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Ikrimah

Skylancer4's page

Pathfinder Adventure Path, Companion, Modules Subscriber. 3,078 posts. No reviews. 1 list. No wishlists.


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Paizo has items that grant +15 skill bonuses, official material, not custom items. Off the top of my head there is Stealth and Escape Artist "add on" armor abilities that go +5/10/15. They run a bit over 30k gp for the top end ones, so not terribly expensive either.

If combat "skill checks" are going to be a "thing" in PoW, they should probably be shifted up a tier or two from what the developers have now. The games PoW are going to be in are home games, not PFS. This often means a more relaxed and less strict adherence to rules and absolutely does increase the likelihood of custom items. Not every GM is going to be able to screen and scale all things as needed, and it is significantly easier to scale something up in power than it is to scale down. Not to mention the sour taste that it leaves when an book ends up seeming OP or broken due to some small thing like auto successes in combat because of skills being brought into play (and swift action recovery mechanics).

Any time a 3pp suggests a possible rules variant that could be pushed to the limits like that, I would always suggest erring on the side of caution. If something gets called broke, people will will be significantly more critical of everything made even if the rest of it is solid. Seriously, just look at psionics.... And the bum rap they still get. Tone it down for publishing, and put a side bar saying, "we used these assumptions for design purposes, if you don't allow +15 skill items do xyz to bring it back in line with things as intended." Cover your bases.

There are ways to get +15 to skill checks in the game, items that don't take up a slot and are cheap. When designing the rules for using skill checks in combat, the PoW designers had better figure that into the equation, because something like that will get used. Whatever numbers they are throwing around should have that +15 included as part of the figuring. It is cheap and effective, and an absolute must have for any character that would make use of those manuevers.

Suggesting banning skill items because it might end up broken in regards to a 3pp publication is just... So backwards it is silly, in an unamusing way.


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Lirya wrote:

Even at higher levels, I think most skill checks would need significant investment to reach auto-success levels as long as you ban +skill items that give more than a +5 bonus. Especially if the skill is based on a dump stat (such as Wis for a Warlord).

It is not like custom crafted +10 and +15 items did anything for the skill system except making it more broken anyway.

Outright banning legitimate core items from a game just so it works nicely with 3pp material probably isn't the greatest argument... Just saying. PoW is going to be fighting an uphill battle for "acceptance" as it is, outside the group of avid fans that exists. Keeping the possible "abuses" from being published as finished product is in their best interest.


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Feats generally spell out when you can take them repeatedly. Aspect has no wording to that effect.


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Assuming you are already proficient with the weapon you want to throw (the enhancement states the throwing is dependant on being able to use the weapon normally), looks like the rules allow it. You wouldn't be able to throw non monk throwing weapons however as you don't have proficiency with them, so the enhancement wouldn't kick in.


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Distant Scholar wrote:
ErrantX wrote:

Possible new Riven Hourglass 9th.

Split the Stream
[...]

Thoughts?
-X

How does this compare to the psionic power fission (which is 7th level)?

Better in just about all ways. Gear is duplicated with few exceptions, no caster level penalty imposed to limit ability usage at all, a swift action to activate and I believe aging a category comes out to -2 to the stat which ends up being -1 penalty, which is less than the sickened would give.

Actually it is -1, -2, -3 so (unless you were already middle aged) the first time you used it no penalty to checks. If you used it a second time that same day to accumulate a -3 penalty for two age jumps it would land you a -1 penalty.


Pathfinder Adventure Path, Companion, Modules Subscriber

I'm not saying I'm any smarter than you, I'm pointing out the fact that there have been numerous reversals or changes from 3.5 to PFRPG with the copy pasted backward compatible rules. Pathfinder at its core is a compiled set of house rules that the Paizo crew published. Once they said "no it doesn't work that way anymore" the first time, everything that was remotely a "very area" was open to be interpreted differently. No 3.5 FAQ or ruling was valid anymore.

I will also say you are probably overreacting to the fact that things don't work the way they did just because the previous editions FAQ said they did. RAI, implication, "unwritten rules" are all the same. You don't like it, we get that, I seriously doubt you get ill over it. And if you do, I would think this game is the least of your worries.


Pathfinder Adventure Path, Companion, Modules Subscriber

For PFS? Named items are unable to modified from the stat'd block.

The reason being, they are specifically priced on balance points. Modifying them in certain ways or adding other abilities to them can end up making them more powerful than the numbers might suggest.

Home game? Talk to the GM.


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_Ozy_ wrote:
Skylancer4 wrote:
_Ozy_ wrote:
Skylancer4 wrote:
_Ozy_ wrote:
You could have the higher level spell supplied by another higher level caster. That might be cheaper than buying the potion outright.
If it is for PFS I don't believe that is an option. If it is for a home game, finding someone higher level than the party with the desired spell may be an issue depending on the location the party is at.

Probably more likely to find a high level spellcaster than the exact potion with the desired caster level.

You'll save, generally, around 15gp x spell level x caster level.

Buying the potion outright = 50 x SL x CL

Making the potion = 25 x SL x CL +
Paying the spellcaster = 10 x SL x CL
for a total of 35 x SL x CL

You are again assuming that the desired spell is available. If you are adventuring in Standpoint, which has a detailed list of NPCs who are available in RotRL AP, that may not be he case.

Yes the cost might be stated explicitly, but you are assuming it is available, which may not be the case at all times.

Dude, I'll bold it since you obviously missed it:

Probably more likely to find a high level spellcaster than the exact potion with the desired caster level.

And I think that's pretty obvious. If you can find the potion, there's a decent chance that the spellcaster who made it is also nearby. If you can't find the potion, you at least have a shot that there's a spellcaster around that fits the bill.

But no, I didn't 'assume' that you could definitely find the spellcaster, just that you have a better chance than finding a specific potion with a specific caster level.

"Dude" you should probably read the rules regarding magic item availability and population centers. Bob Bob Bob started to cover it. And just because an item is around doesn't mean it was made there, because you know, commerce.


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At the level we are talking about, the gear isn't nearly as important as the maneuvers and how you can "chain" or interweave them.


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blackbloodtroll wrote:
Kchaka wrote:

What you want is a quote from a official book saying specifically something like "you can't make off-hand attacks if you have already used your regular attacks to attack with a 2h weapon".

It's true, there is no such specific official quote, but what I could do is quote Every Single Rule About Two-Weapon-Fighting, Two-Handed Weapons, One-Handed Weapons, Light Weapons, etc, and if you read and understand most of it, it should be clear, in the rules, why you can't attack like that. It's as clear as a US$ 10,00 bottled water.

So, no, they did not pull that out of the blue, this rule was already there, in the context of rules as a whole, just not explicitly written. You can say it's based on unwritten rules, but you can't say the FAQ is not supported by RAW, it's the opposit, that FAQ IS supported by RAW, just not explicitly.

No. The text is exactly the same in 3.5, and it was a valid combo.

See here, Page 53.

You can download it here, as well.

Same wording. Some of the same developers. New ruling.

Why new ruling?

"Unwritten Rules".

Actually it has happened before, PFRPG is backwards compatible with 3.5 but doesn't flow the same FAQs, there have been multiple cases of same text but not same "results" in the "new" game. The moment it happened once, any and all previous standing "rulings" were tossed out the window to be fair.

3.5 had absolutely nothing to do with PFRPG as far was what did or didn't work.


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_Ozy_ wrote:
Skylancer4 wrote:
_Ozy_ wrote:
You could have the higher level spell supplied by another higher level caster. That might be cheaper than buying the potion outright.
If it is for PFS I don't believe that is an option. If it is for a home game, finding someone higher level than the party with the desired spell may be an issue depending on the location the party is at.

Probably more likely to find a high level spellcaster than the exact potion with the desired caster level.

You'll save, generally, around 15gp x spell level x caster level.

Buying the potion outright = 50 x SL x CL

Making the potion = 25 x SL x CL +
Paying the spellcaster = 10 x SL x CL
for a total of 35 x SL x CL

You are again assuming that the desired spell is available. If you are adventuring in Standpoint, which has a detailed list of NPCs who are available in RotRL AP, that may not be he case.

Yes the cost might be stated explicitly, but you are assuming it is available, which may not be the case at all times.


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ErrantX wrote:

Possible new Riven Hourglass 9th.

Split the Stream
Riven Hourglass (Boost)
Level: 9
Prerequisites: Four Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 + initiation modifier rounds

You tear your time-stream in two, rending reality asunder and bringing a duplicate of yourself into the world. The duplicate is identical to you in all ways and possess all of your attributes, abilities and items (except single-use or charged items that replicated spells with an XP cost or expensive material component cost). It fights under your control as an extension of your own consciousness and on your initiative count, for as long as it continues to exist. Maneuvers, spells, or other abilities used by the duplicate are used from your available stock and if used by the duplicate are expended. If you or the duplicate are reduced to 0 hit points or below, it immediately ceases to exist.

At the end of the effect (or when the duplicate vanishes, whichever comes first) you advance one temporary age category due to the chronological strain on your own timeline, although you do not gain the mental bonuses that this would normally entail (treat this as an age category advancement that vanishes the next time you take an 8-hour rest). If you were already Venerable, you are immediately reduced to 0 hit points and become unconscious upon the duplicate vanishing.

---

I worry that this is far, far stronger and I'm looking for ways to include limitations on the duplicate. Isolating it from your spells/maneuvers may be the best way to do it, then they're just limited to your feats and other abilities. Then maybe it's too weak. A suggestion was made that instead of reducing you to 0 hp and unconsciousness it kills you as your burn out your quintessence.

Thoughts?
-X

If you are worried about "power level" limit the max level maneuvers/stances you can use, fluff it as strain on your system as you maintain the ability. You have two separate entities drawing from the same pool, but the ability lasts long enough that you can recover maneuvers several times to set up some nasty combinations due to action economy and the like.


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There is a difference between saying feats and effects appropriate and all feats and effects. Something that acts like or is similar to something isn't the EXACT same as that thing, unless specifically stated to be.

Claw blades, tailblades, etc are listed under the manufactured (albeit exotic) weapons. They aren't listed under the natural attack table. So we have a difference. If you have an arguement (meaning something to debate with), bring it to the GM who is running and talk it over with them. They are the one making the final decision regardless.


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_Ozy_ wrote:
You could have the higher level spell supplied by another higher level caster. That might be cheaper than buying the potion outright.

If it is for PFS I don't believe that is an option. If it is for a home game, finding someone higher level than the party with the desired spell may be an issue depending on the location the party is at.


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The rules generally tell you what you get. The ability is called Focused Rage, not Rage. So RAW, it would give you what you are stated to get, nothing more nothing less. The fact that it states it alters Rage could just be there as an indication that you can't use it with archetypes that do anything with the Rage class ability and triggers rage powers.


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Quintain wrote:

I don't see any reason why you would need to expend a bullet when using disrupt pattern. However, if you lose your guns, no disrupt.

No it, isn't too powerful.

I was going to post that bullets wouldn't need to be used except, with firearms you can use the ability to hit things at a 800' range (advanced rifle 80' 10 increments). Even with early musket you get 250' which is significantly longer than the range of the ability. Granted it isn't at a touch AC past the first increment, but still. Making ranged attacks with a firearm requires an actual attack and that is what we have RAW. It is essentially a rider effect on the weapon attack as written now.


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If you fire the gun without bullets are you making a ranged attack?

Disrupt Pattern wrote:

The grammaton is only able to use the disrupt pattern ability when making ranged attacks with a handgun.

That being said you do realize the base class doesn't have any such limit right? The only good thing about the archetype is that it allows you to bypass the 30' limit. You are still limited to using it once per round (barring other abilities). If you have a mash up of opponents, you'd have to switch types or deal significantly less damage.


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Why? As the class has yet to be written up, a simple "this counts as xyz for purposes of these feats" or even "class can choose these feats with this class ability" in the class makes it non issue.


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Aratrok wrote:
The problem with that is that animal companions have absysmal Cha scores. Like, 2-6. Only a small handful (around 10 out of 100) have Cha 10, and only 3-4 have a Cha above 10. And the Cha of an animal companion isn't really a balance point, it's just kind've a randomly picked number based on how much the author liked that animal. Gimping certain undead companions because of that is kinda silly.

They are also semi customizable which means the PC can alter and tweak as needed/wanted with feats and gear.

Not everything is going to be a "good choice" and mechanically if they were, what would be the point to making them different? Just build them as an eidolon so the point is moot. If you plan to use certain feats or class choices, sometimes you just have sub par options, this isn't any different. You can either shore up the differences/drawbacks or not make that choice.


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Alexander Clatworthy wrote:

Undead Companion [General]

Your companion or familiar becomes undead.
Prerequisites: animal companion, dark messenger, or familiar
Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally it gains channel resistance +4. If another ability you possess would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its channel resistance by +2.
Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar you possess to be affected.

I feel this may work a lot better.

I'm not sure that bumping or switching the stats is a good idea. You are increasing hit points but are also giving the companion a crap ton of immunities and combat benefits by being undead. If you want the companion to have better hit points you can increase the CHA score by the attribute bumps via Companion level ups and gear, like normal.


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Yeah, but they have to be up close and personal with specific conditions for it to happen. There are drawbacks. Essentially they are using the weapon in such a specific way that it deals more damage, if you need a reason to wrap your head around.

About the only thing that regularly totally ignores DR class ability wise, is the Smite from a paladin.


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An antimagic field will suppress it if the smiting party is in it.


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Generally speaking multiple DRs don't stack in that way. When you have DR 5/piercing and then get DR 5/bashing it doesn't become DR 5/bashing and piercing. It just means when you get attacked by a weapon, check the type to see if have protection.

Having 2 DRs is nice, having a DR that needs 2 conditions is extremely more effective and "worth" more balance wise.

Unless otherwise stated, gaining 2 forms of DR just means you have two forms of DR and you can use the most advantageous whenever it comes into play. There would be very specific wording if a DR were to "merge" in such a way as you are asking.


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As I mentioned before, the game doesn't define it, often for the reason to leave it up to the table. There are many reasons why something may be, defining it can sometimes force issues and make more of a mess of things too.


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Extended spell would make the duration 2 hours per level, as that is a "base" duration once the metamagic spell is memorized essentially. Let's say it was 4th level caster..

Your duration would be 8 hours.

After that you would apply the exploit to increase the now ticking duration of 8 hours once it cast. This would mean either increasing the duration by 50% (plus 4 hours to 12 hours) or decrease it by 50% (minus 4 hours to 4 hours).

The exploit is figured after the spell is cast, so doesn't come into play in the way you are asking.


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I bought it over on drivethrurpg a few days ago, when it was brought up in another thread. It is an enjoyable read and if our group wasn't as open to 3pp stuff as it is, we'd probably make frequent use of it. It is very on par with existing classes "power" wise, it has its schtick(s) and does it well without being too good.

I like the idea of the "tanky" aspect caster but 2 of the others caught my attention as well.


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That and taking "pot shots" with lower attacks with rider effects to make sure the higher bonus attacks are more effective would probably be an issue. Don't forget some abilities are chosen per attack and not every attack of a sequence.


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If I remember correctly, it is based on form no?

EX abilities are off the table the vast majority of the time.

As for things like energy resistance, is based off the physical form? Are you immune to fire due to your hide or are made of fire? Well that would go away.

Your best bet is to talk to the GM and figure it out for your group. "Reasonable" is a point of view, and not everyone shares the same one.


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Gauss wrote:
Except it has already been stated that the FAQ you are referencing in no way applies to this question. It was answering an entirely different question.

Besides the fact that it broke down the two weapon possibilities completely for the initial section, and they didn't list the the main hand, off hand, main hand as an option for the section about multiple attacks?

It is as close as we have to RAW on the subject. Unless you can point to the place in the rules where it states it does allow you to choose which weapon you attack with at any point during a TWF'ing routine.

We'll have to agree to disagree about it. I don't care one way or another personally, but the FAQ is as relevant as we have and it does in fact pertain to the topic on hand.


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Gauss wrote:

Skylancer4, please show where extra attacks are taken after your first attacks.

There is nothing in the book that states extra attacks at your full BAB occur after your iterative attacks.

The statblocks certainly do not list them like that. They list them as +6/+6/+1/+1.

At best, it doesn't state it one way or the other, at which point we are left with the default, all of your attacks go from highest to lowest. This includes extra attacks from TWF or Haste or whatever.

Except the FAQ where it states two options, both where the primary is to go first and the secondary after.


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Soulblade could probably be worked to something, as well as cryptic (maybe with the distorter archetype). Psychic warrior has several paths that could work too.

Take abilities that help with sneaking around or stealth, grants concealment, etc. And use shadow flavor.


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Every time I hear someone essentially nag about "quality" issues from Paizo, I really wonder how long that person would manage doing quality work themself before something wasn't quite "up to snuff", my guess is probably no where near as long as Paizo managed.


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TWF: Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.

ITWF: Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

GTWF: Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

As was just covered, off hand attacks aren't due to high BAB, they are a benefit of a fighting style (and later feats which have a prerequisite of certain BAB).

You choose your primary weapon, go through the BAB routine as per the rules, from highest to lowest. Then take your additonal attacks with your off hand weapon from highest to lowest, as per the rules.

No contradiction.


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fumblemuffin wrote:
Ok I looked at the OP's breakdown of the full round of attacks, and I can't figure out why the 2 claws are getting the same bonus to hit as the bite, when the bite, which is piercing gets weapon finesse, but the claws, which are slashing, would not. He only has weapon finesse via swashbuckler, which is limited to piercing. I know the claws are a moot point since most of us agree that the beast aspect claws wouldn't carry over, but im considering trying this build with urban barbarian, who can grow claws after the transformation, and I want to know if they would be viable or useful at all.

As proposed in the original thread, the build isn't PFS legal and has a few flaws. They are covered in the rest of the thread (guessing you didn't read it).


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fumblemuffin wrote:
Ok so ability scores specifically don't stack, but what about other class features with the same name? How would having 2 sources of unarmed strike function? Would the levels stack or do you just use the higher of the two, making the other redundant?

If you have two of something, that don't say they stack, you could choose which to use (normally the most advantageous). So one would be redundant, yes.


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For the example before it, they did show all combinations of possible attack options. I would imagine they would have done the same for the second example. It is as "official" as we are going to get with existing material.


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wraithstrike wrote:
Skylancer4 wrote:


The FAQ that was posted (but not indicated as a quote) answers this with a "No, you are unable to switch between weapons during your attack".
I don't see this either. What is the "exact quote" in the FAQ.

The post wasn't quoted as the FAQ, just pasted. Not sure where you are getting me saying "exact quote" from.

The two options given at the end are 1) Attack with one weapon as primary, making 2 attacks and then after (the comma) one attack with the secondary or 2) Attack with the other weapon as primary, making 2 attacks and then after (comma) the single attack with secondary.

There were no options saying:
Attack with primary weapon at highest BAB, attack with secondary weapon at highest BAB, make attack with next highest BAB of primary weapon.


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wraithstrike wrote:
Komoda I don't understand the point of that post. I think the OP intends to take the extra attack.

The second part of the FAQ indicates you are stuck going through the entire routine with the weapon once you make the initial attack.

From OP wrote:
However, I haven't seen anything that would clear up whether you can switch back and forth between weapons before all the attacks available with one weapon are done.

The FAQ that was posted (but not indicated as a quote) answers this with a "No, you are unable to switch between weapons during your attack".


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Just a Guess wrote:
How about natural attacks and powerful build? Do they deal damage as normal or as one size larger?

That would be a no, it doesn't make you bigger. You would pretty much be limited to manufactured weapons of larger than your size.


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I would probably suggest making it a scaling item honestly. X amount per "level" of the item, the top most level being unlimited maybe?

One, this allows the character to make use of it at lower levels but not hedge their bets too much. Two, at higher levels of play it still remains useful (and deadly). Three, unlimited HP is a balance issue and you can't always assume that the GM is going to have all their bases covered. Best to not make too much available because PCs tend to find loopholes we don't think about.


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TriOmegaZero wrote:
Skylancer4 wrote:
If a rat can make it in, so can you. And let's face it, they basically get into everything.
Only if the GM rules there is room to Escape Artist into. But really, you just shift back, open the door, then use another use of the ring.

It goes without saying most times, everything is reliant on GM allowing it.

Mechanically a rat is a tiny animal, they have no special ability like squeeze or what not. If they can do it, so should you as a tiny animal (just slower due to land movement speed). There is no mechanical reason to keep you from doing the same and you have significantly higher intelligence than a rat.


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When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks.


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The whole wizard part threw me off, definitely not the class choice I would have connected with that character lol.


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fumblemuffin wrote:
So assuming someone plays this build past lvl 12, what would you suggest putting levels into from that point on? Slayer, Paladin, Monk? I also wouldn't mind a more extensive list of all the items best used with this build from the OP or anyone else that has extensive knowledge of wondrous items and enhancements.

Honestly if you were going past 12, I'd tweek the build to be less/non magic item dependent. The number of magical abilities that will wreck your day increases and become common place and standard tactics to deal with opponents at those levels.

Part of the reason this build works out so well is the limitations enforced in PFS. Like any other martial it is basically going to go downhill past the PFS level cap as creatures you don't see normally in PFS start making appearances and the build has problems coping with them.


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Imbicatus wrote:

Some more easy ones:

This Dhampir Trapper Ranger has placed all of his favored enemy bonuses into Undead.

This Empiricist Investigator is a genius, able to solve almost any mystery via observation and deduction, while using those skills of observation to enhance his stick-fighting.

This wizard has a ring as a bonded item, always casts conjuration or evocation spells, and all spells cast have a green hue.

Blade

Sherlock Holmes

Not sure, need to think about it. edit: Green Lantern?


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If a rat can make it in, so can you. And let's face it, they basically get into everything.


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Captain Riley wrote:

@SkyLancer4 Why are you commenting now when earlier you couldn't give a moment to respond and instead commented on the fact that I bumped the threat. Honestly I feel your being rude with your "help" as well as the questioning nature of my opinion (yes it was my opinion, good job for pointing that out). There are two ways to talk to people, polity and with respect or like a pertinacious aggravator.

Apparently you didn't see the edit to the first post I made after having a minute to look at the styles. I was being polite, educating you on the board policy as you apparently didn't know any better. As for being rude, we are in the rules forum where rules mechanics are the "important parts" not the spirit or how you believe it should be. The idea is to hash out what the rules actually do, not debate why or what we think they should do. The only ones here who can comment on the intent is the PDT, coming in and assuming you know what the "spirit" of a rule is, normally leads to confusing the issue. Way more often than not, what people believe should work is why they don't "get" what the mechanics actually do.

It might have been curt due to posting from my phone in limited time, but it wasn't rude.


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kamenhero25 wrote:

Oh, I have one of my own.

A NG Elf/Half-Elf (not sure) Fighter who uses a sword and shield. He likes to collect a lot of magic items from dungeon crawling, but which ones he gets varies from adventure to adventure.

- Almost always gets a bow with lots of magical arrows and a Holy Longsword.
- Has the Mute flaw.
- Usually has to fight an evil sorcerer to rescue a princess
- Own a warhorse and has some Mounted Combat feats.

Link :3


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Scavion wrote:

This is an incredibly powerful Sorcerer or Blade Adept Arcanist with Mythic Tiers. For a time he carried a powerful artifact sword made of crystal that amplified his magic before discovering it could be turned against him.

His magic makes him literally more insane the more he uses it.

He typically uses Sunbeam(He gets a lot of flak for using it as it's way more dangerous in this series), Firestorm, and teleports A LOT. He's very good at counterspelling as well.

He is also probably one of the best examples of 9th Level Casters in fantasy.

He also loses an arm.

Wheel of time, Rand? I forget the name of the main character (I haven't read them in forever, but I should re read them now that the series is done).


Pathfinder Adventure Path, Companion, Modules Subscriber
Captain Riley wrote:

@Larkspire Hmmmm, I didn't think of it that way. Thats not realy in the spirit of how the styles are made, but based on the way it is written that seems to be true.

I was hoping for a more official ruling, as if your not allowed to switch mid-way it seems to defeat the purpose of combat style master (at least in regards to how certain styles overlap)

Though I'm not actually disagreeing with you, more I'm hoping your incorrect then expecting you to be so. (^.^)

I don't see how mid action form switching is "against the spirit"... How do you even know what the "spirit" is? You didn't write it, it is more like "it isn't what I want it to be" at that point.

The styles allow you to switch as a free action, pretty much anything that allows you to interrupt an on-going action states it in the write up. As it currently is written, this allows you to do things like enter a style at the start of your turn, move (while gaining the benefits), free action to switch styles, make attack(s) (while benefitting from the recent style), free action switch styles after attacking and benefit from that style until your next turn. That seems perfectly in the spirit of a martial artist who uses multiple fighting styles to me.

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