You don't need to do it most of the time, mind you. Just enough to make the other players shine from time to time.

**

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Pathfinder Roleplaying Game Subscriber

In a certain scenario that has a unique ioun stone for navigation, the 7 INT bloodrager was the only person who realized we were walking around in circles outside the destination building and only because of an INT check.

In hostile territory, no less.


Pathfinder Roleplaying Game Subscriber

You're letting him switch with only 3 levels to go?

Rather than Bolt Ace, you could consider Slayer 7/Horizon Walker 3. Grab Favored Terrain (Underground) from talents (called Terrain Mastery, not to be confused with the Horizon Walker's ability of the same name) and bump it once or twice, 2x Combat Style for Precise/Imp Precise, and then use HW for Terrain Dominance (Underground). The entire Emerald Spire should count as underground terrain, save for the first level. So, something like...

1: Rapid Reload
2: Combat Style (Precise)
3: Point Blank
4: Favored Terrain: Underground
5: Rapid Shot
6: Combat Style (Imp Precise)
7: Endurance
9: Extra Talent (Favored Terrain)

This will give Blackwing +8 hit/damage from Terrain Dominance, on top of all the other goodies (darkvision, blind-fight, initiative, stealth, perception...the list goes on). He can study as a swift action for +2 hit/damage, as well, and have up to 2 studied targets at a time. If he stealths with his ridiculous stealth mod (+8 favored terrain + 10 ranks + 3 class skill + 5 Dex + 2 racial = +23 at a minimum), he'll have the opportunity to open with sneak attack for bonus damage.

The alternative layout, which folks will probably like less:

1: Rapid Reload
2: Rapid Shot
3: Extra Talent (Favored Terrain)
4: Favored Terrain
5: Extra Talent (Favored Terrain)
6: Favored Terrain
7: Endurance
9: Extra Talent (Favored Terrain)

This version is +14 hit/damage - slightly lower chance to hit overall, but that's a big damage boost, as well as an additional +6 init, stealth, perception...

I usually don't recommend the FT cheese, but with your location and level, it's pretty awesome.


Pathfinder Roleplaying Game Subscriber
Azten wrote:
Why is the halfling FCB considered good? You can't even benefit from it until level 11, unless the FCB FAQ was changed.

It hasn't and you're right.


Pathfinder Roleplaying Game Subscriber
Archaeik wrote:

I dunno, this kinda seems to backdoor it... (provided your table uses the optional wordcasting rules)

Experimental Spellcaster wrote:

Despite casting spells, you dabble in the art of wordcasting.

Prerequisites: Ability to cast spells.

Benefit: Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. Add all of the target words to your spell list and your spellbook, familiar, or list of spells known. In addition, add the boost meta word and one effect word of any level you can cast in the chosen class.

Special: You can take this feat multiple times. Each additional time you select this feat, add two effect or meta words to your spellbook, familiar, or list of spells known.

That is an interestingly worded feat, now that I look at it. Doesn't specify that the effect word must be from your spell list.


Pathfinder Roleplaying Game Subscriber

I'm assuming this is a home game as this typically doesn't come up in organized play. My ruling is that Wings of Air (the racial feat for fly speed) does not provide the requisite limbs for a natural attack. It's SU fly speed, not EX.

**

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber
rknop wrote:

(1) "Trusty Buddy" is just a joke. Trusty Buddy costs exactly what an adamantine crowbar would have cost anyway, and it's always available, so literally the only thing you get from the boon is being able to say that you've got the Heidmarch's special Trusty Buddy, and other people at the table might laugh and give you knowing looks.

Unless there's been a ruling to the contrary that I haven't seen, the is no legal way to purchase an adamantine crowbar because it is not a weapon, armor, or ammunition. That would make TB exceptional in and of itself. Unlike other materials, such as mithral, there is no option to purchase an item based on weight and you can't call it a weapon just because there's an improvised weapon use listed.

Now back to your regularly scheduled nerd argument.

**

Pathfinder Roleplaying Game Subscriber
Merisal The Risen wrote:

The path of any occult adventurer is difficult. It takes 111 days to retrain into or out of any occult adventures class.

But then you have to be level 1100 to do Eyes of the 1010

Say no to binary. :-p

**

Pathfinder Roleplaying Game Subscriber
Kevin Willis wrote:
Brett Carlos wrote:
Hillis Mallory III wrote:
** spoiler omitted **
Ah, fond memories. That spoiler was the first time I actually sung with joy at the PFS table. And at the request of my fellow players, it was the last. I caterwaul something awful. :-)

Clearly you haven't been woken up by Drandle Dreng at 3 AM nearly enough times.

** spoiler omitted **

Even when Dreng doesn't explicitly wake you up at 3am, I think that's something that a lot of GMs simply handwave in.


Pathfinder Roleplaying Game Subscriber

Kineticist: 7/10 - I like it in concept, but I've found that I can't actually design a character that I want to play. I've seen a lot of people super-stoked about it, though, so that's good in my book.

Medium: 5/10 - I loved the playtest version and the release version just screams "DIP FOR CHAMPION!" One level of a class does not actually translate into an actual class.

Mesmerist: 9/10 - I love the flavor, I love the ability set, but I'm unsure if I actually want to play one.

Occultist: 8/10 - Great flavor, good abilities. Some stuff is wonky (Battle Host dip for a no-misfire gun, Bane availability at level 1), but I really like it overall.

Psychic: 10/10 - Playing one now, devoted a massive GM credit baby to it. Mystic Mickey with the Sick Sticky Icky is a great deal of fun. Atypical disciplines really helped this guy out in terms of flavor vs. other casters, particularly other INT-based casters.

Spiritualist: 3/10 - Fairly good spell list, interestingly WIS-based (I didn't expect that), but the spirit's ability to do incorporeal scouting at will right away is somewhat game breaking. Additionally, the spirits don't scale well for anything else, so a major class feature rapidly becomes a non-factor. Lots of interesting ideas, but I felt it was a poor implementation.

Non-OA favorite: Bloodrager: 10/10 - Pretty much everything about this class was fun and interesting. Several very effective builds were possible without being tied to a single play structure or stat set. I have a reach/trip build using Aberrant, which is distinct from Arcane, Elemental (Air), or any of the other popular constructions.

Non-OA least favorite: Wizard: 1/10 - I hate everything this class embodies and the constant run of adding new material to it that makes the new base classes lackluster (Exploiter Wizard, in particular). I was ecstatic to see that there was no archetype for this class in OA.

**

Pathfinder Roleplaying Game Subscriber

I was not significantly impacted by the errata because I have limited play time (typically 1/week) and have a small stable of characters as a result. I had plenty of character concepts that would have been affected had I the time to actually play those out.

**

Pathfinder Roleplaying Game Subscriber

Honestly, I was pretty stoked to see some good non-magical, non-core gear on a season 6 chronicle for core campaign assistance. Unfortunately, not that much support for this sort of thing just yet.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber
Milo v3 wrote:
My Self wrote:
Uh, well, you've got 20 levels. So I guess?

Oh, if Mythic is allowed then just take this Champion path ability and make sure your ranged attack bonus is high:

Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.

I appreciate the fact that you turn your range increment into area instead of distance.


Pathfinder Roleplaying Game Subscriber
DracoLord wrote:
Knitifine wrote:
DracoLord wrote:
Well, maybe not prepared casters, not like it really hurts them anyways, but I think it should for spontaneous ones. I don't get why it works for one and not the other.
It applies to specific spells, not all spells.
Serisan wrote:
darth_borehd wrote:

Undercasting in Occult Adventures seems really out of balance with non-psychic casters. For example, Wizards/Sorcerers still have have to know multiple versions of the Summon Monster and Beast Shape series.

If they wanted to give this to the psychic casters, it should apply to all arcane and divine casters too to be balanaced.

Am I missing something?

You obviously have not actually read the spells to which undercasting applies.
It applies to all spells with a Number (sort of) in the name. Like Beast Shape I, II, III. Summoner Monster I, II, III, etc. What is so bad about that? And if you only apply to spontaneous casters, it doesn't do much in the way of damage. The casters are pretty OP already, this gives them a few extra spell slots.

Nope! It only applies to spells that say "This spell can be undercast." The numbered spells that lack this text cannot be undercast. The only spells with that text are psychic caster exclusive (Ego Whip, Id Insinuation, etc.). If Summon Monster, Beast Shape, etc. were intended to be undercast, they would have been reprinted.


Pathfinder Roleplaying Game Subscriber

The characters look reasonably balanced and would contribute to a table well enough. I don't really see a point in the rogue levels for the Invulnerable Rager - flanking is much more dangerous with Amplified Rage because enemies can step out of it to remove your CON, which can literally killed people. Disable Device ranks and a masterwork kit are more than enough for disabling traps.

Re: traits - Swap Bully for Toothy (Orcs of Golarion) on the Bloodrager, which will allow for claw/claw/bite while raging. If natural weapons are the choice here, it's good to go all-in.

There are a lot of options in other books that will help you. Raging Vitality (Ultimate Combat), bloodline familiar (Familiar Folio - allows the bloodrager to swap the claws for a permanent adjacent ally that can share Amp Rage with the Valet archetype), etc. If you're willing to consider additional books, that can be discussed more. If not, the 4 books you've listed will provide a lot of options for you to consider, but they won't be as focused.

Regarding Skald, be mindful of this:

Inspired Rage wrote:
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

If you're using the Skald's song, the Bloodrager don't get claws and the Barbarian doesn't get any of its rage powers unless you're also spending rounds. If you're going for the tasty Warlord's Rage buff, that's not a big deal, but just bear in mind that not all rages are born equal.


Pathfinder Roleplaying Game Subscriber
darth_borehd wrote:

Undercasting in Occult Adventures seems really out of balance with non-psychic casters. For example, Wizards/Sorcerers still have have to know multiple versions of the Summon Monster and Beast Shape series.

If they wanted to give this to the psychic casters, it should apply to all arcane and divine casters too to be balanaced.

Am I missing something?

You obviously have not actually read the spells to which undercasting applies.


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Ssalarn wrote:
Johnny_Devo wrote:

So, for example, if you wanted a sorcerer in full plate, all you have to do is take the psychic bloodline, which makes your spells count as psychic. The mindblade magus could start with heavy armor and a shield, as well, and have no spell failure chance.

The regular psychic casters can take whatever armor they want, and thus it seems like they'll be very tanky for casters.

Or am I missing something very obvious? I've been poring over relevant sections and searching for any sort of "spell failure" related phrase, but I simply can't find anything that contradicts this.

Flipside, you can now lose the ability to cast spells because a big muscly guy gave you an angry look.

Unless there's been a FAQ response or blog post to say this, no, Intimidate does not trigger the Emotion component failure condition. It is a fear effect, but it does not have the fear descriptor because it is not a spell. Emotion components are only impacted by emotion and fear descriptors. Only spells have descriptors.


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If you can reasonably sunder things strategically (my bloodrager's great example: "You showed off a holy symbol to channel negative and it knocked out my animal companion?" *SUNDER!*), I don't see a problem with non-lethal damage, especially if you have resources invested in dealing non-lethal damage (feats, traits, etc.).


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Exploiter Wizard - straight up better than the Arcanist. I like the prepared/spontaneous hybrid casting model, except for the part where it still follows the even-level progression of spontaneous. Make it MAD on top of that, though? Really?


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MaxAstro wrote:

Unless that is being too narrow in the definition of "descriptor". Paizo uses the same words to mean different things a lot of times.

Lots of monsters have abilities that contain the phrase "This is a mind-affecting fear effect" but are not spells. It seems to me that is an effect with a fear descriptor and would shut down psychics.

Which probably means that Intimidate works too...?

This is one area that Paizo has been remarkably consistent on. Just take a look at the Ultimate Magic chapter on designing spells.

If it's not a spell or emulating a specific spell, it does not have a descriptor. Adding a descriptor to Intimidate is a houserule.


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CRB, Magic chapter wrote:

[Descriptor]

Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.

The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Ultimate Magic added a few extra descriptors, as well, but a descriptor is exclusive to spells. Intimidate does not have a descriptor because it is not a spell.


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Your punches have made the earth elemental quite fatigued and it goes unconscious.


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It is not a feat in Occult Adventures.


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There are no rules for Burrow. How's that for stupid?


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Ronnie K wrote:
Serisan wrote:

Improved Precise Shot is one of the biggest quality of life improvements an archer can get. Fortunately, it's now available as a trait (Deadeye Bowman, Inner Sea Gods) that is PFS legal. This makes a wide variety of archers viable that simply weren't before. Your observation that the fighter can pick up IPS later is very reasonable given the fighter chassis' ability to handle hit/damage bonuses, but you don't need to feel beholden to that particular feat anymore. The trait has restrictions, naturally, but that's to be expected.

Since IPS is available early via the trait, it opens up all of the 3/4 BAB classes as viable primary archers. The Medium, Hunter, Inquisitor, and Occultist are all much better because of the trait than you'd expect. The downside is that you're looking at a delayed Manyshot and iterative attack, but the upside is SPELLS. A short breakdown:

Medium - built to level 11, you have +3 hit +5 damage from your Spirit Bonus and Seance Bonus, with an optional +1 to both from the feat Spirit Focus. You will have 5 shots per round without Haste and 3rd level Medium spells. That means you will have your own means of flight at the very least (Fly), as well as some other mobility options (Gaseous Form, Dim Door) and useful utility (Greater Invis, Greater False Life). Your feats are pretty well tied up, though - PBS, Precise, Rapid, Spirit Focus, Manyshot, Clustered Shot for a non-human, likely in that order. Humans are able to squeeze in Deadly Aim at some point.

Hunter - Optional pet, access to the Planar Focus feat (includes burrow speed as an option!) and 4 levels of casting from the druid/ranger lists. Free Precise Shot at 2. Less damage, more utility here. Might not be your cup of tea.

Inquisitor - 4 levels of brutal spells, Bane on command, Judgment...I think everything is covered by this guy and it's been hashed out in other posts before. Like the Medium, your feats are pretty well locked down, but you don't have Spirit Focus taking up Deadly

...

Numerically, the Medium comes out VERY close to the Fighter, but it also gets spells. If there's a take-away to be had, that's probably it. From a feature comparison, here's the ups and downs without duration buffs or gear, level 11:

Medium: 5 attacks (or 4 with an additional move action), +4 hit, +6 damage, 8 BAB, Fort +7, Ref +3, Will +7. Deadly Aim only available to Humans unless you swap Clustered Shots, which puts you to +1 hit, +12 damage.

Fighter: 5 attacks, +4 hit, +4 damage, 11 BAB, Fort +7, Ref +3, Will +3. Deadly Aim modifies to +1 hit, +10 damage. 12 more base HP than Medium

The fighter has +3 hit over the Medium or same bonus to hit and +4 damage with Deadly Aim, but loses 4 to Will save and has no spell access. Yes, that's a significant value to hit, and yes, you'll have access to Snap Shot/Combat Reflexes on the Fighter. At that level, though, the Medium will be able to Greater Invis to hit Flatfooted AC, cast Heroism/Haste on themselves, etc. That is a tremendous benefit to consider given that you don't even lose out on number of attacks over your career.

**

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It was to differentiate it from the card game, which is also a guide to Pathfinder Society Organized Play.


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Improved Precise Shot is one of the biggest quality of life improvements an archer can get. Fortunately, it's now available as a trait (Deadeye Bowman, Inner Sea Gods) that is PFS legal. This makes a wide variety of archers viable that simply weren't before. Your observation that the fighter can pick up IPS later is very reasonable given the fighter chassis' ability to handle hit/damage bonuses, but you don't need to feel beholden to that particular feat anymore. The trait has restrictions, naturally, but that's to be expected.

Since IPS is available early via the trait, it opens up all of the 3/4 BAB classes as viable primary archers. The Medium, Hunter, Inquisitor, and Occultist are all much better because of the trait than you'd expect. The downside is that you're looking at a delayed Manyshot and iterative attack, but the upside is SPELLS. A short breakdown:

Medium - built to level 11, you have +3 hit +5 damage from your Spirit Bonus and Seance Bonus, with an optional +1 to both from the feat Spirit Focus. You will have 5 shots per round without Haste and 3rd level Medium spells. That means you will have your own means of flight at the very least (Fly), as well as some other mobility options (Gaseous Form, Dim Door) and useful utility (Greater Invis, Greater False Life). Your feats are pretty well tied up, though - PBS, Precise, Rapid, Spirit Focus, Manyshot, Clustered Shot for a non-human, likely in that order. Humans are able to squeeze in Deadly Aim at some point.

Hunter - Optional pet, access to the Planar Focus feat (includes burrow speed as an option!) and 4 levels of casting from the druid/ranger lists. Free Precise Shot at 2. Less damage, more utility here. Might not be your cup of tea.

Inquisitor - 4 levels of brutal spells, Bane on command, Judgment...I think everything is covered by this guy and it's been hashed out in other posts before. Like the Medium, your feats are pretty well locked down, but you don't have Spirit Focus taking up Deadly Aim's slot.

Occultist - 4 words - first level Bane availability. A first level Occultist can literally put Bane on their bow with Magic Weapon and Legacy Weapon. You're also an INT-based caster with some killer utility (automatic identify at level 2 and scaling bonus on UMD), and a solid spell list that includes all the goodies of Medium plus several more fun options. On top of that, you effectively get free stat belts. Again, feats are tight, unless you take the Battle Host archetype, which you might want to do because it's amazing for archery...or melee...or guns. Slipping in Extra Mental Focus is helpful if you can spare the feat slot, which basically means if you go Battle Host.

The archery class selections are better now than they ever have been, and they were honestly pretty good before. Zen Archers, Clerics, Bards, Rangers, and Fighters have all done well in the past, but there's lots of fun stuff out there to play with that are crazy effective.


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The only downside is having to make super-easy Spellcraft checks to control it. Oh well, 2 hours base duration when you get it at level 12, if you're picking it up right away.

Back to the Mental Block, there are more uses for Oneiric Horror, but it's really fun to shut down Barbarians if they fail the initial save on Mental Block. They go straight to fatigued when the rage ends. The problem is that they still get to move, run, etc. Oneiric Horror synergizes well with gnomes and makes them full round attack the illusion. That's kind of amazing.


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Imbicatus wrote:
Purple Dragon Knight wrote:
Anzyr wrote:
Cerberus Seven wrote:
Anzyr wrote:
Lord Van Hohenheim wrote:
So a level 2 Bard spell can perma kill a Lich without the whole hassle of hunting down the Lich's phylactery. Need to be sure to pick this up.
[mind-affecting]. Sorry.
Threnodic Spell.
I don't know how I forgot that given Heaven Oracle shenanigans. That's pretty awesome against Liches then. Hilarious to.
That's a 4th level spell slot for the bard... level 10 min... with a 2nd level spell DC... Will save... yeah... so that's not too OP IMO, as the lich will probably always save against this. But sure: while I maintain inspire courage I'd be hammering a lich or wizard with this every round. Hopefully you have a friendly witch cackling nearby to bring the lich's saves down...
Or even better, a cleric with the madness domain. Best save reducer in the game.

But those Acrobatics and Escape Artist checks! And the feints! :-p


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andreww wrote:
Slithery D wrote:

Eh, I don't see it. Share which spells you think handle this?

Feats for plants and oozes, sure, but I don't see a lot of spells that do much. Your direct damage is limited to a few not very efficient force effects, disintegrate, explode head, and mind affecting stuff. There's almost no SR: no stuff, so the only way I see to handle a golem is to bait it to run laps inside an area of Etheric Shards. Oh, wait, that only does 1d8 slashing/piercing damage, so most DR will make the golem immune. Disintegrate some ground out from under it, maybe.

Golems are very tricky, you lack Glitterdust, Pits or Aqueous Orb and Black Tentacles isn't likely to hold them at all. You are pretty much stuck with buffing allies or summoning to deal with magic immune enemies.

General constructs, plants, oozes and other creatures which are immune to mind affecting you have some options for. Early on you are probably relying on something like Glue Seal, Magic Missile or Ear Piercing Scream. Later on Slow, Black Tentacles, Calcific Touch and Resilient Sphere all work well. At 10th you should probably pick up Plane Shift, its an emergency escape spell as well as a horribly effective removal spell, especially against constructs, plants and oozes which generally have terrible will saves.

You may also be able to make use of illusions depending on how your GM rules them. Things like Silent Image and the later spells are not mind affecting and do not allow SR.

*Haste* YOU GOT THIS GUYS! scampers off

If haste is all you contribute to a golem fight as a caster, you're pretty much always in the clear until Object Possession, Greater, when you simply take over the golem with a no save, no SR spell.


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Entryhazard wrote:
Phylotus wrote:
That was my thought as well, but LoneWolf Development seems to believe otherwise for whatever reason
If you're talking about HeroLab, it wouldn't be the first time it diverts from the actual rules.

Many, many instances of that, in fact. My favorite was the reinterpretation of the Oracle's Life Link to match the originally printed Shaman version.


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I use a white board and adjust my character sheet numbers as necessary. I recently was in a combat where my melee tripper was affected by 6 or 7 different buffs. I just wrote out what the new values would be for my default actions. Since I play Society, it's hard to predict what buffs I'll be receiving until I'm at the table. I believe that encounter included bloodrage, challenge, heroism, haste, enlarge, and bless. Possibly more. As such, I adjusted my hit bonus, damage, AC, CMB, and CMD as appropriate. I did this during other players' turns so I would be ready for my turn.

I'm pretty good at math, though, so this might not be as relevant for folks with dyscalculia.


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Falcar wrote:
Yes, though the two imps are different in power. The Diabolist imp is going to be stronger and probably more powerful while the familiar will smarter than the other companion but have only half of your HP. Diabolist is pretty nice even with a one level dip for the companion because it scales with all of your casting levels (using your highest caster level)

It's funnier to go with Diabolist straight through because you double dip your Diabolist levels.

Diabolist entry from d20pfsrd wrote:

Class Level

This is the diabolist's class level plus her highest caster level. This does not stack with class levels that grant an animal companion.


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I came off excessively snarky in my original post (most of my mental processing on new books is done in snark, then translated into acceptable speech). I like the book. I like the theme, even if it is outside of my typical interest in the game. I even like a significant number of the new mechanics. There were a couple missed opportunities (chakras, for instance, fall under the "too slow, too costly, too inconsistent" umbrella).


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If the wizard is planning on summoning a lot, I could see a strong argument for Skald with Lesser Spirit Totem at 3. Adding a free slam attack to every summon without requiring an action is pretty awesome. It's also negative energy and cannot target undead, so the likelihood of it backfiring is minimal (you'd need Neg-attuned living opponents). It works best with mass summons, like when you use SM3 for 1d4+1 eagles. The slams are based off of your CHA, so they can hit reasonably hard.

Otherwise, the bard suggestions above are very good, as well.


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Bandw2 wrote:
nah, exploiter wizard shouldn't have been written.

Fixed.

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