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Sargavan Pathfinder

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FullStarFullStar Pathfinder Society GM. 1,016 posts. 1 review. No lists. No wishlists. 8 Pathfinder Society characters.


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Shadow Lodge

1 person marked this as a favorite.

I am going to second Escape Route as an amazing positioning feat, especially if the group is spending must of its time in cramped areas (eg dungeon crawls). My group uses it all the time in Rappan Athuk.

Shadow Lodge

Ashiel wrote:
Ashiel wrote:
Serum wrote:
What are your thoughts on the scalability of the fey creature template? (specifically for me, I'm tempted on using it with some animals like dire wolves)

Hah, I was ninja'd while commenting about scaling templates with a question about scaling templates! Priceless! :D

Honestly, it seems like a much better practice in general. One has to remember that going up a CR is the equivalent to a wizard gaining another level of spellcasting. When you go up 2 CRs you're in a whole new tier, and you're supposed to be worth two of what you were before. >_>

On a side note, you might want to be careful with certain animals. Putting that template on a tiger for example would be pretty horrifying since it allows it to Stealth without cover/concealment and a supernatural (IE - doesn't provoke) teleportation ability as a move action, which means that the tiger could be like...

Surprise round: "I'm a tiger, rawr!" -> PC-down
Round 1: "Bye!" ->Teleport->Stealth->sneak about.
1d4 rounds later: "I'm a tiger, rawer!" -> PC-down.

:P

I don't know, two of those sound suitably fun for a level 5 party :).

Shadow Lodge

1 person marked this as a favorite.

What are your thoughts on the scalability of the fey creature template? (specifically for me, I'm tempted on using it with some animals like dire wolves)

Shadow Lodge

Ashiel wrote:
Kryzbyn wrote:

Yeah, having favored affliction, that seems very familiar :P

I always saw the 3 specs as:
Affliction: Stronger Dots, weaker DDs/AoEs, standard pets
Destruction: Standard Dots, stronger DDs/AoEs, standard pets
Demonology: Standard Dots, standard DDs/AoEs, stronger pets
That seems like a good explanation for it. Affliction is also my favorite so far. ^_^

As a point of interest, Cataclysm probably had the most interesting and synergistic affliction spec among all of the expansions. I have no idea why Blizzard decided to change it so much with Mists (although the Destro and Demo got quite a bit better with that expansion).

Shadow Lodge

Yeah, for skeletal champion, +1 CR of the base creature would probably have broken a great deal fewer creatures.

What about advanced and giant?
Giant seems strictly worse than spending the time to advance the creature by HD, but not that much worse (in that the point in its use is for quick adjustments, not extensive creature changes).

Shadow Lodge

Edymnion wrote:
Serum wrote:
Remember that the break DC is only to become unrooted; the target doesn't stop being entangled until the 2d4 rounds are up.
Yes, but they can scrape it off by doing slashing damage to it.

This still only removes the root, not the entangle.

Quote:
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed.

Shadow Lodge

Remember that the break DC is only to become unrooted; the target doesn't stop being entangled until the 2d4 rounds are up.

Shadow Lodge **

2 people marked this as a favorite.

What's so important about your storyline about being a half-drow?
Do you know how drow in Golarion work?

Shadow Lodge

blackbloodtroll wrote:
A Giant Ogre, that can hide in a Halfling's shadow, is pretty scary.

I wasn't aware that halflings created dim light.

Shadow Lodge

An archer ranger on a horse is a fairly close fantasy analogue to a modern tank.

I imagine you're looking for more of a walking bulwark, or somesuch.

/pendantry

Shadow Lodge

So, Nadya is a trader. What can she get a hold of that the Kellids actually want?

Shadow Lodge

Perhaps? Maybe even foreign ships carrying goods from Sargava. Both of these would technically be loopholes in the idea that they no longer raid Sargavan shipping, but this hurts Sargava long-term anyway.

Ah well, it's not like Sargava has a choice. It's either put up with the pirates' blackmail, or become a Chelish colony again.

Shadow Lodge

Fair enough, although I imagine, being a fairly loose conglomeration of individual ships, not everyone is going to follow along those lines.

Whose shipping lanes are they raiding, then? There's pretty much nothing else down there except for Bloodcove (I believe most of the other colonies are on the southeast side).

Shadow Lodge

Yeah, it always seems weird to me that Sargava is paying the Shackles pirates money to protect them from the Chelaxians, while also suffering from pirates raiding merchants sailing to and from Sargava itself.

Government vs private enterprise, I guess?

Anyways, it's unlikely that the Chelaxians are trading with Sargava. Most of Sargava's trade is going to be coming from the other countries in the Inner Sea region.

Shadow Lodge

Ravingdork wrote:
chbgraphicarts wrote:
Dude solo'd the Tomb of Horrors and beat Acererak by LITERALLY beating him.
Is that really written somewhere? I didn't think they went into that much detail.

It's his headcanon.

Shadow Lodge

Sure.

Shadow Lodge

Ooze licker wrote:

3/day daze is a decent ability for a 14k item.

.

Wow. A necro that doesn't even read the item description or the thread?

Shadow Lodge

Huh. For some reason I've always read that the creature would need to spend a move action on "scent" to find the direction, and if it was within 5', it would know the square.

Somehow, I glossed over the "if you move within" part.

Shadow Lodge

DM_Blake wrote:
Even better, he doesn't have to "run around the room" - once he is within 30' (60' if downwind) he can use a single move action to figure out the right direction and then pretty much move right to the invisible guy. Of course, this uses actions. A move action to determine direction, at least one more move action to actually move to the enemy - no actions left for attacking.

Woah there; "determine the direction" isn't even close to "knowing what square he's in".

Shadow Lodge

PRD wrote:
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action.

The PC with scent has to spend a move action to determine the direction of the invisible creature. This is completely separate from movement.

Shadow Lodge

GM casts no-clip

Shadow Lodge

Or you can have the PCs encounter the same small party of them, and let them easily crush them.

Shadow Lodge

Bob Bob Bob wrote:
I can explain this one! The important part isn't the parenthesis, it's the semicolon. That indicates that there's a soft break in the information. Hold Person is Will negates then see text for afterwards. Two separate clauses. Oppressive boredom is Will negates but it's complicated so check the text to see what we mean. One clause.

That's the way I've been leaning as well; there's just been a bunch of discussion that leaned the other way (specifically with oppressive boredom, and some innate desire to keep it worse than hold person).

Shadow Lodge

1 person marked this as a favorite.
Ravingdork wrote:
Is fire an object? 'Cause you can shrink it with the shrink item spell. Could you target gases/air with the spell for similar reason?

Technically, I believe the campfire as a whole is considered an object.

My belief is that anything you can interact with as a whole, separately from something else, is considered an object. You can interact with a door separately from interacting with the wall. Therefore, the door is an object, as is the wall.

Can you normally interact with a brick in that wall using standard mechanics?

Shadow Lodge

Spellstrike specifically gets around this by allowing the magus to channel touch attacks into weapon attacks. The only issue that would come up is identical to this one, where they are trying to TWF with melee weapon + frostbite touch attacks without using Spell Combat (since the magus can't use Spell Combat to continue delivering frostbite attacks without recasting the spell).

To be honest, I wrote my first post without first spending the time to check the touch spell/attack and iterative attack sections in the CRB. I can't find anything that limits iterative attacks specifically to weapon attacks, so I'm sorry for my first post.

Shadow Lodge

RumpinRufus wrote:
Serum wrote:
I'm not sure you're aware, but touch attacks with frostbite are standard actions, and therefore can't be combined with flame blade attacks. How are you TWF with flame blade and frostbite?
Pretty sure this is not true, because otherwise 50% of maguses out there are crying right now. But I'd definitely want to see if there is RAW that says that this isn't allowed.

I don't see what the magus class has to do with this ruling.

Shadow Lodge

Hmm. all I have is a quote from James Jacobs back in 2009.

Fair enough about the second part; forgot about corrosive.

Shadow Lodge

I'm not sure you're aware, but touch attacks with frostbite are standard actions, and therefore can't be combined with flame blade attacks. How are you TWF with flame blade and frostbite?

Shadow Lodge

Imbicatus wrote:
Serum wrote:
Corvino wrote:

You can turn a reach build into something pretty nasty if you combine Cornugon Smash, Sickening Offensive and a Fortuitous weapon enchant. Pseudo-iterative attacks with a shaken debuff (and sickened if it's your studied target). A strength build with moderate dexterity (boosted with a belt) can deal solid damage, lock down movement, hamper casting and debuff at the same time.

It's not perfect/eye-wateringly high DPS but does an interesting job for fairly low feat & gear investment.

Cornugon Smash doesn't work on Attacks of Opportunity, assuming that's what you were going for.
While it's not explicitly listed, this FAQ suggests it should.

There's no reason why that FAQ answer couldn't have been more general if it wanted to include all free actions that trigger off of attacks.

Shadow Lodge

Corvino wrote:

You can turn a reach build into something pretty nasty if you combine Cornugon Smash, Sickening Offensive and a Fortuitous weapon enchant. Pseudo-iterative attacks with a shaken debuff (and sickened if it's your studied target). A strength build with moderate dexterity (boosted with a belt) can deal solid damage, lock down movement, hamper casting and debuff at the same time.

It's not perfect/eye-wateringly high DPS but does an interesting job for fairly low feat & gear investment.

Cornugon Smash doesn't work on Attacks of Opportunity, assuming that's what you were going for.

Shadow Lodge

1 person marked this as FAQ candidate.

In a spell's saving throw entry, does "(see text)" refer directly to the save in front of it, or does it perform identically to other cases where there is an immediate save when targeted, with the spell's descriptive text including more?

Compare two relatively similar spells:

hold person:
Hold Person
Saving Throw Will negates; see text
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

oppressive boredom:
Oppressive Boredom
Saving Throw Will negates (see text)
You fill your target with boredom. The target loses all interest in its current task and must make a Will save against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks the spell’s effect with a successful Will save.

For hold person, it's long been established that the target immediately gets a save when the spell is cast, then can spend a full-round action on their turn to save again. This works out to the target spending one round paralyzed per failed save. In this case, it is likely that the "see text" phrase in the saving throw entry refers to the additional saving throws allowed after the target is afflicted, while the "Will negates" allows a save upon being targeted.

For oppressive boredom, we see that the target must make a Will save at the beginning of his turn (at no cost) in order to be able to act. Is this the Will save that the Saving Throw entry is referring to? Is the "(see text)" phrase in this case used to identify that what exactly "Will negates" is referring to, or does the spell allow an initial saving throw to negate the effect entirely before the target takes his next action?

In order to have oppressive boredom require exactly one round inactive per failed save, without changing the descriptive text, would the Saving Throw entry need to say "None; see text" / "None (see text)"?

Shadow Lodge

Was it intended for animal companions / familiars / eidolons / special mounts to not be able to take Improved Spell Sharing as one of their own feats?

Shadow Lodge

Magda Luckbender wrote:
Xethik wrote:


Personally, I've seen 3/3/10 theurges across many levels, and at high levels, people do not give nearly enough credit to the value of having lots of those lower level slots that are still invaluable buffs, but they totally do have issues at low levels.

One different way to do it (someone try this in a home game and let me know how it goes!) is to have mystic theurge be accessible from level 3 with the prereq of having 1st level spells from both arcane and divine, but then giving it 14 levels (spread out the abilities it currently has other

...
I had an early entry PFS Mystic Theurge (from Clerical Trickery Domain) and it's easy enough to just switch the now-illegal 1/3/x build to 3/3/x. First he gets killed by alchemical explosions, then his two levels of Mystic Theurge turn into Cleric levels. The poor guy!

No need; he's been grandfathered in.

Shadow Lodge

1 person marked this as a favorite.
Aratrok wrote:
Detect magic or a similar spell, plus a DC 20+spell level Knowledge (arcana) check, revealing that the rope is incontrovertibley the product of an illusion spell.

I'm pretty sure that a DC 15+spell level Knowledge (arcana) check to notice that it's an illusion spell should be pretty clear evidence that it is not real.

Shadow Lodge

Natural attacks are not iterative. You only get three attacks total as listed.

Shadow Lodge

Tangent101 wrote:
The Jadwiga are norms. Elvanna has an artifact on her head that prevents her from aging. She has had several children over the years, so her daughter who's in charge may very well be one of her younger children - the older of which killed each other off in the cutthroat nature of Irrisen politics.

Note that Cassisoche has the title "First Daughter of Elvanna", similar to how Elvanna has the title "Fourteenth Daughter of Baba Yaga". This leads me to believe that Cassisoche is Elvanna's first child, not just her current eldest. Given that queens are implied to already have children capable of ruling the duchies (Jadwiga having had more than four) before becoming queen, this would make Cassisoche more than 100 years old, closer to 115-120.

While the Icecrown of Irrisen artifact states that the queen always appears to be the same age as when she first put on the crown and doesn't suffer ageing penalties, it says nothing about increasing the wearer's life-span. Given that Elvanna's pictures have her look to be in her thirties, at 130+, she's well over the maximum human age of 110, just like every other queen must have been. Cassisoche is also over this range as well at 115+.

Elvanna's 22nd daughter, Lachka, rules a town that was build 75 years ago specifically for her, in order to keep her out of Elvanna's sight. It implies that this is because of her brutal stupidity, so Lachka is likely at least 90 years old, where this would become apparent. The book makes a point of stating that she suffers from suffering age-related maladies, but this may be due to the fact that no-one likes her enough to use magic to help her out, and she's unable to do so herself (being only a witch 1/aristocrat 6).

This leads me to believe that Baba Yaga's daughters and grand-daughters have a longer life span than a standard human. What's the point of Baba Yaga collecting her grandchildren if the majority of them have already died of old age? However, Elvanna is still listed as venerable, so maybe they are closer to the half-elf ageing progression? That would put Lachka and Cassisoche in the old category.

If you want to follow Zhangar's speculation about Baba Yaga's maiden-mother-crone cycle, then Elvanna could be closer to 170-180 years old, with her children following suit. There is an upper bound, however. Elvanna's great-granddaughters are the youngest of the Jadwiga Elvanna mentioned, and Nazhena herself looks to be in her twenties.

Regardless, I'd believe that Elvanna and her children are the only ones that benefit from an increased life span, along with whatever else you'd want to give the Jadwiga, given that they are the ones that are taken by Baba Yaga when she comes to collect.

Shadow Lodge

Charon's Little Helper wrote:
Serum wrote:
Really, this is besides the point. Regardless of whether or not the illusion turns transparent, the creature will have noticed that it can pass through the wall without any ill effect.
Except that it wouldn't pass through - because it believes the illusion - assuming it failed its save. (And how often do you bash at walls with your face to check if they're real anyway?)

Silent image only provides visual feedback. The spell description specifically states that it does not create texture. It is not mind affecting; it cannot force your character to behave in a certain way. The player still has full control over his character's mental faculties. If you try and climb a silent image wall, the spell does not force you to believe that you are climbing it; your hands and feet will pass through it as you grab for hand- and footholds. If you don't consider this proof that the illusion is not real, then fine. It still cannot stop the hands and feet from passing through the illusion and providing the character this information, which he may or may not act on.

Shadow Lodge

Charon's Little Helper wrote:
Snowblind wrote:
I would also think that being able to put one's hand clear through a wall with no resistance would be conclusive proof that the wall is, in fact, not actually a wall. If that is not proof, then I don't think anything reasonable could be considered "proof" for the purpose of that clause under the illusion rules (making it more or less a waste of ink, which would almost certainly not be RAI).

Then what is 'interacting' with an illusion to get a saving throw?

SRD wrote:
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
There are things that would qualify as proof. But they'd have to go much further in Pathfinder than IRL. It'd come up far more often for an illusion of a specific thing/person than of something as generic and potentially magically different as a wall.

Really, this is besides the point. Regardless of whether or not the illusion turns transparent, the creature will have noticed that it can pass through the wall without any ill effect.

Shadow Lodge

Breq of Toren wrote:


David, I would argue that the Claws of the beast fit in the same category as the sorcerer claws, which are specifically allowed to transfer when you polymorph.

This build envisions using unarmed strike to attack a well as its iteratives.

Sorcerer claws explicitly grow and shrink as free actions and only last for rounds/day. They are also supernatural abilities that don't depend on your form.

Claws of the Beast is an extraordinary ability where you permanently grow claws on your hands.

I wouldn't use the sorcerer bloodline to defend your choice.

Shadow Lodge

1 person marked this as a favorite.
redward wrote:

Regardless of all that, I implore anyone planning to use a build like this to:

1) warn the GM of what you're bringing and what it's capable of doing.
2) explain to the party what your character does, and
3) explain to them all how, in spite of unhittable AC, massive saves and devastating damage, you promise to share the spotlight rather than turning the next four hours (or more realistically thirty minutes) into the Songbird Show.

/shrug. This build only works against 1 opponent at a time, just like how tetori grapplers work.

Shadow Lodge

Starbuck_II wrote:
Serum wrote:
Charon's Little Helper wrote:
Shisumo wrote:
Charon's Little Helper wrote:
Serum wrote:
Well, then the swarm tries to climb the walls to exit via the hole on the top... and passes right through the image.
Only if they pass their save. Though they would get said save each turn.
Failing their save wouldn't keep them from falling through the wall when they tried to climb up it. Figments don't work that way.

Why would they fall through it? It's not paper thin. They'd just fall back down to the ground and get their save.

Touching a figment doesn't let you ignore it. That's what interacting is - and interacting is what gets you your save.

Silent image doesn't do tactile illusions. If you touch a silent image stone wall, you don't feel stone, in any circumstance. The result of swinging a hammer at a silent image stone wall is the hammer passing right through it, thus providing proof that the illusion is not real.

This probably also deserves it's own (dead horse) thread, because we're derailing this one again.

No, unless you make your new save for interacting: you think you feel stone. That was why they have saves in illusionary spells like Silent Image.

No, swinging the hammer and not hearing anything provides proof. Remember Silent Image can't mimic sounds.

Figment spells aren't mind-affecting. They can't make you think anything.

Shadow Lodge

blackbloodtroll wrote:
Does this work with 15 Point Buy?

I don't see why not. You don't have to have an 18 dex before racials.

Shadow Lodge

Why can't you flurry of blows, then use your natural attacks at a -5 penalty?

Shadow Lodge

wraithstrike wrote:
Also suggestion requires a reasonable suggestion.

Well, it only needs to sound reasonable.

"Man, my friend just loves chucking fireballs doesn't he? You should probably jump in that pit over there and get out of his line of sight."

Shadow Lodge

Charon's Little Helper wrote:
Shisumo wrote:
Charon's Little Helper wrote:
Serum wrote:
Well, then the swarm tries to climb the walls to exit via the hole on the top... and passes right through the image.
Only if they pass their save. Though they would get said save each turn.
Failing their save wouldn't keep them from falling through the wall when they tried to climb up it. Figments don't work that way.

Why would they fall through it? It's not paper thin. They'd just fall back down to the ground and get their save.

Touching a figment doesn't let you ignore it. That's what interacting is - and interacting is what gets you your save.

Silent image doesn't do tactile illusions. If you touch a silent image stone wall, you don't feel stone, in any circumstance. The result of swinging a hammer at a silent image stone wall is the hammer passing right through it, thus providing proof that the illusion is not real.

This probably also deserves it's own (dead horse) thread, because we're derailing this one again.

Shadow Lodge

Frostbite doesn't interact with Intensified spell.

Shadow Lodge

Charon's Little Helper wrote:
CWheezy wrote:

.most swarms are mindless

The vermin ones - yes. Many others (rats/bats/monkeys) are not.

Edit: Versus vermin swarms - just use Silent Image to trap them in a 'box' with a hole in the top just big enough to drop torches through. Patterns don't work on the mindless creatures - but figments do.

Well, then the swarm tries to climb the walls to exit via the hole on the top... and passes right through the image.

Shadow Lodge

1 person marked this as a favorite.

.

Shadow Lodge

Ashiel wrote:
TriOmegaZero wrote:
As I recall, it was because you could smack the enemy with your main hand, then bash them out of reach of you to force them to lose their chance to full attack in return. Also, bash them into environmental hazards.
I would like the feat if it gave you the option of when to use it. If you tried to make a sword & board ranger in a setting without GM-specific house rules (like Pathfinder Society) you'd be shooting yourself in the foot as every time you shield bashed as part of your TWF you risked throwing your enemy away from all your iterative attacks (because shield slam doesn't allow you to choose when it's used, it just procs on each bash).

Since when has any feat in pathfinder forced you to use it?

Shadow Lodge

Do priests and clergy of deities with organized religions have titles by which they are addressed? Could you provide a few examples?

I can recall one priest of Erastil who is addressed as "Elder", but I'm having coming up with titles for priests of, say, Pharasma or Sarenrae.

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