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The Scribbler

Silent Saturn's page

Pathfinder Society Member. 1,425 posts (1,426 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Have a nobleman hire the party to be his daughter's bodyguard during a perilous journey. The daughter is your typical spoiled princess and treats the whole thing like a big sleep-over, except not when the fighter is around. She's constantly finding whatever reason she can to send him out of earshot, so she can "gab" with the ladies.

Also, when the party goes to buy new armor, have the blacksmith be very embarrassed about having to take a woman's measurements for armor, and call in his wife to do it. He makes awkward, "macho" small talk with the fighter while this is going on.


UnArcaneElection wrote:

^Since this would make the number of spells known quite small, you'd probably want to make this a non-Oracle spontaneous divine caster.

Sure is a relief to be posting on a real computer again instead of a phone . . . .

Maybe instead of spont-casting Cure or Inflict, they can spont-cast domain spells? I think there's a Druid archetype that already allows for that.

Which reminds me, I'd also like to see a Druid archetype that's more focused on being a spellcaster. Must choose a domain for her nature bond, and trades away Wild Shape for an additional domain every four levels. She should probably get some extra domains to choose from if that's the case. How about Darkness, Sun, Strength, and the domain of her non-neutral alignment?


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I'd also like to see a Cleric that gets three, four, or even all five of her deity's domains, by trading out the entire rest of her spell list. Yes, that even includes the cure and inflict spells. Can't even activate wands of them. She can trade away Channel Energy too, if that's necessary to make it balanced.


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An alchemist archetype based on the image of the Old West "snake oil salesman". Uses CHA instead of INT, and trades away mutagens and bombs for a few bardic performance abilities where he draws in a crowd and influences them. At high level, he's such a convincing salesman that he can actually improve his tonics by talking them up (a placebo effect?)

A character that focuses on poison would be nice, but the real obstacle to poison isn't the risk of poisoning yourself, it's the prohibitive cost of poison. The solution? A druid archetype that focuses on venomous animals and eventually gains the ability to produce any kind of poison on command.

Similarly, an antipaladin archetype that revolves around the Plague Beacon ability to make the antipally a walking Patient Zero. Anyone he hits with his evil LoH has to save vs. his diseases, he can summon diseases via his Profane Bond, etc.

An Inquisitor archetype that plays up the angle of uncovering secrets and tracking down the truth. Trades away Bane and the teamwork feats for some divination abilities.


Summary: "Room of Portcullis Cage Traps"

Encounter CR: variable, no higher than 7-8.

Type of Encounter: skill challenge/mini-game, with optional combat

Encounter: The PCs discover a room, 100 feet by 120 feet. There is one exit on the far side of the room, and six or seven 5' cages throughout the room. Each cage contains a Medium humanoid of the GM's choice-- ideally, the PC's won't share a language with any of them. Mindless undead would also be a good choice. At least one cage should contain a corpse, preferably with a nice bit of treasure visible in its possession.

A fairly easy Perception check reveals that every 5' square in the room is a pressure plate. Each plate resets as soon as you step off of it, and there is no way to stand in the room without triggering at least one plate. For every plate that is triggered, the GM picks a random 5' square in the room (by rolling a d10 and a d12). If that square has no cage, iron bars drop down from the ceiling and surround that square in a cage, trapping anything in that square. If that square already had a cage, the bars are raised, releasing anything that was trapped. The cage bars provide partial cover for any attack made into or out of them, and the monsters already in the cages will be hostile. At the GM's discretion, one of them may have a ranged weapon, or a polearm. They are on the verge of starvation, and will attempt to steal the PC's supplies in the hopes of finding food, or even try to kill and eat the PCs. If a PC becomes trapped, they can escape with a moderate Escape Artist check as a full-round action, but doing so puts them in an adjacent square and triggers another plate.

Once the PCs make it through the room, they will find a staircase not far away that leads to a "control room" with a mirrored spyglass to view the room from above, a board of buttons to activate specific squares on command, and a lever to release/disable all the cages.


You said he likes "continuous damage spells" and "fear spells". Pathfinder doesn't really have any damage-over time effects besides bleed, but fear spells are very doable. A Cleric would be a good choice. Command and Cause Fear are both available to them at Level 1, and they both capture the feel of a Warlock sending his enemies fleeing. Clerics can also summon creatures, which will fit in just fine with a WoW Warlock.

Have him be a neutral cleric of an evil deity, so he can throw around negative energy and call it Shadowbolt. Asmodeus would be a good fit, as he's the one most likely to form contracts and grant fire spells (two things WoW Warlocks are sort of about as well).

This also has the advantage of introducing him to the alignment system, the concept of "preparing spells" and the nuances of roleplaying a character. (Clerics have their alignment and an overview of their beliefs built into the crunch, so building a personality for them is a little easier than just "Bob the Fighter swings a sword. What's his motivation?")


I don't know if we've got any Magic: the Gathering players in the thread, but the demonic cult you're describing is pretty similar to their Cult of Rakdos. A cult of personality built up around the demon Rakdos the Defiler, its members are almost entirely assassins, butchers, wetworkers, and psycopaths when they're not putting on incredibly hedonistic and dangerous revels or gory performance art. There's plenty of inspiration to draw from here-- from the monstrous to the all-too-human. For starters...

Gladiators to fight in an arena and whip the crowd into a frenzy.

Trained animals always make a good show, right?

A spellcaster with some decent enchantment spells to act as a... "talent scout" let's call it.

An act with some audience participation whether they like it or not.

And if they don't like it, we call in the bouncers.

If you want something a little less extreme, how about a human fighter with Exotic Prof: Battle Poi and Dazzling Display?

Really anybody could be a member as long as they like bloodshed and torture. And tittilation of course!

Where there's danger for fun's sake, there must be a little gambling right?

Just make sure the act ends on a strong finale and you're all set!


My vote for scariest goes to Derro. They have "shadow communities" underneath just about every major city, they sneak into your house and steal you out of your bed at night when there's nothing you can do about it, and they "experiment" on you for unknown reasons. Usually these experiments erase your memory of the abduction and then they bring you back, but on some level the mental scars are still there, along with the results of the "experiment". And then sometimes they DON'T erase your memory. And sometimes you DON'T make it back.

Mechanically, they're everything that's frightening about gnome or halfling sorcerers, plus they use their Charisma for Will saves instead of their Wisdom. Also any group of them is bound to have a guy whose weapon can trip you from 20 feet away.


The person you should really be asking this to is your girlfriend, since she's the one you'll be building these characters with. Best advice I can give you is pick a strategy first and then a pair of classes to support it.

If you both want to do melee, any two of Inquisitor, Cavalier, Hunter, or even Fighter would let you two stock up on teamwork feats (most of which want you to be in melee) and help guide you toward a set of common tactics.

For a pair of casters, it's as easy as making sure you two don't overlap on spell lists. One of you can go arcane, the other divine? One grabs all the AoEs, the other loads up on single-target save-or-lose spells? One debuffs and locks down while the other blasts?

If you want an "opposites attract" build, I always thought it'd be cool to see a glass cannon archer or caster paired with a reach-weapon build. The fragile one stands next to the polearm wielder at all times and controls the battle from range while the polearm partner wrecks anything that enters the Zone of Death. If the fragile one is a caster, Enlarge Person really sells it. It's a nice pairing (in theory) because neither one is really the "sidekick"-- in one fight, the reach fighter might just play bodyguard while the glass cannon carries the fight, but then in another fight the cannon's main contribution is a timely buff to the reach fighter, who then crits for every point of damage ever.


Summary: Hostile monsters on a cliff face.

Type of Encounter: Combat, with limited skill

CR: Can be adjusted, but give whichever monsters you choose a CR adjustment for terrain favorable to them.

Encounter: For the most part, it's a standard "wandering monster" encounter, but with one major twist-- the battle map doesn't display top down, but from the side. The map is the side of a cliff-- moving "north" or "south" requires an appropriate Climb check. Draw ledges running "east" to "west" where characters can stand safely. A player who falls may be able to land on a ledge instead of falling the whole distance. You may also add ropes from a previous climbing group if you think the party will need them, or if this is logically part of a commonly-traveled route.

Comments: I originally drew the map so that it would be possible for high-DEX characters to jump from one ledge to the next while STR-based characters used Climb. I used a pair of low-CR monsters with a Climb speed (don't remember what kind). The party really struggled with it, despite having a sorcerer that could cast Fly. This would also be an easy encounter to trivialize if you've got a dedicated archer or the right spells, but in the right group it could be fun. My group... was not the right group.


If you want to flesh out a character's personality, pick a deity for him to worship and give him the associated religion trait. Abadar is one of my favorites, and Eyes and Ears of the City is a pretty good trait if you're not taking Reactionary.

If you just can't see your character as having any love for a Lawful deity, then Fortified Drinker is kind of funny on the other side of the coin, as long as you're willing to constantly carry a flask and convince your GM that yes, it's been less than an hour since your last gulp. I think if I were the GM, I'd want that player to start tracking his liquor budget though.

Dirty Fighter is a pretty nice trait for a rogue, or for any melee who's in a party with a rogue. It also mentions a childhood friend, which means you have to actually decide who it was, therefore opening up roleplay opportunity.


Gnomes are unpredictable and drastic. I have a hard time seeing them winning, but they'd definitely be the kingmakers-- they'll take out one or even two of the others before exhausting their resources.

My vote therefore goes to the halflings, as they're the ones the gnomes are least likely to go after first.


Athaleon wrote:
I'm not sure how practical this concept is, mechanically or morally. Does the rest of your party have the same prohibition? If not, I don't see how you can be their enabler without breaking your code (for example, keeping them healthy so they can do your HP damage for you).

I don't see why the rest of my party would be any more of a problem for me than it would be for any other Paladin. The Paladin's code states that he can't ally himself with evil people unless circumstances force his hand, but it doesn't hold a Paladin's allies to the rest of the code. The CG Bard or Rogue can Bluff their way out of tight spots while the Paladin is bound to honesty, but that doesn't mean a Paladin is breaking his code by being there when they do. Being a Paladin means a commitment to righteousness that the common folk, and even many heroes, just aren't able to maintain. A Paladin should try to be an inspiration to those around him, and influence people away from evil, but he can't possibly expect everyone to live by the code he follows.

Dazz suggested I max out social skills in order to prevent situations from getting to the point where initiative is rolled. If that's the case, then my party isn't drawing their weapons either, at least not until making an honest go at doing it the peaceful way. If that's the limit of my ability to turn my allies away from resorting to bloodshed, then so be it. I don't need to talk the Fighter out of Weapon Specialization (Tetsubo) if I can prevent him from adding a few notches to its hilt.


It all seems like a fine way to run Leadership to me.

Personally, I kind of always wanted to run it as the PC announcing an open position in the group (a sort of "want ad") and the GM comes up with a few rough ideas for applicants, then the PC picks one and the GM fleshes out the build.

For example, the PC writes up an announcement: "Adventurer wanted. Must have experience with arcane magic and with the sword. Inquire: Rolf the Red at the Fizzing Flask Tavern."

It sounds like the player wants a bard, but from that description, a magus might apply, or even a tengu wizard (or a gnome fighter for that matter). The GM would think of a few ideas for characters that would meet that description, and then write down names, class levels, and maybe a few feats on index cards. The player then picks a candidate, and the GM finishes the character sheet.

If it's the right group for it, you could even roleplay the interviews.


Balgin wrote:

There's an aasimar paladin archetype (the tranquil guardian)that suits this concept quite well. Additionally get a merficul weapon. Preferably a vicious merciful weapon (as you can always lay on hands on yourself to stay in a fight).

How does this merciful approach work with regards to creatures who are immune to nonlethal damage such as undead?

I'm not talking about "only nonlethal damage", I'm talking about "no damage whatsoever". If all I wanted was nonlethal damage, I'd take the Bludgeoner feat and a heavy flail and I'd be all set.

The Aasimar archetype might be worth looking at though. I hadn't picked a race yet.


I want to play a Paladin whose code of conduct forbids him to ever knowingly deal HP damage.

My GM has agreed to let me use a modified form of Smite Evil, granting me bonuses to my CMB and CMD (and possibly AC) so that I can benefit from the class feature without having to roll for damage.

So, how do you think I should do it? My thoughts so far:

-If you never deal damage, Power Attack and Improved Unarmed Strike are more of a feat tax than Combat Expertise, believe it or not. Thus I should focus on Disarming and Tripping. Dirty Tricks and Stealing seem quite unfit for a Paladin, though technically they aren't off the table.

-Since I don't need a weapon in my hands, I could use the Flagbearer feat. I'll have the Charisma for it.

-Free hands and solid Charisma also lends itself well to using wands. What sorts of wands would such a character need?

If anybody has anything else to add, I'm listening.


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54) No, I'm not just filling this thread with references to movies you haven't seen. I thought of these myself, and they would absolutely be useful in an average campaign.


97. The Knights of the Vine

A chivalric order of knights, vintners, warriors, and nobility who champion the winemaking profession. They began as the drinking buddies of a foppish noble and vineyard owner, along with some mercernaries he had hired to defend the property from a nearby goblin tribe. The noble eventually knighted his companions, and founded the Knights of the Vine, possibly while drunk. The order gained in influence and credibility after joining with a nearby church of Cayden Cailean.

Today, the Knights of the Vine boasts over six hundred members across a large portion of the countryside. Members frequently meet for the sole purpose of imbibing, but are also known to rally to the aid of any grape-growers whose crop is threatened, or to quest for arable farmland on which to grow grapes, undiscovered groves of wild elderberries, or forgotten strongholds or dungeons suitable for converting to wine cellars.


13. [You find the bandit stronghold and knock on the gate.] Oy! We just got back from robbing the caravan, and it was full of mead! Somebody get out here and help us carry it all in! We've got enough for a year and a day!


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93. The Order of the Axe
A fraternal order of hunters, hermits, survivalists, and scroungers. Members of the Order exchange wilderness survival techniques and maintain a number of strongholds far from civilization. Most members are well-trained in archery and ambush tactics, and most kingdoms in which the Order has a presence have come to rely on them as a sort of freelance militia, scouting the wildlands and slaying monsters before they can reach the population centers.

Upon joining, you are given a hatchet with the Order's signet in the head. The axe identifies you to your Order brothers, but you are also expected to be able to use it as a tool if needed. The Order of the Axe is a practical organization for practical people. They also have a fairly extensive network of supply stockpiles and caches. Establishing and maintaining your own such stockpile is part of the requirement for high-ranking members, and once you obtain that rank, you are given a map of all members' stockpiles. Members are also expected to render aid to any traveler in need they encounter.

Unfortunately, due to the nature of the Order's mission, most of its members are antisocial, maladjusted, or paranoid. Many simply join in order to use the strongholds as cheap lodging, others are obsessed with survival because they believe the end of the world is upon them. Still others join and disappear into the wilderness shortly thereafter, by accident or design.


A Bard focusing on Sonic spells would be an interesting choice. Not sure how "unusual" they are, since there's an archetype dedicated to it, but that just means there's plenty of support for it.

If you really want quirky, try a blast-focused Inquisitor! It won't be easy or optimized, I'll grant, but Inquisitors get all the Inflict spells, plus a few unique gems like Cast Out or Confess. Confess counts as a blast if you can render the target unable to answer a question first, right? ;) And Cast Out is UNTYPED damage, that still deals half on a successful save! Plus, Inquisitors get a Judgment to boost their concentration checks and ability to pierce SR, something other spellcasters have to take feats to do.


There actually ARE rules in Pathfinder for what a phobia does to you. They're in the Game Mastery Guide, under "sanity and madness" rules, along with Mania, Psychosis, Amnesia, and so forth.

Checking it out might give you a hint of what to pick, and how it might or might not be used against you.

Since you're a Cleric of Pharasma, fear of undead would be an interesting choice, but you'd struggle in any fight against them. At least Will is your good save!


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The Rough and Ready trait lets you treat any tools of your trade as actual weapons AND gives you a +1 to hit with them. You wouldn't need Catch Off-Guard at all, but you'd still need one rank in a Craft or Profession that involves shoveling. Profession(ditch-digger)?

Then again, if you really want to be able to hit flat-footed AC, you may be better off with Catch Off-Guard. Since Rough and Ready makes a shovel "not improvised" for you, you wouldn't get Imp. Weapon Mastery either. That saves you a couple of feats, but loses you the 19-20/x2 crit range.


If you're playing up the "greedy" angle, you definitely need to take Blood Money as soon as possible. Not sure what spells you'd use it to cast, but you still need it. ;) Create Treasure Map would also be a great thematic choice.

Sadly, I never played Mummy's Mask, or a DD, so I'm not sure I'm any more help than that.


If you want Measured Response's simplicity without actually fishing through Inner Sea Gods, then be a Small race and specialize in shuriken. They deal 1 damage for Small character, so just add your bonuses and you're all set.


One of the Golems is, but I can't remember which one either. I suspect it's the Flesh Golem, since Frankenstein and lightning and all that.


This is also one of the reasons Silent Image is such a nice spell for a Sorcerer. It has a duration of "concentration", so with judicious use and a little luck you can just spend the entire combat maintaining your illusion.

You need to make sure it's a good one, though...


Thrown weapon group gets you the dagger, the spear, and the club-- some of the most commonly used by enemies. Close is also a very nice one if you think you'll be using a shield-- otherwise you'll probably be two-handing something.


Zardnaar wrote:

I'm not sure where those feats are from. I just used the PFRPG book as the DM is kind of new and I'm not trying to wreck his game. A few of us are also 1st ed characters and we rolled higher stats than point buy.

Barb 1
Rogue 3


Skill Focus: UMD
Power Attack
Improved Initiative

Kinda sticking to the core book only with a basic build. Doesn't have to be the most uber maxed out build and I have 2 18s as ability scores (str and dex) after racial and level up mods.

You mentioned in the first post that you had the APG and Ultimate Combat. Enforcer is in the APG, and Bludgeoner is in Ultimate Combat. But if you want to go core-only, that's cool too. Improved Initiative is quite nice for rogues.

You took Skill Focus: UMD-- do you have any plans for what to use it for? I'd recommend a wand of Blur, since you can use the concealment for sneak attacks (at least I think you can; the rules aren't entirely clear. Ask your DM if he thinks it would work before you go for it.)


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So, you've got 18 Charisma and max ranks in Bluff? Good for you! What should we lie about first?

No matter how good of a liar your character is, it doesn't mean much if you the player can't think of anything that you want NPCs to believe. Let's brainstorm some tall tales to tell. Remember to include the situation you're lying your way out of!

1.(You're invisible, but the guards detected you anyway.) "Thank goodness, I've found somebody! I was sure I was a goner when that barghest jumped me! I had to quaff my last potion of invisibility to try and escape, but I'm sure the beast will be right on my heels! Mercy's sake, surely you'll grant me asylum from it, won't you?"

2.(You're negotiating with a shady character.) "Wait, what did you say your name was? I thought I had heard of you before; your name came up just yesterday when I was meeting the Witchfinder General for tea! He didn't have kind things to say, I'm afraid, but I could be persuaded to convince him otherwise..."

3.(You wanted to play a Goblin or some other "monstrous" race, but the campaign takes place in Sandpoint and the GM insists you "roleplay it".) "I was born an elf, you see, but was slain helping defend a circle of druids from a lich. The druids were grateful enough to reincarnate me into the form you now see before you. They told me of some ancient magic that might restore my original form, but until I find it, well..."


29. Milo Mysticeye is a halfling sorcerer with a big ego and an overbearing attitude about the supremacy of magic. He has no real melee training, but is convinced that his magic will allow him to win the day. Nobody actually wants to see him win, and he is frequently booed at.

He casts Mage Armor and False Life on himself at the start of the tournament, and Expeditious Retreat, Bull's Strength, and Greater Magic Weapon when the announcer calls his name. He may also cast Enlarge Person, True Strike, or Cat's Grace during the fight, or refresh False Life if the situation calls for it and he can get out of melee range long enough to. His weapon of choice is a spear.


You need max ranks in Heal, of course.

Honestly, I'm not sure you need Wizard levels at all. Alchemist alone has all the flavor of a medicine man. What does Wizard give you that you need?

I'd suggest checking out YouTube videos of Dr. Steinman from BioShock, to give you an idea of some doctor-like mannerisms and quotes you could use even when you're in combat. GRanted, Steinman was insane, but he's also one of the best recent examples I can think of a "surgeon" in a game that involves combat.


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264c. If the plot says your food is poisoned, then even if you do cast Purify or Detect Poison, you're getting poisoned. If this happens, keep in mind that Plot Poison is only ever lethal to NPC's. To you, it's basically a way of fast-forwarding the story to the next major interesting part.


23. Chrowixheo the Toolbox is a gnome tinker, well-known in town due to his talent with everything from locksmithing to candle-making. His fifth year in the tournament, he never fails to put on an impressive show. His armor is studded leather with several belt pouches, and his deft hands allow him to switch between an impressive array of self-crafted weapons on the fly. Last year alone he fought with a piston maul, kusari-gama, double chicken saber, aklys, battle ladder, bag of caltrops, starknife, snag net, and ripsaw glaive, switching from one weapon to the next almost effortlessly. Rumor has it that he's built himself a few new toys this year, and had a few of his old favorite weapons enchanted, though he's not saying which ones.

(Gnome with Master Tinker trait and Quick Draw feat, any class)


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I've heard Cleave really isn't worth much in PF compared to what it once was. Strength-based Rogues are nice, though.

A pretty decent guide to rogues popped up here not long ago. For what you've got in mind, it recommended a Thug build. If you're Human, start with the Bludgeoner and Enforcer feats and two-hand a Morningstar. If you do take a level of Fighter or Barbarian later, you can then upgrade to a heavy flail. With 18 Strength, decent Charisma, and the Thug's 1st-level ability, you barely even need AC because enemies will spend more time running from you than hitting you.


Domestichauscat wrote:
Don't know how to do the links thing. Is there a tutorial for advanced posting options here on the forums? If so, I could edit the post when I've got the time.

Right under the spot where you type in your post, there's a button labeled "How to format your text". Click it, and it doesn't bring you to a separate page or disturb anything you've already typed, but it displays several ways to augment your text. Links, hiding things behind spoiler buttons, bold and italics, and even how to make the boards roll dice for you and put the result in your post.


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Tels wrote:
Tels wrote:
LoneKnave wrote:
Profession:stage magician. Now you can use hankies, cards, those ring things, billiard balls, wands, top hats, rabbits, pigeons, boxes, saws, guillotines, sexy assistants, and possibly white tigers as weapons.
Oh god... that's going to be my next Rogue! Maybe an NPC, but that's definitely going to be the next Rogue I build or a campaign, GM or Player.

I decided to go with a blue-skinned Tiefling with the Prehensile Tail and Scaled Skin alternate traits. He's got Profession (Magician) and Rough and Ready, and he has Arcane Strike. Not to mention the build will be a Rogue/Horizon Walker.

Basically he's a mixture of Nightcrawler and Gambit.

"Is... THIS your card?"

"I'll take that as a yes."


Arachnofiend's Risa was actually #8 by my count.

10. Zierout the Coward is an elf who fights with a whip and a heavy spiked shield. He prefers to stay out of his opponent's reach, constantly moving and using the whip to soften up an opponent, trip him, or knock his weapon away. If he finds himself cornered, he uses his shield to bash and bull rush, and can finish fights quite suddenly with it.

Suggested Feats: Whip Mastery, Spring Attack, Improved Shield Bash, Arcane Strike


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5. Erekth, a half-orc fighter who specializes in a tetsubo. This is his seventh year participating in the tournament, and despite a mediocre showing in the previous six years, he has developed a reputation among the crowd as a "spoiler" competitor, as his potential for absolutely crushing blows with his weapon have allowed him to eliminate competitors far more favored to win. Feats: Bludgeoner, Weapon Focus/Spec, Power Attack, etc.


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Desidero wrote:
Could you clean the insides of someone's veins in order to remove all their blood?

Blood only counts as "dirty" when it's somewhere other than it's supposed to be. On your clothes, on the floor, etc. Inside someone's veins, I'd argue "cleaning" involves restoring their blood TO their veins, since that's what's supposed to be there.


For Aberrant, I'd probably go with "experimented on by derro". Then again, I just really like Derro.

Given how vague "aberration" is, anyway, you could even have a perfectly normal family line but become "magically mutated" some other way. Depends on how imaginative you are.


The 8th Dwarf wrote:

So if you guys were alowed to re-write the rules for slings in pathfinder, what would the sling stats and write up look like?

Would you have any feats just for slings?

Would you allow the users to load 2 bullets for an attack?

Since the description of a sling on Wikipedia says that one cord is effectively "tied" to your slinging hand, I'd say slings are always effectively benefitting from a Weapon Cord. I'd be tempted to argue for a x3 crit modifier as well, and I'd allow them to benefit from Rapid Reload. I might also give Halflings back their +1 to hit with slings and thrown weapons from 3.5.

I did have an idea a while back for a "Sling Anything" feat that would parallel Throw Anything and Catch Off-Guard, which would allow you to use alchemical and splash weapons as sling ammo to gain its range increment. Apparently most folks on this thread have already been using that as a rule though.

I wouldn't allow 2 bullets in one attack. I don't even like the fact that Manyshot exists. I know you used to be able to do that with shuriken in 3.5 though. Maybe some sort of special ammo for a sling that's actually a handful of smaller pellets? Perhaps an alchemical bullet that lets you aim at a square and do AoE damage?


In my game, it would work for all the domain's spells, but I could sympathize with a GM who says otherwise. It's the most literal reading, and our interpretation does sound a bit like a loophole a typical rules weasel would come up with. And our best argument is "the other way seems weird".

Ask your GM, explain your side of the case, and accept his ruling.


Which levels of spells does Stars replace? Since the ability itself (spont-cast domain spells) sounds like what the Urban Druid does, it seems reasonable to think it means all your spells from that domain, and thus at every spell level there is a (sub)domain spell you can use this ability with. Otherwise, it would only affect spells of specific levels, which just seems like a weird ability.


This is why I love my alphabet D30. Three sides are "vowel" (of your choice) and one is "wild". You may still need to salt and pepper in some vowels, but you'll get something good eventually. Monkeys and typewriters and all that.


Most scatter weapons are also capable of shooting a single bullet. I would rule that the distance quality applies to that, but not to making a scatter attack.


I do know that if multiple classes give you a ki pool, then whichever one gives it to you first determines which attribute you use for it. So if you hit Paladin 4 before Monk 4, your ki pool will be CHA-based, but your monk levels and pally levels will still contribute to the same pool (and you'll thus be able to use Paladin ki for monk ki powers and vice versa). This is all expounded upon in the Ninja section of UC.

Speaking of monks, are you even sure you want monk levels? Perfect Strike may be a re-roll ability, but it only works with a small list of pretty terrible weapons unless you're a Zen Archer, and even then you get so few uses of it per day as a multiclass character. Ki Mystic might be nice, but just skip Weapon Adept unless you absolutely have to have every ability in the game that lets you re-roll d20's. And I'm quite sure you don't, since many of them are suboptimal rogue talents.


The link to the Irorian Paladin isn't working properly-- that may be why nobody's commenting. At least it doesn't work for me.

A reroll-based character would be pretty cool, and your math seems to suggest that it's a solid idea-- a +3 bonus is nothing to take for granted. I know there are some Bard spells along the same line, like Gallant Inspiration, but they're all cast as an immediate action when you fail a roll, so you couldn't UMD a wand. The Unsanctioned Knowledge feat would let you cast them yourself if you can afford 13 Int, or you could go Samsaran with Mystic Past Life.

Still, doing this as anything but a Halfling just feels wrong. ;)


I'm all for making Deathless Zealot and Cockatrice Strike viable, but if you're, say, a Peerless Sniper who's focused on being as good as possible at archery, and never took any of these feats' prereqs, do you even want Deathless Zealot or Cockatrice Strike?

The average player is going to expect that his bonus feat slots are going to go towards his chosen fighting style. The Strategist's first two bonus feats likely will, but by the third one, he's either going to be deep enough in the tree that there's nothing left he doesn't already HAVE the feat prereqs for, or he's going to actually WANT the feats that this ability lets him skip. He's going to spend quite a bit of time staring in frustration at the feats chapter before he even remembers Deathless Zealot exists, and he's probably going to be disappointed when he realizes it's the best choice for him at this point.

You might be fine with the 18th-level iteration being superfluous, but I doubt the players are going to be fine with realizing how weaksauce their 18th-level class ability is. Levels that high are supposed to be where the totally freakin' sweet stuff happens!


I would second focusing on Strength as well, and save yourself some feats. Weapon Finesse is of dubious use anyway, but to have to take two feats just to get DEX to attack isn't worth it.

I know you want to take advantage of the +DEX bonus you get from assuming Fire Elemental form, but you don't have to Dervish to do that. The DEX bonus will help your attack rolls when making thrown attacks with Produce Flame, as well as just boosting your AC and Reflex saves. You can even just go with 10 DEX, secure in the knowledge that you'll get a bonus when in elemental form.

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