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So I had ample opportunity to test the arcanist in the last couple of months, and it has become blantantly obvious that this is one of ,if not the, worst balanced class I have ever seen.

One should expect that a sorcerer wizard hybrid should end up somewhere between the the two classes as far as powerlevel is concerned but this one outstrips both classes by far.

Multiability dependence? No trace of that.

There is no reason to ever invest anything into charisma with the arcanist as the powers you can choose are limited and the powers that are not reliant on charisma are ten times better than those that are.

And man are those powers powerful.

Problems due to the lower number of spells? Nuh-uh.

It might be a problem if it wasn't for the arcanist exploits(fittingly named BTW) that can easily serve as a mainstay on top of spells at lower levels and that get downright ridiculous at mid to higher levels.

Limited number of pool points? Nope.

The number of pool points arcanists get is large enough to more than make up for the lost spells compared to its parent classes at very low levels and after a few levels these things are pretty much an unlimited resource.Not only do you get the ability to sacrifice a first level spell to get an arcane pool point that can then be used to create effects that are better than first level spells, you can simply buy a second level wand for 4500gp and get 10 arcane pool points for each whenever you need them.

Or in short: the limitations placed on the arcanist that are supposed to keep them balanced are a farce.

What you get with this class is an arcane caster with a hugely superior casting mechanic,more staying power than a sorcerer,the spell versatility of a wizard, a simple way to boost all of your spell DC's by two,your choice of a sorcerer bloodline arcana(wich then can be used to boost your spell DC's even higher). And a bunch of class features where one is more broken then the last.

The arcanist is a more effective caster then its parent classes in virtually every way, and there are no drawbacks at all.


I mean seriously, amirite?


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Maneuvers are awesome. Unfortunately they seem to be to complex of a mechanic for newer players. I was thinking about writing a guide to combat maneuvers but I'm too lazy for that and I don't like guides anyway ,so good thing that I can just open a thread right?

Let this be a collection of effective maneuver builds.I'll start right away with some trip builds:

Ki Mystic/Lore Warden:

versatile Human Starting stats: 18(16+2)STR,14(12+2)DEX,14CON,10WIS,13INT,10CHA

Gear: +2 Belt of Physical might 10000gp,+2 Greatsword 8000gp,+1 Amulet of nat armor,+1Ring of Protection 4000gp,Jingasa of the fortunate Soldier 5000gp,Ioun Stone(+1AC) 5000gp,Gloves of dueling 15000gp,+2 Cloak of Resistance 4000gp,+3 Breastplate9000gp

60000gp

Feats:
F1 Power Attack ,Medium Armor Prof
F2 Weapon Focus,Furious Focus,Combat Expertise
M3 Improved Trip,Furys Fall,Improved Unarmed Strike
M4 Combat Reflexes
F5 Vicous Stomp
F6 Weapon Spec
M7 Greater Trip
M8 empty
F9 Ki Throw
F10Enhanced Ki Throw

10 level stats 22STR.16DEX,14CON,10WIS,10INT,10CHA
AC 26 ,hp 86 Fort 13, Ref 11, Will 9 CMB 24(31 for trip)

Attack +21/+16(2d6+24/19-20x2)

....up to 4 attacks as a standard action and can trip opponents larger than large by spending Ki points.Very mobile ,very deadly.
For those who are interested in such things as DPR:

Spoiler:

Against Fire Giant AC 24 CMD 31(the overall best CR 10 Melee Monster)

0.9*31+(0.9*0.1*31)+(0.95*(0.95*31+(0.95*0.1*31)+0.8+16.5+(0.8*0.05*16.5)+1 6.5)


=94.20225 with a Ki point spent on enhanced Ki throw.Not half bad for a fighter/monk.

A similar build with a stronger class combo:

Urban Barbarian/ Fighter:

Human starting Stats 16(14+2)STR,14DEX,14CON,10WIS,14INT,10CHA
Gear: +2Furious Greatsword 18000gp,+4 belt of strenght 16000gp,Gauntlets of Skilled Maneuvers(trip) 4000gp,+3 Full Plate 9000gp,(+1Amulet,Ring, Jingasa)9000gp,+2 Cloak of res 4000gp
60000gp

Feats
B1Power Attack,Weapon Focus
F2Furious Focus
B3Extra Rage,Rage Power Reckless abandon
F4Combat Expertise
F5Improved trip
F6Greater Trip
F7Felling Smash
F8Combat Reflexes
F9Vicious Stomp
F10Furys Fall

10 Level Stats while raging(controlled rage)
26STR,14DEX,14CON,10WIS,14INT,10CHA
AC 28,hp 95 ,CMB 24(25 with reckless)(32(33) for trip)

Attack 24/19(2d6+26)(19-20x2)

...only three attacks per standard action but better to-hit and damage(also better AC and hitpoints but who cares).Can't trip enemies larger than large so should probably bring along potions of enlarge person.

DPR:

0.95*33+(0.95*0.1*33)+(0.95*(0.95*33+0.95*0.1*33)+0.95*18.5+0.95*0.05*18.5)

=85.6995 A great way to give yourself a puncelike Mechanic.

I'll come up with more later.Until then show me yor best maneuver builds.


The PC's are Pathfinder operatives of some standing.I assume you are familiar with the background of the Pathfinder Society and there will be many references to it during the story.The PC's recieved a briefing by a Venture captain:

Venture - Captain Sheila Heidmarch's mission summons brings you to her Magnimarian manorhouse.
" Loyal Pathfinders," the deep-voiced Venture - Captain Sheila Heidmarch says from the end of the long dining table, "our colleagues in Absalom are putting pressure on me to find out more about the forgotten goddess Lissala and her worshipers.
We have searched catacombs and libraries for artifacts and accounts of the faith for centuries, but now that we know the cult is still active here in Varisia, this has become a priority for the Ten .

" One of my agents claimed she had uncovered an active
cult of Lissala practicing their rites in Palin's Cove, a few days ride from Korvosa. If she's correct, this would be an unusual opportunity for us - we could study the goddess and her faith firsthand instead of piecing together information from disparate runes and legends hidden in the dust of a crumbled empire. Find this cult and get to the center of its inner workings. Brute force might get you in the door, but we won't learn much from a bunch of dead cultists, so infiltrate it if you can . Learn what secrets you can , and get out safely to report your findings to me. I want to know how Lissala's faith has survived 10 millennia undetected, and what foul plan they're concocting that has precipitated their resurgence all of a sudden.

" I have a man in Palin's Cove by the name of Gerhart Aidrim . He has arranged lodging and cover identities for you if you need them . Aldrim will expect you at the Baited Hook Inn within the week, and can answer any questions you might have about your mission. Oh, and one last thing: The agent who uncovered the cult has not repo rted back i n some time. So do be careful . Losing one Pathfinder is misfortune; losing an entire team would seem like carelessness."

The scenario begins as the PC's arrive at the Baited Hook Inn , how you arrived there is up to you and not important for the story but make up what you wish. Your contact person Gerhart Aidrim is waiting for you there.


We are about to start this PFS scenario to playtest the revised ACG classes.

Looking for one other player, current party is Swashbuckler, Brawler, Warpriest.

Build rules:20-point buy ,all paizo material.Level 10.This is a playtest for the ACG classes but if you want to throw in one of the standard classes to establish a baseline, you are welcome to do so.

BTW I am not a PFS GM and can not give you any PFS rewards or anything of the sort.


Disscusion Thread


Just finished the second encounter in our PbP playtest.LINK
5-man party.

Encounter 1 (2 Ankhegs)CR.5:

Ankhegs got a surprise round but Shaman and Bloodrager made their DC 25 perception checks to notice them burrowing underground so I did let them act normally.
This encounter was supposed to be easy, and thats how it played out.I tried to separate the party into two groups and it worked .

The Bloodrager didn't even use his Bloodrage but pretty much soloed one of the Ankhegs.The Slayer came in late and was surprised , so he used his move action to use Favoured target against one of the Ankhegs, but he didn't even get to profit since the Bloodrager knocked it unconcious before he could attack,leaving him only to finish it of completely,the arcanist used a Force Strike against the downed ankheg after he missed with his snowball the round before.

Shaman and Brawler took on the other Ankheg on the other corner of the map,the Brawler failed its trip attempt by exactly 10 and was knocked prone.The 2 of them could reduce the Ankheg to 1 hitpoint before it burrowed underground and got away.

The Bloodrager was the only one to take damage during the encounter.

Encounter 2 (3Caryatid Columns and a Shining Sentinel)CR.7:

This encounter sounds hefty but I removed the Shatter Weapons SQ from the Caryatid Columns and only left it to the Sentinel.

The party had a few Problems dealing with the DR 5/- ,constructs.The Slayer took a lot of damage and had to withdraw, But not before doing some decent damage. Bloodrager again was stingy with his Bloodrage and didn't start raging before round 3. Brawler used his Martial Maneuvers to gain Weapon Spec, Shaman cast Bulls Strenght and the Arcanist Glitterdusted and Blinded 3 of the constructs including the Shining Sentinel.

It took the Party a total of 6 rounds to take them all down and they took quite a bit of damage doing so despite the fact that 3 of 4 opponents where blinded for most of the fight.I forgot to roll saves aginst Glitterdust each round but with the columns +0 Will saves it probably wouldn't have done much.
I really had low rolls all through the encounter, if I had rolled a bit better the Party would have been in serious trouble.

The star of the encounter for me where Brawler and Arcanist,Force Strike is pretty solid ,on par with magic missile but doesn't allow SR, and the Brawler did great damage with brawlers flurry.


This will be an informal playtest of the ACG classes at levels 4,7,10 and 13.

Everybody is invited to participate but don't expect an actual campaign, instead I will run a number of different encounters I mashed togheter from different published adventures and probably also throw in some skill challenges like traps here and there.

The goal is to run a group of characters through a broad range of adversities in a short amount of time, to test the performance of the new classes.
I'll try and make encounters as versatile as possible to ensure that every class can feel out their strenghts and weaknesses.

RPing will be kept to a minimum to reduce the number of posts necessary to run through this thing.

Everybody who wants to get some playtime in with one of the new classes and give some playtest feedback here is your chance.

Build rules: 20 point buy ,core races.
Everything Paizo, testing new classes is the point of this but if anyone wants to throw in a standard class to establish a baseline that might help too.

Once we finished a run I will Post my feedback from a GM perspective in the Playtest feedback section and every player can post about hhis expierience with the class(where he felt powerwise compared to others ,what he would wish was different etc.)


Discussion Thread


Waiting for players.


I've only recently seen the playtest for DnD next. I know I'm way late, but still ,my verdict on this is :this won't save DnD.

Also read up on where the DnD brand stands within the Hasbro company and it looks like they value it somewhere inbetween the dirt under their fingernails and the dust on the floor.

So hypothetically,if Hasbro decides they won't bother anymore and get out of PnP RPG's completely, would Paizo even be interested?


i guess everybody has read the announcement of the ACG.I'm very intrigued and I'd like to speculate about some of the classes based on their description in the blog entry.

Bloodrager-
I guess some people hope that Paizo finally heard the pleas for a full BAB 4th level arcane caster a la Ranger or Paladin, but considering that the devs stated that these classes are more of a mashup of classfeatures from existing classes I doubt that will happen here.

I'm thinking medium BAB ,6th level spells,rage, probably some way to acces a few rage powers ,certainly some Rage Prophet like class features that help mash up casting and rage.

Slayer-
Very excited about this one, pretty sure this will be another b%&!#slap for the Rogue and make it even more obsolete than it already is.

I'm thinking full BAB,full Sneak Attack, 6-skill points,Stealth bonuses+HiPS,Favoured Enemy,Bonus Combat Feats, perhaps a death attack like mechanic.

Any ideas on the other ones? Join me in idle speculation...


10 people marked this as FAQ candidate.

A bunch of Ranger Archetypes, namely the Warden, Wild Rager and Freebooter Rangers lose Favoured Enemy completely, but have no mention of any replacements or changes for Quarry ,Improved Quarry or the Master Hunter Ability.

Do they lose those Class Features with no replacements or can they use them against enemies that do not correspond to one of their favoured enemy types?


Our ongoing Pathfinder Pits PvP campaign is looking for more players.Character creation rules and information can be found here.If you are interested PM your Character Sheet to me.

We will accept any number of players.


Our ongoing Pathfinder Pits PvP campaign is looking for more players.Character creation rules and information can be found here.If you are interested PM your Character Sheet to me.

We will accept any number of players.


5 people marked this as FAQ candidate.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

So can all the words affect the same target or what?

There already is a thread about this issue, and it got a "no response required." Can you believe that?
I can assure the Paizo staff, that a response would be very much appreciated,because its not clear at all.


Location Dungeoneer's Handbook:

Feat:
DAMPEN PRESENCE
Your habitual stillness makes you difficult to perceive for
creatures that use blindsight or blindsense.
Prerequisites: Skill Focus ( Stealth) , Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from
any creature attempting to perceive you using blindsight
or blindsense, even if you are clearly in that creature's
perceptual field. This feat does not confer any advantages
against other forms of perception, such as scent, vision,
or tremorsense.

Opinions?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Lots and Lots of threads on this but positions are different and no official answer has been given.

So can Spellcasters that use Elemental Body,Form of Flame,Water Form etc. use Spells with Somatic components?


Just looked in to animal archive and boy does it have good stuff in there.I used to go with a bonded object for my casters but Familiar Spell is crazy.

What I don't understand is how it works with spontaneous casters.Can I cast a spell with Familiar spell to transfer it to my familiar or do I have ton pick one spell when I take the feat?

I'd say option a is the answer since it would be unfair to spontaneous casters otherwise.


As the thread title suggests.

The Rogue arguably one of the weakest classes in the game and its alternate class the ninja are leagues appart in powerlevel.But why do I have take all that asian flavour with katanas and shuriken and whatnot,just to make a rogue that works?

Why does the ninja get acces to pretty much all rogue talents and classfeatures, but the rogue only gets gimped versions of everything(like the Ki pool) and can't even take advanced ninja tricks?

These and other question arise when I look at the current state of things with these classes.

Does anyone feel the same?Or should I just suck it up and reflavour pretty much every single thing that makes the ninja a ninja?


Has anyone any good Books or some sort of Compendiums about Druids their motivations and such?

Preferably close to DnD/Pathfinder.If it goes a little away from the treehugger theme that would be especially interesting.


So I've tried for a while now to make an Alchemist Bomber that convinces me.
Suffice to say I couldn't make it.

So here are some of my sticking points:

I need Precise Bombs and Fast Bombs, those are a given.Starting Feats are PBS and Precise Shot, that leaves me with 3 Discoveries and 4 Feats to spend until level 10.If the build takes longer to come togheter I don't consider it workable and I would prefer to achieve some kind of playability sooner.

The main problem is the number of Bombs.Its just never enough.I could get 25 Bombs max at level 10 with 24 INT and spending all my Feats on extra bombs. That would mean I could throw three bombs(with boots of haste) a round for only 7 rounds.

That can't be a concept.

Three Bombs is not even high DPR.Assuming I hit with all of them all the time ,wich is a big If, then thats roughly 75 damage per round.
Hardly out of order.

Anything over 3 Bombs a round is not doable as I see it.

Also it looks like I can't get Stink Bomb since I can't be limited to Fire Damage only or its no good. I need at least two other Damage Types to choose from.

So. Any ideas are welcome..


Brains over Brawn is the Motto of Skilled Explorers who use their wits to brave the dangers of adventuring.
A Skilled Explorer gains the Following Class Features

Savy Striker(EX) At 1st level as a swift action,a Skilled Explorer can make a Knowledge check to identify a creatures weaknesses.The DC for this check is 10+ the Creatures CR If he succeds he gets a +2 bonus on all melee and ranged attack rolls against the creature and adds his Intelligence Modifier on damage rolls.The damage bonus is precision damage and the bonuses persist until the creature is dead or he uses this ability against another creature.At 7th and every 6 levels thereafter these bonuses increase by 1.

This replaces Sneak Attack

Arcane Dabbler(EX) At 4th level the Skilled Explorer adds Spellcraft and Knowledge(Arcana) to his list of Class Skills. Whenever he identifies a spell being cast with Spellcraft he adds a +2 bonus on his saves against the spell.At 8th level this Bonus increases to +4 and he can use it against Spelllike and Supernatural Abilities.If he does so the Spellcraft DC is 10+the Creatures CR

This replaces Uncanny Dodge and Improved Uncanny Dodge

So? Waddaya think?


I guess its the consesus that Synthesits are OP.Something that I very much agree with. Nonetheless its a way to cool a concept to let this archetype drown in its own cheesiness. So here is my idea.

First:Limit the evolutions that Synthesits have access to.Concerning here are mostly the LARGE and HUGE evolutions.

That would stop the most egregious explotations of Stat optimization and tone this aspect of the brokeness down to acceptable levels IMO.

Second: Synthesists cannot profit anymore from any armor bonuses of their summoners.

That would stop them from taking a level of monk and boost wis to increase their AC to broken heights.

Thats it:)

I think this would still allow one to make a fairly superb melee monster but stop the most broken builds dead in their tracks.

Oppinions please...


27 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

Can we finally get an errata on this or what....


I would like to hear some opinions on this...


The Preservationist gets SNA as Extracts but how does this work, can I place the Summoning like I cast the spell or do they appear adjacent to the Alchemist...

Also I think they are standard actions right...


Would like to know


There, I said it.


4 people marked this as FAQ candidate.

As this seems to be a good time to draw some Developers attention to errata issues....

From Spellcombat:At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

From Ranged Spellstrike:At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 11th level, a myrmidarch using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

This ability replaces spell recall and improved spell recall.

The bolded parts obviously don´t work together by RAW,so can a Myrmidarch do Spell Combat with a Bow or not.

Woud be nice if the people that are interested in this question could hit the FAQ button


5 people marked this as FAQ candidate.

Title says it all.......

From the Whip Section:
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

From the Scorpion Whip Section:
It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

...so does the bolded part of the Whip Section apply to the Scorpion Whip or not.


I used to watch this podcast from amateur actors placed in a D&D setting. It was pretty new . But I can´t remember the name.

Can anyone help me out here...


What Class sees the most use in your Group/s.

(Vote by Favouriting for quick reference)


Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Can a Grenadier use this to infuse a Melee Weapon with one of his Bombs.

Are Bombs Alchemical Items.

If a Grenadier Infuses a Weapon with a Splash Weapon like Alchemists Fire, does he still add his Int to Damage.

(Sorry but my Keyboard has recently gained the broken condition so no Question Marks)


1 person marked this as a favorite.

....One that can Melee and throw Bombs if possible.I thought I understood the Alchemist until recently but right now it my builds just look like poor excuses for a Druid, Mutagen is much weaker than Wildshape and the duration is irrationaly short, and then there is the 1hour creation time wich makes it pretty much a once per day thing.

Bombs are not very powerful,you get very few of them and obviously Pathfinder does not allow you to Quickdraw Acid Flasks,so I´m a little confused what to do with the Alchemist.

Sure Smoke Bombs are cool and pretty decent Battlefield Control ,but that can´t be all.

So where is the Edge on the Alchemist,.... I´m looking forward to be enlightened:)


We all seen the Cleric that casts Righteous Might and Divine Power on himself every Combat no matter what.But a round spent buffing is a round youre not doing anything else(unless youre a Magus).So I´d like to hear some oppinions on Self Buffers and Buffing Rounds, viable Tactic or a waste of time.


So Flurry of Blows is Two-Weapon Fighting now.Does that mean I get higher Penalties if I use ,lets say two Temple Swords?


Currently looking into the Crypt Breaker Alchemist and I´m liking everything about it ,seems like the ultimate adventuring type to me .Only problem is that Constructs are super rare in our games,and Alkahest Bombs would be kinda useless for me.

So to my Question:
If I use Force Bombs(lower Bomb Damage one Dice-step to d4),in combination with an Archetype that lowers Bomb Damage by one Dice-step,would my Bomb Damage be lowered two Dice-steps to d3 or are Force Bombs and such different kind of Bombs altogether?


So I just finished my bazillion´th run through Oddworld:Abe´s Exodus(what a great game) and I thought to myself how great it would be to play a controller Wizard. But after a short while of contemplating I came to the conclusion, "nope probably not". You can´t really control anything with enchantment.

It´s not just that more than 50% of the bestiary is basically "unenchatable", it´s the spells.

A charmed Opponent
does not have to do what you say to him, hell depending on how he´s wrapped he could still be a danger.A dominated one gets saving throws for every action thats against his nature and that´s where it breaks,it gets even more problematic the more intelligent the dudes get,a GM has every right to declare all kinds of stuff is against an intelligent NPC´s or Monsters nature.

All this while the friendly neighbourhood Necromancer can cast Magic Jar or Marionette Posession and assume complete control over anything.He could posses some guy and jump into a meatgrinder ,no extra save ,nothing he can do.

So why has enchantment to be so bad?


Planning a Summoner right now and I was asking my self, where their powers come from.

They don´t study, they don´t need a god and they don´t have some crazy ancestry thing going, or do they?

Are Summoners Sorcerers with a really strong focus on summoning.

Whats the background story?


So we have seen a lot of threads on one of these stats already but never
about all of them thogeter I think.

About Wisdom:
1.the quality or state of being wise; knowledge of what is true or right coupled with just judgment as to action; sagacity, discernment, or insight.
2. scholarly knowledge or learning: the wisdom of the schools.
3. wise sayings or teachings; precepts.
4. a wise act or saying.
5. ( initial capital letter ) Douay Bible . Wisdom of Solomon.

About Intelligence:
1.capacity for learning, reasoning, understanding, and similar forms of mental activity; aptitude in grasping truths, relationships, facts, meanings, etc.
2. manifestation of a high mental capacity: He writes with intelligence and wit.
3. the faculty of understanding.
4. knowledge of an event, circumstance, etc., received or imparted; news; information.
5. the gathering or distribution of information, especially secret information.

About Charisma:
1.Theology . a divinely conferred gift or power.
2. a spiritual power or personal quality that gives an individual influence or authority over large numbers of people.
3. the special virtue of an office, function, position, etc., that confers or is thought to confer on the person holding it an unusual ability for leadership, worthiness of veneration, or the like.

Now Charisma sounds like the most elusive of this qualities,but its actually the one with the most clear cut effects in my oppinion(maybe because I often play charisma heavy Characters).

But how do these Stats affect your gaming?
Is a Wizard with high Intelligence but low Wisdom really smart or a Gothamist?

Do you care about these Stats at all?

Let´s hear some oppinions


Planning an Oracle of Lore and I´m toying with the idea to start with
20Cha and 13Int all the other stats would be left at 10...including Dex.

Not sure if thats such a good idea though, no attack bonus,no initiative bonus.

Oppinions please.


7 people marked this as FAQ candidate.

How does it wirk if a Magus casts Chill Touch or Elemental Touch and uses it with Spell Strike.

There are two possibilities with Spell Combat:

a) The Magus gets to make all his Attacks with Spellstrike

b) The Magus gets only one Spellstrike per Full Attack

I´m assuming you can make as many Spellstrike as you have Charges ,right?


Ok, the last thread has gone to waste, so I thought I´m gonna post it again.

So I always wanted a shapeshifting Class without th hippie flowery feel of the Druid,and here´s my take on it.This is not exactly a conversion although I blatantly stole ideas from many 3.5 classes.So oppinions, critique and suggestions are welcome ,playtesting is even more welcome.
If you spot bad formulated sentences, stuff that makes no sense, or grammatical mistakes let me know that too.I´m not english or american or canadian and english is not my mother language and as a result I´m a bit lacking in the semantics department so cut me some slack.

The Google Doc can be found---> HERE


Well the Title says it all. I´m curious how many Pathfinder players there are.
Are there any studies about that? I would guess Paizo should have a rough estimate for business purposes right?


So I always wanted a shapeshifting Class without th hippie flowery feel of the Druid,and here´s my take on it.This is not exactly a conversion although I blatantly stole ideas from many 3.5 classes.So oppinions, critique and suggestions are welcome ,playtesting is even more welcome.
If you spot bad formulated sentences, stuff that makes no sense, or grammatical mistakes let me know that too.I´m not english or american or canadian and english is not my mother language and as a result I´m a bit lacking in the semantics department so cut me some slack.
EDIT: Totally forgot to link my THINGY


Well there are quite a lot of archetypes out there, and most of them really do it for me.But not all of them.
In fact,some of them seem to be complete design failures.
The best examples IMHO:

Wild Stalker(Ranger):
I really don´t get this one, what it is is a Barbarian-3.It really does not get anything a Barbarian could´t get ,and it trades out all that makes him a Ranger.

Shapeshifter(Ranger):
Now that one is a failure for sure.Weak abilities all over the place,and you have to take the Natural Weapon Combat Style

Ragechemist(Alchemist):
Maybe you read the Ragechemist thread ,so after the errata this archetype gives you huuuge penalties in exchange for +2 strenght.
This tradeoff is just insanely bad.

So, waddaya think.
Do you disagree? Or maybe you have your own issues with some archetypes. Here is the place to make them known.


As the title says, is it possible to TWF with Claws, and what happens with your other natural attacks if you do? Do they become secondary?