Working in an interesting little race and thought something like this weakness would be appropriate. What RP value do you suppose this is worth, if any.
Unnatural and Isolated (-1 or -2 RP?)
I am a little confused about the Fused Eidolon and the Aspect and Greater Aspect class abilities.
PRD Synthesist wrote:
While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor.
So the question is do you still have access to the abilities you gain from aspect?
For example, if you get a tail evolution, would you still have it while fused?
On a side note, what about fast healing and the Synthesist? If you get that ability do you only regain real hit points or do you actually heal the temporary hit points? I ask this because if it is only hit-points then, it is a no-duh buy for greater aspect, as you would want to have the ability all of the time, vs. just while fused.
I have gotten this voice recorder and it looks like the thing is a little old. I have plugged it in and it is recording, but I can't seem to get my PC to recognize it is plugged in.
I use Windows 7 Ultimate, but the device uses:
It is my understanding Windows 7 Ultimate has a comparability mode. Any help would be great.
I was wondering if anyone could thing of already existing magic items or spells (that can be turned into items) that allow for anime-like effects.
I know we already have dimensional agility covers some of this so don't bother mentioning.
What would you also consider an anime-like effect, and how would you convert this RAW with magic?
This could be done with the upper level guide book, or on its own, because believe it or not people are playing to 20th level. My group specifically have gotten to 20th twice now.
So I kindly ask Paizo to reconsider this for pathfinder.
So was thinking back to my splash weapon/touch attack/sneak attack days back in 3.5 and was wondering what the best options for a rogue to get proficiency with a gun. Any advice would be great. I plan on getting ki abilities as well. Trap-Finding is a must though.
Was looking at:
Once in the history of Cheliax there was a ruthless queen who was very fond of public executions by her own hands, and eventually developed it into a sport where she used this scythe in personal gladiator-ship matches as a form of exhibition of these executions. Fortunately for some she became too arrogant, as she stopped having rigged matches, and lost one of said matches, ending her reign. This was not before designing her own personal scythe and its style of use.
The general shape is about the same as a normal scythe except with a second smaller matching blade on the other side of the handle. The blades are purposefully made to look intimidating with long serration hooks running along edges.
Two-Handed Exotic Weapons
When performing a coup de grace, the queen scythe adds an additional +2 to the fort save DC to keep from dying. Successful critical hits and coup de grace used to finish off a victim can cause decapitation (If the wielder wants).
Just was looking over the feats, and I couldn't help but notice that the bite attack from the Razortusk feat actually only gives you a secondary attack as part of a full-attack.
For the longest time I thought the feat gave a full attack, especially after the ARG came out and said a bite attack was only 1 RP and was open to humanoid base races.
So I was wondering if there were any other feats, other than Aspect of the Beast, that granted natural attack that is not in the Advanced Races Guide.
I need some feedback on this idea before I present it to my GM and any help in balancing it would be great.
I took the idea of everything the normal summon monster class ability did and re-worked it for transmutation spells of the same level.
Summon Monster originally was a full round, the ability made it a standard action, huge jump in action economy as the monsters could then act in THAT round. So I basically quickened the spells that are standard action to a swift action.
Summon Monster spells have a large variety of options, so I gave 2-3 spells to choose from to mitigate this.
I kept all the same restrictions as per summon monster plus added an additional weakness revolving around the outsider type and taking additional damage, enemies getting higher bonus to hit, etc.
So any feed back to help this become more balanced would be great.
I have an Android Samsung Infuse,
Here is the situation:
I have a clip microphone already being used as part of my job, so I can easily just add one more to the mix.
So in the end I need the following,
Sorry but I just need say something about this very common question that is almost FAQ worth except the FAQ isn't for the purpose; Is the Summoner a broken class, well the answer is VERY simple;
Yes, yes it is...
BUT not really in the way everyone thinks. Yes, it maybe too powerful, however the class and its archetypes are STRONGLY relative to other classes by how powerful the PCs are, specifically, if you use point buy (which a lot do) and how many points the players get. While the player can be set as you want for the game, the Eidolon and the Summons are set in stone. I see a lot of people saying that the class can out do fighters, but I don't see them saying what stat system they are using or what point-buy. YES if your in a 10 or even 5 point-buy the Summoner is class is going to totally kick real @$$ as they would be like GODS. On the flip side, if you have a 25 point-buy and let the players start with the Advanced template for free.... The Eidolon and the summons are going to suck to no end! I played a cleric that summoned in one of those games and I was totally out classed as my summons were only set to powers of 15 (?) point-buy, not 25 with the template. The template did nothing for my summoning and I suffered for it.
So my suggestion here is maybe Paizo should step-back, breath, and think, did they do the right thing continuing with these set in stone summoned beings stats? Perhaps if you have some new rules for Eidolons and stats for summoned monsters for various point-buy levels this could solve a lot of problems with this and other classes.
I have finally done it; I think I have finally worn-out my enjoyment of Pathfinder.
I am looking for some inspiration as what to play next and could use some help.
I really only like playing melee characters, but don't bother with the synthesist suggestion, I don't like playing characters THAT broken. Its not that I haven't played a caster, in-fact I recently got done with a lvl 20 Cleric with the 3.5 variant cloistered cleric, it is I just don't like playing pure casters.
So any help you can lend that would be great.
Well I am working on TWF dimensional agility tree focused build, but things are not going as well as I thought. I was woundering what spells would be good for adding damage to TWF. With hope I will get a quicken rod and pop said spell off quickly. I am looking at lower level spells, 1-4 5 max.
I am about to give-up on this build so any help would be great.
Hello message board,
The beauty with this race comes in with this race with the tail, as it would allow you to cast spells with two weapons in hand. Switching weapons between tail and hand is a non-action like switching between hands, so you could put a kukri in the grasp of the tail at any time you need to cast a spell.
Race: Tiefling (Grimspawn; 11 RP)
12 2 Str: 12
Lore Warden 1/Wizard 5/EK 10/???
Skills: bonus 2 skills points per level Profession Sailor, Knowledge Geography (house rule)
Skills listed by importance
I couldn't help but think about the somewhat prominent presents of guns in the game and I started to wondering; with minimal rules creation and change, could the world of Vampire Hunter D: Bloodlust now be done? Your opinions please, but please save specific new rules for later if/when I create a conversion thread.
I would like to start off that I work with cats and have had cats, and has a cat as pets and I am really perplexed with Paizo on this one.
Apparently claws don't do slashing and piercing damage types like they did in D&D 3.5, they do Slashing and Bludgeoning. Now I can see large cats doing all three damage types with a claw attack, but if I had to choose 2 I would stick with slashing and piercing.
This is one of a few really strange decisions about claws Paizo has made that I have over looked. Perhaps I have over looked something and this has been mentioned before.
What mechanical reason for this design decision is there?
Well I need a very decent two handed weapon that does piercing.
I was thinking esthetically, a scythe would be best, but I am looking at spending a feat. I would be alright with this if there was a better version of a scythe, but there isn't.
Looking for suggestions. I know Heirloom Weapon trait gives you proficiency with a specific weapon, but not to all weapons of that type. I like adamantine so this isn't going to work too well. Race is set to tiefling, so don't think that is going to help out much there.
Thanks in advanced,
I was looking at designing the most intimidating melee I can, going into the Dragon Blooded PrC ASAP at the same time(Wayfinder 6, pg28).
My GM has given the okay on this slightly modified Tiefling.
Demon-Spawn (Pitborn) Other variants possible
Outsider (3 RP)
+2 Str, +2 Cha, –2 Int (0 RP)
Fiendish Resistance: Tieflings have fire resistance 5. (1 RP)
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. (2 RP)
Spell Like ability: You have over-sized limbs, allowing you to use Large weapons without penalty. (2 RP)
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. (2 RP)
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled. (1 RP)
So preliminary research points to barbarian. Opinions and suggestions are welcomed!
I didn't make it through one game session. I was unlucky. Alone with two crew-mates obviously not my friends. They acted faster catching me flat footed, got a lucky hit and I am dead now. I was so looking to live but what to do now.
So how do you deal with having a character you really looked forward to playing dying early, or even session 1 of a game?
The dearly departed,
I was wondering what was the best way to get quick and useful access to Dimension Door, use of the Dimensional Agility Tree, and have good melee capability.
I noticed that this feat tree makes for good TWF use so that is a thought as well.
So race/class/and build suggestions are welcomed, I just want to see what people think on the subject.
I was wondering if anyone had the general total to-hit bonuses break down on full base attack bonus classes before and after spells (if they can cast any). This would include things like Smite and Favorite enemy.
Charging through friendly space vs. through unfriendly space.
So my question is, why not just overrun a friendly and then you can charge through friendly space no problem?
It has come to my attention that Tieflings (Option #16) can trade their spell-like abilities to wield large size weapons (like a redcap that uses the same exact language) like they were one size larger.
"You have over-sized limbs, allowing you to use Large weapons without penalty."
So with the use of a feat, what is the best strength build weapon to get?
Off the top, I am thinking a huge size Falcata if that is possible now.
Yes I take -2 to hit, and use it with two hands (was going to only do that any way).
Not sure about weapon stats, but if I am correct that would be: 3D6 19-20/x3
P.S. Please not next post. Can't do huge only large.
Well with the last two threads *cough* talking about using oversized weapons. I couldn't help but look at the tiefling.
1: Racial Ability: You have over-sized limbs, allowing you to use Large weapons without penalty.(This means you don't take the -2 to hit, you still need to use both hands to use a large size one handed weapon, right?
2: Superior Clutch: Your hands not only are bigger than normal, but also have a strong grip useful for wielding large weapons.
So am I reading this right, not only would you not take a -2 to wielding, lets say,... a falcata, but get a +1 bonus to damage on top of that?
Well it has been a LONG time coming on this one, the game seems to be about ENTIRELY re-built from the ground up and the first rounds of Beta have already began.
I was a big FFXI player, and while I did distant myself form that game due to City of Heroes, some of my favorite character concepts come from that game.
Apparently there is a lot riding on this game due to its near re-construction and 3 additional years of production. I just hope we don't have another A:CM on our hands with the time spent on the game.
Also there is the PS4 to consider, as this game was produced for the PS3 and already has an apparent release date for the PS3 at Gamestop. I hope with the up-coming PS4 that the graphics will have a boost over the original 2010 version in the re-make.
Has anyone made it into the 1st round beta? I would love to hear what you thought.
Benefit: When you gain this feat choose a perform skill in which you have a rank in; once chosen it can not be changed. 1/day with an additional time per day you may expedite your performance. If you require a standard it takes a move action. If you require a move action it is a swift action. If you require a swift it takes a free or immediate action. If you require full round action due to some effect, your performance takes a standard with the use of feat.
What do you think?
Well I am looking at playing a tiefling and I was wondering if there was any variant statistic for them that does not require a feat. I saw the PF-SRD but the way I read that it seems like it costs a feat, but some say that in a recent book you do not need a feat.
Can anyone give me any information about this?
P.S.: What are the rules with-out the feat for variant ability scores? Do you still qualify for getting the claws and tail variant abilities even if you get the ability score changes?
P.P.S.: Is their a trait that lets you pass for human?
Well it hit us who bought it. Rather devastating really to the entire franchise as the game is canon (I wish it wasn't).
I looked over this reaction:
What do you think caused this horrendous difference between the Demo and the real game?
Some of my thoughts:
These things still don't excuse:
All else I can say right now is I feel like the game was just Fan Bait and I fell for it, hard.
So this is what gets me, for Two-Weapon Fighting do I treat it as a light weapon or a one-headed weapon, or both getting -2 to attacks with TWF but power attack is treated as one handed.
Or does the bold section just means this for feats.
I had this discussion with a fellow player and past GM the other day, but was thinking the worse of it all. What do you think? Has this been discussed before?
Okay so I have given up all hope playing a dual shield, or even simple TWF, Arcane Dualist. So I am now looking for help to simply make the most OP melee arcane dualist catfolk possible! I got tired of complaints of my characters ineffectiveness and oddness; mostly due to others lacking of imagination and acceptance of real life examples (A and B of C).
So while I hate playing for the mechanical viability purposes this much, I am now feeling like "To Hell With It."
Thanks for your help and sorry for all the conditions.
I am finding my hopes with arcane dualist is not working out, and would not produce a viable character for her personality till level 17 or 19...
So I am trying to use the existing rules to best re-produce my Hexblade, in another form. Starting to think this character concept is cursed or something (Well she is a hexblade... not really funny I know).
What I am looking to do:
One of the problems I found with my original concept was she doesn't get to key feats fast enough, such as Shield Mastery and Dimensional Dervish. I tried this and realized I did not want to put anything more than a +1 on the weapon aspect of my spiked shield, but the rest would go to waist the second I got shield mastery. This would make the character useless in melee till that point, and this didn't match the character's personality at all, as well as my desired play style. Yeah I could use a ton of magic weapon wands and items, but that would be quite the money and action sink...
Dimensional agility can go, but honestly I see it as the best option for making use of two weapon fighting.
Right now, the point buy is 18.
I am thinking about Fight or Barb (Urban)/Sorcerer/DD/EK
Thank you for all your help,
I was wondering a few things. "Who will I kill" sounds like it was based on another song, perhaps this original would fit better for a Medieval fantasy setting. "Blood" is close enough.
second, I was wondering if anyone had any suggestions for more songs to my repertoire.
Will be trying to actually sing these two songs during game tomorrow, maybe just one if people get too annoyed. Will let all of you know how this goes.
Was doing research on magic boots and found these two and realized what could happen if someone combined the two in the same item, or placed one in a different slot/non slot
Boots, Daredevil Softpaws
Aura faint enchantment; CL 3rd
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.
As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Aura faint transmutation; CL 3rd
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots.
Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
This item: Runner's Shirt, Quick
This item just came to my attention, and it needs to clearly state you need to have already made a move action to move to be able to use the shirt that round. Otherwise this could be game breaking giving players at low levels something a-kin to pounce for 1k gold. I know this is probably the RAI, as per the use of the word "additional", but I can see this coming up in question.