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Hooded Man

Serisan's page

Pathfinder Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 2,291 posts (2,295 including aliases). 1 review. No lists. No wishlists. 12 Pathfinder Society characters.


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Pounce wrote:
Am I right in assuming that the Calming armor special ability would be of use to any psychic spell caster? For the price of a +1 bonus, you gain the ability to surpress any emotion effects for up to ten rounds / day as a swift action (It says a DC 15 Will save negates it, but given that it applies to everyone within 5 feet of the wearer, the wearer should be able to include himself in the effects and purposefully fail the saving throw..)

Wow, that writing is perfect for psychic casters of all stripes. Sad I missed that when I put together my GM credit baby psychic.

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That would be the army I'm referring to.

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Have the army scouting the area, find the disabled gate, and start marching in after 1 day. Alternatively, just because there are some items in the town now, it's noted that merchants regularly come and go. The big money may already be traveling inland.

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Glord Funkelhand wrote:

My problems at the moment are, that I cannot deal damage due to my low attack bonus (esp. when shooting into melee) and when facing undead or other creatures with either good WILL saves or which are immune to mind effecting effects.

Any ideas how I could get rid of these problems?

The pain of levels 1-2 are made up for in the glory of levels 5-20. As is typical with casters, first and second level spells will have less overall effect than the raging barbarian, but then you start getting ridiculous.

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A headbutt is an unarmed strike. Are you telling me that a snake is physically incapable of that?

Edit: Also, it's called unarmed strike. I can't imagine a more un-armed creature than a snake.


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Pink Dragon wrote:

I dislike the 0 gp entry for club and quarterstaff in the weapons tables. Weapons constructed to be weapons should all have a cost associated with them to reflect the crafting as well as the raw material. Listing club and quarterstaff as 0 cost just leads to issues like the one raised by the OP. IMO all "weapons" picked up off the ground should be improvised weapons.

Improvised weapons read as follows (page 144 CRB):

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Agreed. I also think it's funny that the difference between a stick and a big stick (club vs greatclub) is 5 gp and martial proficiency. Ultimate Equipment even says that the greatclub could just be a tree branch.

Edit: the thought process after I posted

The party is off in a field, gets attacked, and someone picks up a felled tree branch to use as a weapon. A local farmer immediately runs out and demands 5gp for the greatclub the player just took from his land. An argument ensues about whether it is actually a greatclub or just an improvised weapon.

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Imbicatus wrote:
Serisan wrote:

Josef isn't even the recently-corrected (won't say nerfed because Vermin Focus: Worm was broken) Verminous Hunter archetype that people were dipping for.
All vermin focus worm did was allow you to save 5000 gp and free up your boots slot. The dip cost a lot more than that.

Also a +1 equivalent armor enchant. The other point is that it opened up other options (vision modes, perception bonuses, etc.) that could be very utilitarian. Adding in wand activation for two spell lists didn't hurt, either.

If you were exclusively going for worm and never did anything else from Hunter, it was definitely not worth it. With the other perks, it's not something that dramatically hurt a number of different builds.

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alexd1976 wrote:
Serisan wrote:

I have an archer hunter. I took a 1 level dip into medium for the massive damage buff. Despite the class focus on animal companions and teamwork feats, I've got Divine Hunter as an archetype and I haven't replaced the AC that I lost a few levels back. Build choices have put me in a position to be a good archer most of the time (Deadeye Bowman trait, PBS, Precise, Rapid, and Spirit Focus at level 3). My full attack is +7/+7 for 1d8+6 per shot without the PBS factored in)

The character is in PFS and my next feat is looking to be Planar Focus. I'll probably skip out on the AC entirely. The character plays well and is plenty of fun.

To me, the whole point of the class IS the AC.

Interesting that you don't play it that way, I truly cannot imagine giving up the opportunity for a furry death-machine.

Josef isn't even the recently-corrected (won't say nerfed because Vermin Focus: Worm was broken) Verminous Hunter archetype that people were dipping for. There are a few configurations of Hunter that are perfectly reasonable without the AC. Planar Focus is one of the things that pushes them in that direction.

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ryric wrote:
Yeah, perception rules don't model some things very well. They were clearly never intended to determine sight at long ranges. A 25 foot dragon at half a mile has an approximate angular size of arctan(25/2640) = about half a degree, or roughly the size of the full moon. Should be quite visible, in the daytime at least.

For reference, earth's moon should have a perception modifier of roughly -126,139,200 due to distance.

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alexd1976 wrote:
Serisan wrote:
From half a mile, if they made the perception check to notice the dragon (lololol perception rules), it's very reasonable to allow take 10s. The dragon is not an immediate threat at that range. After all, it takes CL23 + Enlarge Spell to make a long range spell reach that far. That's REALLY far away for combat in Pathfinder (ignoring teleport, of course).

Agreed. (Yeah, I realized the distance was silly, isn't that like a -20 or something???)

But what if the GM was planning on having the dragon teleporting and attacking? That would arguably be 'immediate danger'.

Isn't the very denial of the 'take 10' a metagaming situation that the GM has created that gives the players information they wouldn't normally have?

I guess I'm just wondering if other GMs take an approach like mine (always allow free check, always allow take 10 on it).

Half a mile would be -264 perception. A spyglass reduces that to -132 and a masterwork spyglass (yes, they exist!) reduces it to -66.

There's an argument to be made that dragons are such exceptional monsters that seeing one is intrinsically distracting, but that would be a campaign-specific rule. It really depends on the surrounding context of the game world and house rules.

Pathfinder Roleplaying Game Subscriber

From half a mile, if they made the perception check to notice the dragon (lololol perception rules), it's very reasonable to allow take 10s. The dragon is not an immediate threat at that range. After all, it takes CL23 + Enlarge Spell to make a long range spell reach that far. That's REALLY far away for combat in Pathfinder (ignoring teleport, of course).

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I have an archer hunter. I took a 1 level dip into medium for the massive damage buff. Despite the class focus on animal companions and teamwork feats, I've got Divine Hunter as an archetype and I haven't replaced the AC that I lost a few levels back. Build choices have put me in a position to be a good archer most of the time (Deadeye Bowman trait, PBS, Precise, Rapid, and Spirit Focus at level 3). My full attack is +7/+7 for 1d8+6 per shot without the PBS factored in)

The character is in PFS and my next feat is looking to be Planar Focus. I'll probably skip out on the AC entirely. The character plays well and is plenty of fun.

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Residual Tracking

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I'm trying to parse the Necromantic Bond ability of the Necroccultist to determine if the archetype is anything more than a trap.

Necromantic Bond (Su): wrote:

At 1st level, a necroccultist

gains access to only the necromancy school of implements.
He must select necromancy for his implement mastery.
Each time he gains an occultist level, a necroccultist can
add one necromancy spell from the wizard spell list to
his occultist spell list and his list of spells known. The
necroccultist can’t choose a spell of a higher level than
he is able to cast, and he adds the spell at the same spell
level it appears on the wizard spell list. At 14th level,
he doesn’t gain an additional school of implements.
Instead, at 14th level, the DCs of saving throws to resist a
necroccultist’s necromancy spells and necromancy focus powers increase by 2. This ability alters implements and implement mastery.

Reading 1: You can only select necromancy implements ever and receive only 1 implement at level 1.

Reading 2: You can only select a single necromancy implement at level 1, but you can select other school implements at 2+.
Reading 3: You must select 2 necromancy implements at level 1, but you can select other school implements at 2+.

If Reading 1 is correct, you rapidly run out of spells to select by level 10. You've already tapped out all knacks by level 6 and level 1 spells are not that far behind, particularly once you include the Wizard stuff.

If Reading 2 is correct, you get a slightly reduced initial selection, but you significantly gain over time due to the extra necromancy spells known. This is the reading I lean towards.

If Reading 3 is correct, you pretty much lose nothing on the spell front up front, but have a significant gain in spells known over time.

Both 2 and 3 result in very playable characters. I would not be interested in reading 1, however.


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For all the different options for 2gp cold iron weapons, there's someone trying to game the system for free?

For shame.


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Finlanderboy wrote:
Serisan wrote:
That happens from time to time (ex. I've had GMs rule multiple ways regarding the reach of my enlarged aberrant bloodline bloodrager). While that's never impacted the table eligibility of my character, the ruling has meant different strategies at times.
What grounds would they rule differently for this? I do not like you stacking reach bonuses so i decide they do not stack?

It was a while ago and it was the difference between 25' and 30'. It was such a minimal impact that I was willing to accept the ruling.


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Bladebound Magus with a whip is technically legal since it qualifies as as a one-handed slashing weapon, as described in the archetype. The requirements are very clear and you could petition a VO if the GM opts to ignore RAW.

That said, the larger question about forbidding things at the table can be the case if the ruling is ambiguous, meeting the guidelines for table variation. That happens from time to time (ex. I've had GMs rule multiple ways regarding the reach of my enlarged aberrant bloodline bloodrager). While that's never impacted the table eligibility of my character, the ruling has meant different strategies at times.

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My first impression is no, as swarm is a subtype and Bane selects types as written. Now, that's partially due to a very ambiguously-written ability (what exactly is a "designated foe?"), but the chart clarifies it in the same way that Ranger Favored Enemy appears.

That said, there's a reasonable argument to be made about selecting a subtype only as a viable choice. The question is whether you should have to also select a type. The options that you select a subtype for are forced selection (Outsider and Humanoid).

I would say that RAW/PFS readings do not allow you to select Swarm Bane, but home game GMs may allow it.

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3rd: Dim Door, Greater Invis, Fly (pick 2)
2nd: Heroism, Haste, and 2 more of choice - Darkvision if you don't already have it from race
1st: Longarm, Ill Omen, and 3 more of choice

3:Spirit Focus: Champion
5:Power Attack
7:Double Slice
9:Imp TWF

With Haste, you should have 6 swings per full attack at level 10 (4 main hand, 2 offhand). I'd use Falcata + Kukri or Falcata + Sawtooth Saber, but if you have access to Effortless Lace, Falcata + Falcata is the way to go.

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On the Relic Channeler front, you can very effectively TWF at that level. If non-PFS, I'd recommend the base Medium over the RC if you have access to Effortless Lace.

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You can't use two effect words from the same category in the same wordspell. Using Accelerate twice would not be legal.

There are well-documented broken combos available on the forums. The most obnoxious is Intensified Selected Lengthy Corrosive Bolt, which can do up to 10d4 acid damage per round for 4 rounds. If you allowed Magical Lineage or Wayang Spellhunter, that could be out of a 2nd level slot, otherwise it's a 3rd level slot. A close second is the Lock Ward + anything buffs that you create each night with any leftover spell slots and whatever cheap jewelry you're willing to let them buy.

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shroudb wrote:

if going melee:

while conjuration has a VERY WEAK resonant power, it does have a good base power (for the flanks and whatnot) as well as a VERY NICE power in side step. For a class that lacks action economy boosters, getting in position asap, even directly into flank and etc is a major boon.

i would personally put a few points there, just in case in need to side step somewhere

i would probably go something like:
(not in that order^^)

transmutation, while having a lot of good stuff, some of them you can get them from your powers (like enlarge, fly, etc), on the other hand, long duration buffs, party haste, etc are all so sweet

conj, you can't live without, heal, teleport, dd, etc

abj: again, you can't leave without, stoneskin, fom, circles, shield, and the list goes on

div, it has awesome powers, so you want to grab it for that at least, but also it's utility spells, detects, and etc are something that you need.

necro: i would delay it till 14/18, mainly for harm, but it's not like you wont have choices for the rest of the spell levels.

Depending on your flavor, I really think that the HP scaling skeleton from the Necromancy implement outperforms the servitor from Conjuration, particularly after level 5. That said, it does require selecting the implement + power vs. just the implement. The problem I have with summon servitor is that you're a full spell level back on the summon by 7th level and it only gets worse as you progress. You also get some of your action economy back with the skeleton since it's 10 min/lvl.


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jon dehning wrote:
Serisan wrote:
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.
How much is Kieth paying you?

Based on the way you said that, apparently not enough.

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One of the troubling aspects of the class for me has been optimizing spell selections. I'm fine saying that I don't want to pick up some schools (Illusion, Evocation, and Enchantment especially), but there's a challenging selection to be made between Necromancy, Conjuration, Transmutation, Divination, and Abjuration. What do people think about implement selection order and quantity?

My general impression so far (weighted by spells with a minor nod to some of the better implement powers):
Abjuration: Good spells at every level, but not necessarily the ones you want immediately. Probably one implement only, but 4th level's GIANT list will make you wish you had two just for it. You can take it reasonably at 6 or 10 without terribly many negative impacts.

Conjuration: At least one implement, probably can wait until level 10. 1st level spell selection is weak, 2nd level is mostly heald up by glitterdust, 3rd is kind of weak, but 4th, 5th, and 6th have some great choices available - Dim Door, Teleport, and Heal being my top choices here. The terrible part is that you don't even want to charge the implement with focus, really, because you give up spells to give someone else a couple extra rounds of Summon Monster.

Divination: There's something for everyone here, not least of which is the bonus to Perception from the implement itself. I'd probably wait until 6th level, though, when you'd be able to grab Arcane Sight, or if you're full up until then, 14 so you can get True Seeing.

Enchantment: I have a hard time wanting to do Enchantment on an Occultist with the Mesmerist and Psychic in the same book. Spells you want come later than you'd like, as well, with Hold Person not being available until character level 7. I think this is one of the weak implements and I would avoid it.

Evocation: There are 3 level 1 spells. Fireball is still coming in at 7th level. It's already a weaker school in PF on full casters, who get these things faster. I would avoid.

Illusion: It's not that I dislike Illusion, but I dislike some of the choices. First level is nothing special, 2nd level makes you choose between Blur and Invisibility. 3rd level is pretty much just Displacement or Major Image. 4th level is pretty much just Greater Invisibility. I think you sell yourself short by taking this implement. If you're running a more generalized stat array (i.e., you plan to do things besides spellcasting), you waste several levels worth of spells on things that have saves. I would avoid, personally, or take only one implement. If you're to take one implement, level 2 or 6 are good choices.

Necromancy: Level 1 is weak for spells, but a lot of other levels routinely have 2 spells you want to know the whole way through. 2nd has False Life and a number of other choices (Animate Lesser, included). 3rd has Animate and Bestow Curse. 4th has Death Ward, Possession, Fear, and Object Possession. 5th has Object Possession Greater (read: you're my golem now!). 6th has Harm, Possession Greater, and even Temporary Resurrection. I like a two implement setup here, likely choices being levels 1 and 2, or 1 and 6. Honestly, I think that Necromancy is one of the best areas for the Occultist to thrive in, and part of it is the implement itself.

Transmutation: As always, Transmutation carries a massive list of spells that I find valuable. I think this is another two implement setup for most builds, in part because it replaces the need for stat belts and also because you can take advantage of silly combos. Spell-wise, you've got Gravity Bow/Lead Blades, Enlarge/Reduce, and Magic Weapon at 1, Darkvision, Spider Climb, Perceive Cues, and Rope Trick at 2, Fly, Haste, and Keen Edge at 3, Air Walk and Planar Adaptation at 4, Communal Air Walk, Overland Flight, Fabricate, and Telekinesis at 5, and Disintegrate, Transformation, and Control Construct (you're better off with Object Possession Greater from Necro for this one, though) at 6. Transmutation really shines at lower levels, when you can use Legacy Weapon to outdamage the rest of the party via Bane selections, though this pushes you towards a magic weapon VERY quickly due to the time it takes to get it up and running. The downside here is that a build that focuses on Transmutation will likely have a deficiency in Mental Focus due to stat spread as the spell list and implement powers push you towards combat rather than casting. I like 1 and 6, or even 1 and 1 if you're heavily invested in the idea of Transmutation. If you do the latter, though, prepare to spend your first feat on Extra Mental Focus.

Any thoughts on this?

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Kobold Cleaver wrote:

Instead of upping the DCs, what if you simply required multiple checks? Of course, that only works if you have something present stressing out the PC so they can't Take Ten. And you need a proper reason for it requiring multiple checks.

Almost like the secret to making skill checks interesting is to put effort into it instead of increasing numbers.

I support that idea. Skills, in particular, are an area of the system that I think are poorly designed and lead GMs to odd or bad choices. You can see this in a lot of PFS scenarios, in particular, where DC 25 trained-only skill checks are success conditions for levels 3-4. Why that high? Because they didn't scale it down from the 6-7 subtier.

Ultimately, while this game is about numbers, many of those numbers are made irrelevant by circumstance and tactics. Your 30' move speed on land means nothing when you're fighting underwater or while flying, or if you have to climb to reach the battlefield. The DC to unlock a door hardly matters when you have an adamantine weapon and didn't care about stealth in the first place. These are regular challenges from levels 3-5 in many campaigns. Simply making the DCs on skill checks higher pushes people towards all the things that avoid those rolls, especially spells.

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Pendagast wrote:

i was simply pointing out it is VERY common to get all worked up as PCs when they cant EASILY defeat a goblin because it's "just a goblin"

goblin is a race. not a definition.

I don't disagree with that sentiment. That said, players who get "all worked up" should really be thinking "Wow, that's one heck of a goblin." However, just because a goblin or 5 goblins have class levels doesn't mean that all goblins have class levels, nor should they unless you have a very specific, story-driven reason for it. "The fighter one-shots normal goblins" is not a valid reason in most cases. Again, there's a difference between throwing an appropriate, challenging encounter at a party and throwing something that is exclusively designed to bypass character specialization across the board.

And you cant just "handle animal" someones AC, especially this one that ended up having a high intelligence.

Actually, you can. It's a push, the DC is 25, and you get it to perform a specific task. It takes a full round action, so it's not a sustainable thing most of the time, but when you start by making the animal perform the Exclusive trick, you get decent traction pretty quickly. Animal companions are not exempt from Handle Animal rules, but are, in fact, completely handled by them.


The GM described Stables, I went in to steal a horse.

He asked which horse it take....Well heck, I take the BEST ONE!
"roll perception you have handle animal?"
no but i have ride....
ok give me a ride check as well.

"there is one that is clearly the best one in the stable."

Sweet I take that one!

It just happened to have more AC and HPs than I did and dint want to be taken.

You've brought up a situation where you went in over your head and lost the gambit - without Handle Animal, you didn't have a reasonable way to take care of business. That happens and, in fact, it's not that uncommon when you dive into a situation uninformed.


The Dm simply played an intelligent animal the way an intelligent animal would have acted.

I cant jump up and down and say "thats not fair"

Where would the NPCs animal companion BE? HIS bed chambers... or the ANIMAL chambers?

What does a smart intelligent horse look like?
well, it looks like "the best one!"

"The best one" is probably the best groomed, which you can reasonably assume is a special one if it stands out. Everything the GM did in your story seemed reasonable. As such, it's not addressing the core complaint of the OP.


What does a goblin look like?

Small brown and dirty.
What does a 7th level goblin knife master look like?
small brown, confident and dirty.

Does that goblin look like he has better quality knives than the others around him? Perception, Craft: Weapons, even Kn. Local to recall that there's one of those in the area are all reasonable ways to determine a class leveled goblin. Maybe you heard by Diplomacy (gather info) in town. Just run into it? Then you'll certainly find out once it stabs your kidney harder than you expect a goblin to hit.

Again, though, once that bugger sprouts an attack bonus of "I hit the defensive specialist on a 5 and ignore all concealment/cover/invisibility/DR/buffs," that's when the problems start with design.


what does a locked door look like?

could look like any door.

"I, Disablo the Burglar, can unlock even the most well-built locks! I have challenged craftsmen the world over to best me with their designs and all have failed!"

*Suddenly, every lock in the world is DC of Disablo's Disable Device +15.*


IRL a burglar breaks into your home....crap! But my doors were locked!

There are better locks and security systems that what you have... you can get better.

So if a PC broke into a place as a 1st level rogue, and then later tried to break in at 3rd level and now he cant... WTF the DM is crewing with the DCS!!

OR it could be a better lock and heightened security.

Take into consideration that the higher the pcs go in level the harder things are.

Reasonable, for sure. If I can afford to purchase superior locks, that's absolutely fine. I would not expect every 15th level home to have a simple (DC 20) lock - I would expect Superior (40 - the highest listed DC in the CRB) or Good (30). If Disablo has a +35 Disable Device and literally every house immediately has a DC 50 lock, though, there's something wrong.


the fighters are no longer fighting 'mere' goblins anymore than the rogue is picking the lock at a mundane weapons locker to steal short swords and a spear.

so DCs will go up just like AC and Hp.

so unless you are talking about the rogue returning to his boy hood home and trying to break in.... then yes the DCs probably go up because the owner of the door his trying to keep more important stuff behind it.

the lock at the wells fargo is going to be tougher than the lock at the pawn shop.

PCs knowing what the Dc SHOULD be is just meta gaming.

And NPCs reacting to PC skill ranks is equally metagaming, unless they've succeeded at Knowledge checks appropriate to the players - probably along the lines of 9+HD (since player CR = HD-1) for each character. Players should equally be able to find out that there's been a run on high-quality locks at market, that adamantine is suddenly in vogue for certain non-weapon, non-armor things (which, btw, are not legal per CRB/UE).

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Pendagast wrote:
Serisan wrote:
What I don't get is why the GM has to "win" by making the players "lose."

youve never run into goblins with levels in fighter before, have you?

I once got my azz handed to me by a NPCs mount...I didnt realize the horse was a animal companion of a high level NPC... I was trying to steal a horse to escape a castle and I was cracking guard skulls like a pro, but the horse captured me :/?

Your anecdotes have nothing to do with my statement.

If the Disable DCs go up by 20 as soon as someone gets Skill Focus and castles are suddenly made of solid adamantine the minute someone goes to destroy a door with their adamantine weapon, there's a major conflict at the table.

I don't care if the goblins have fighter levels. That's completely legit. I don't care if that one notable horse in the castle happens to be an animal companion. These are typical things that a party can deal with. That goblin fighter probably still gets wrecked by Color Spray. That horse can still be Handled with a DC25 check. If that goblin suddenly sprouts a +15 Will Save, though, that's where I have issues. The GM is trying to "win" the table, like it's poker or something, but the GM is more than a dealer.

IMO, there is no game that is simply "the GM's story" because the players' input is essential to a living world.

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What I don't get is why the GM has to "win" by making the players "lose."

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Coming Feb 2016: "No Thank You, Evil!"

Pretty much exactly what you're looking for, albeit in a few months.

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I've wanted to run a "campaign" wherein there is a party of orcs/goblins/half-orcs from Belkzen and a party of core races from Lastwall, each playing through skirmishes/battles/missions that are designed to have an impact on the ongoing conflict across the border.

Separate players, separate game nights...right up until they finally collide.

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Yup, these jokes have been floating around as soon as people had both grippli boons and Occult Adventures in hand.

The only downside (and it's not much of one) is that grippli do not have a CHA bonus. The only reason I wouldn't care is because of the save penalty from stare.


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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.

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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. >.>

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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.

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My entry:

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
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%
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
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.

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:

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.

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