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Ssalarn's page

Pathfinder Society Member. 7,853 posts (7,957 including aliases). 30 reviews. 6 lists. 1 wishlist. 3 Pathfinder Society characters. 1 alias.

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Scarab Sages

So, Ultimate Intrigue has been out for a while now, and the vigilante is easily my favorite new addition to the game. I was wondering what kinds of vigilantes you all have been playing, and what adventures you've been playing them in. I'll get the ball rolling-

My current vigilante is "Firewing" a cuazaj (small, winged, reptilian humanoid from The Player's Guide to Skybourne) with the Uncanny Archer and Winged Terror archetypes from Vigilantes of Skybourne, as well as the Enigma specialization and the Light Daggers talent from the same book. We're currently playing through the Legendary Planet AP from Legendary Games, so we've mostly been fighting weird bio-cyborg aliens and other strange challenges. We also just got our first mythic tier, and I took the Path of the Stranger, from the Mythic Heroes Handbook. Firewing fights from range, mostly flinging his light daggers at opponents, reserving his bombs for fire-weak opponents or when allies are affected by mind-affecting effects, using his mythic path ability that allows the sound of his bombs to shake allies out of mind-affecting conditions.

I've got another vigilante I've played in a couple PFS scenarios, an elven Avenger vigilante with a curveblade who prefers to make sure that when he puts a threat down, it stays down. Because of his brutal methods, he wears a mask while traveling or expecting danger so he can continue to operate in his social identity (a scribe and purveyor of exotic goods) without consequence.

Scarab Sages

So, now that the compiled Akashic Mysteries is out, what kind of things would you like to see in future expansions?

Scarab Sages

Woohoo! Nice to see this available!

Scarab Sages

4 people marked this as a favorite.

I've been spending a lot of time tinkering with the Vigilante lately, and I am now very much of the opinion that it's probably the best non-spellcasting class Paizo has released. You have Ex abilities that can counter spells, a super flexible chassis, combat talents that are potent and effective, social talents that draw from their own pool instead of competing with combat options, the ability to maintain two separate alignments, and the Stalker may very well be the only class I've seen that has non-magical AoE capabilities.

Has anyone else been playing a vigilante? What build(s) have you been using? What about the class appeals or does not appeal to you?

Scarab Sages

5 people marked this as a favorite.

Hello! I mentioned this in the Arcforge thread, but while that project is getting sorted out with some publisher related issues, I'll be running a short playtest for Drop Dead Studio's Vigilantes of Skybourne!

Included in this release are the Luchador hybrid class, new vigilante archetypes, new vigilante racial archetypes for the Skybourne races, new prestige classes, new vigilante Specialties, new vigilante talents including Mutations that grant your vigilante sphere-based super-powers, new social talents, and Vigilante FCBs for the Skybourne races.

I think we'll be running the playtest for about a week, and there will be a couple updates with new materials that haven't been included in the document yet, as well as any feedback based changes that need to be made.

Soooo.... Have fun and let me know what you think! Feed back, whether grammatical, mechanical, interested, or unimpressed, is always welcome and appreciated.

Scarab Sages

So, with the compiled release of Akashic Mysteries dropping any day now, I wanted to celebrate by playing a weird akashic character in my Thursday game who I get to play just for fun, without worrying about keeping a playtest log.

I've decided to go with the feelkha (elephantfolk) gamla variant race and the Guru class, using the Sineater philosophy for unarmed combat, and fluffing all of his Gentle Touch attacks and Chakra Disruptions as wrestling moves.

Anyone have any suggestions for feats, items, etc. I should take that would help make that character an even better wrestler? And I don't mean like an Olympic wrestler, I mean like a WWE, over the top kind of showman, or maybe even a full blown luchador.

Scarab Sages

8 people marked this as a favorite.

So, I received an e-mail informing me that Alluria Press is holding a massive sale on OBS/DrivethruRPG in an attempt to scrape together the funds necessary to continue producing new product. This was both saddening, and exciting, because Alluria is an amazing publisher with some of the highest quality of books I've seen from any publisher, and I don't like hearing that they're in trouble, but I can't deny that getting $20-$40 .pdfs for under $6 and some of their $5 racial supplements for $0.70 or less is an exciting proposition. I actually own their whole Cerulean Seas line in print (though my copy of Indigo Ice appears to have disappeared....), so I can't buy nearly as much from them as I would like, but I'd definitely encourage everyone to go pick something up.

I talk a bit about some of my favorite products, link to reviews, and provide direct product links for some of my favorite Alluria books on my blog, which you can find here.

Scarab Sages

2 people marked this as a favorite.

Hello! Some time ago, James Raine, also known as FaxCelestis on this and other forums, started a project he dubbed "Tzocatl, The First Language". Drawing on themes from the Aztecs and other native American cultures, Tzocatl is a skill-based magic system evoking the power of names and the spoken word. Unfortunately, James was unable to finish this project, but I've stepped in to help see this project through to completion. Because James' original thread is somewhat dated and there have been more than a few changes to the materials (also because it's easier for me to update and incorporate feedback if I own the links in the OP) I'm starting a new thread to continue playtesting and receiving feedback so that Dreamscarred Press can see James project through to completion.
Here are the links to this exciting new(ish) project!

Google Docs link

Downloadable .pdf through Dropbox

Please feel free to peruse and provide feedback on the linked materials!

Scarab Sages

4 people marked this as FAQ candidate.

Do you retain the buckler's shield bonus to AC when wielding a bow or crossbow?

Scarab Sages

8 people marked this as a favorite.

Hey everyone,
As someone who has had life kick them in the teeth on more than one occasion, I can tell you that things like unanticipated medical expenses and unemployment are two of the worst things to struggle with. My friend and fellow game designer Chris Bennett, lead designer of Path of War and other Dreamscarred projects, is struggling with both of those issues and more, and is in danger of losing the roof over his family's head just before Christmas. I would consider it a personal favor if anyone with a few dollars to spare could go to
his GoFundMe drive
and help with this unfortunate situation.

In helping Chris with this rough situation, Dreamscarred Press has thrown their full support behind him, and those who chip in to support Chris will have the opportunity to see their charity rewarded, not just by that warm fuzzy feeling that comes from helping another human in need, but with free DSP merchandise and even custom designed game materials, as detailed on Chris' GoFundMe page. This includes stuff like your choice of DSP .pdfs or even print products (dependent on your donation), so if there was something from DSP you were already eyeballing, this is a way to go ahead and pick that up while helping a member of our community at the same time.

Thanks everyone!

Scarab Sages

10 people marked this as a favorite.


Welcome to Dreamscarred's latest project, Arcforge: Technology Expanded. You may have also heard me refer to this as "Psitech" in other threads. Arcforge: Technology Expanded includes some awesome new options for you to play with, including new archetypes with mechs you can pilot, new mechanics for weapons and firearms, cool technological weapons, and more.

There's still a lot of material that I'm polishing up for this playtest, but there's been a lot of demand from people who want to start playing with the goodies we've got lined up, so I'm rolling it out now, but there will be numerous updates coming out hot and fast, including around a dozen more archetypes, even more feats and cybertech enhancements, and a limited bestiary including things like a variety of mechs that anyone with the Psi-Core Upgrade feat can pilot, a psionic kaiju, and an AI with the powers of of a Cryptic!

Arcforge: Technology Expanded

Google Doc playtest link for those who have issues with Dropbox

Scarab Sages

8 people marked this as a favorite.


Welcome to Dreamscarred's latest project, DSP's Expanded Technology Guide. You may have also heard me refer to this as "Psitech" in other threads. DSP's Expanded Technology Guide includes some awesome new options for you to play with, including new archetypes with mechs you can pilot, new mechanics for weapons and firearms, cool technological weapons, and more.

There's still a lot of material that I'm polishing up for this playtest, but there's been a lot of demand from people who want to start playing with the goodies we've got lined up, so I'm rolling it out now, but there will be numerous updates coming out hot and fast, including around a dozen more archetypes, even more feats and cybertech enhancements, and a limited bestiary including things like a variety of mechs that anyone with the Psi-Core Upgrade feat can pilot, a psionic kaiju, and an AI with the powers of of a Cryptic!

DSP's Expanded Technology Guide

Google Doc link to playtest for those having trouble with Dropbox

Scarab Sages

Is the cone from weapons with the scatter property increased by effects that improve the weapon's range increment?

For example, if I have a blunderbuss with the distance property or if I am the target of a longshot spell while wielding a blunderbuss or other weapon with the scatter property, do those effects increase the base range of the cone when firing pellets?

Scarab Sages

2 people marked this as FAQ candidate.

If I have a feat that allows me to take an immediate action under specific conditions, such as Coordinated Charge which allows me to charge as an immediate action when an ally charges, does my action occur before, after, or simultaneously with the triggering action?

Is there a general rule for this? I always assumed triggered immediate actions interrupted the triggering action and resolved first, like an attack of opportunity, but it doesn't appear to be clearly spelled out anywhere.

Scarab Sages

7 people marked this as a favorite.

One of the things I see suggested a lot is using the Path of War classes and materials from Dreamscarred Press as a solution to martial/caster disparity, something I actually like, but which always felt like it had some issues - what if I don't want to play a Path of War class? What if I have one guy who wants to play a Fighter, and another who wants to play a Warder? Aren't they going to be imbalanced to each other since the Warder is designed as a Fighter fix?

So, I wrote up this little (completely unofficial) homebrew option, Spark of Battle, that provides rules and options for grafting the Path of War disciplines and combat system directly into your campaign world, making martial maneuvers universally available, but with diminishing returns for classes that have access to spellcasting, essentially creating a situation where the more magic you have, the less initiating will be available to you, to the point where classes like the wizard and sorcerer stop having access to maneuvers entirely as their more powerful spells come online.

The rules build off a combination of the initiating system in Path of War and the Stamina system first presented in Pathfinder Unchained, and have multiple options for implementation, including a more dynamic die roll based system that allows you to "spark" and learn a new maneuver in the heat of combat, and an experience based progression that allows you to learn maneuvers between levels, allowing you to spread the fun of leveling up and increasing in power out over the course of the entire level.

Hopefully this is something you all can have fun with!

Scarab Sages

Is there anyone from the forums, or from Paizo, or from the 3pp community who'll be at PAX Prime next week? I'll be there in a non-design related official capacity doing some interviews and reviewing various games and products (both tabletop and digital) for our website, but it'd be neat to see if there's anyone I might bump into.

Scarab Sages

1 person marked this as a favorite.

So I was on a thread over on GitP where we were talking about making an orc Dirty Fighter, and a few things occurred to me, so now I'd like your help fleshing out the idea!

The idea is that you start with an orc or half-orc and take the Dirty Fighter archetype from the ARG and the Mutation Warrior archetype from the ACG (they both should stack). Mutation Warrior gives you flight, self-healing, and then probably greater and grand mutagen or greater and feral. Then, you VMC Barbarian so you can grab Rage (and eventually Superstition). You'll also need Combat Expertise, Improved Dirty Trick, Greater Dirty Trick, and Dirty Trick Master for debuffing. I figure you'll also need to spend your FCBs on skill points to round out the build.

How can I make it better? What feats would you add? Any big holes in the combo?

Scarab Sages

7 people marked this as a favorite.

It occurred to me that I should really jump in and let the Paizo community know about the Third-Party Thursdays (3ppt for short) event I've been running.
Every Thursday, I'm running an event at our local game store featuring adventures and materials from some of the great third party publishers out there. Our last event featured classes from Rogue Genius Games' Adventurer's Handbook: Vol. 1 and Amora Games' Liber Influxus Communis. The adventurers got to run through the excellent Twin Crossings adventure from

Our initial announcement can be found here and the recap of that evening can be found here. We had a great time, and Owen K.C. Stephens even provided me with a couple copies of the Adventurer's Handbook that I was happy to send home with a couple of the GMs who showed up to play so they could share the awesome materials they got to test out with their home groups!

Our next adventure will feature a variety of teamwork oriented pregens from Dreamscarred Press and Amora Games running The Midnight Mirror, a highly reviewed adventure from the 2011 winner of Paizo's RPG Superstar contest, Sam Zeitlin. Read more about it here, with weekly updates every Sunday and adventure recaps every Friday at

Slated for future events, we're already looking for an adventure that will best showcase Legendary Games' new book, Gothic Campaign Compendium (definitely looking for something with a great horror vibe), and I personally want to give more people a chance to play around with some of the excellent classes and mechanics from Drop Dead Studios' Spheres of Power.

If you happen to be a third-party publisher who'd like us to showcase your products at the event, please feel free to pop me a PM. I'm more than happy to feature classes, mechanics, or adventures from the great writers and designers out there who are still looking for a little extra exposure at both our live games and on our blog. My only request is that you provide me with a table copy of your .pdf or print product for easy reference (assuming I don't already have it).

Scarab Sages

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

How many of the attack and damage rolls in a Pummeling Charge sequence are treated as charge attacks?

When you make the additional attack roll that all feed into your pummeling strike, how many, if any, of the attack rolls get the +2 bonus for charging, and how many of the damage rolls are affected by abilities like Spirited Charge or the cavalier Order if the Sword ability that adds the mounts damage to mounted charge attacks?

Scarab Sages

2 people marked this as FAQ candidate.

Combat Expertise:

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Where it says that it must be used with "an attack or full attack action" should it be read "an attack, or full attack action" or "an attack (action) or full attack action"?

My understanding had been that it could be activated whenever you made a melee attack, including an Attack of Opportunity, just like Power Attack, but I've discovered that there is a fairly prevalent understanding that it can only be used with an attack action (like Vital Strike) or full attack.

Scarab Sages

So, I'm sure Owen will end up posting an official thread on this somewhere, but I just wanted to pop in and announce that The Genius Guide to Bravery Feats is now available for purchase on DriveThruRPG.

Some of you may be familiar with the premise behind this product: I wanted to make the Bravery class feature of the Fighter something that really embodied the core of a character, rather than a crappy throw-away ability that gets immediately replaced by every archetype. The GGtBF introduces a series of feats that are scaled closer to true class features than your traditional feats, and they all build on each other and grow in effectiveness along with your Bravery class feature. These feats are themed around the idea that may not be the biggest guy or gal on the battlefield, but if you're the bravest you can make an impact like you are.

Scarab Sages

So when I first looked at this I was like "Blah blah blah, Slayer with Cavalier features" and it didn't really jump out as anything special. On a second read-through though, I feel like maybe this archetype is actually really solid.

His Tactician ability is different than the standard Cavalier's in that while it does give him a bonus Teamwork feat, it doesn't actually tie his Tactician ability to that feat. Vanguard's Tactician can share any teamwork feat he knows, and he gets to choose between learning additional Slayer Talents or gaining additional uses of this ability. Considering how narrowly focused the Slayer Talents are, that makes it seem like this could be a really good trade, and potentially leave you with a Slayer who can have almost twice as many uses of Tactician as a Cavalier.

While this never drops below a standard action to use, it's pretty nicely complimented by his Vanguard's Bond which lets him share 1/2 his Studied Target bonus with all of his allies for a number of rounds equal to his INT mod as a move action, and his other abilities which trade Track and Stalker for 1/2 his level to initiative and the ability to always act in the surprise round.

So an archetype that's incentivized to pump his INT gives up some skill bonuses and two talents for a big initiative boost, a better version of Tactician than a Cavalier gets, the ability to buff his allies (granted a fairly mediocre buff, though Lenses of the Predator's Gaze can keep it pretty relevant in the PFS levels), and the ability to always act in the surprise round, potentially extremely valuable for a team leader character.

I'm thinking the Vanguard may have just replaced the Ranger as my favorite guild leader type of character. Has anyone else taken a look at this archetype, or have any thoughts on it?

Scarab Sages

I've run across something in recent playtesting for classes I've been designing and I wanted to get the community's opinion on it.

A class I recently designed is a martial buffer (full BAB, medium armor, 2 good saves, 4+Int skills), who at level 2 can choose a specialty (Medic, Scout, Soldier, Artillerist) that allows her to cover a secondary role of healer, skill-monkey, tank, or controller (respectively). One of my local playtesters told me that he and his group were worried that this gave the class too much versatility and that you shouldn't be able to build an entire group out of one class with all of the roles covered. My initial response was that it's actually easier to list the core classes you can't build a group out of with every role covered than the ones that you can (my personal list would probably Fighter, Gunslinger, Rogue, Samurai, with the note that you can actually build a reasonable 4 man group from Rogues and possibly Gunslingers, you just wouldn't do it in a way where you have all 4 roles covered).

The thing is, this isn't the first time I've heard this. In other playtests I've seen this come up before from multiple parties, this idea that if one class can be built for any role it's too strong, even if you can't actually fill all of those roles in one build. What are everyone's thoughts on this? Do you think it's a selling point or a point of concern when a single class has the potential to fill any role in the game? How does that jive with the fact that there are already so many classes who can do so already?

Scarab Sages

3 people marked this as FAQ candidate.

Does the Oathbound Paladin's Oath Spells feature grant bonus spell slots, or just add spells to his class spell list?

Oath Spells:
Oath Spells: A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.

If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).

The initial paragraph makes it seem like they're just additional spells on their list, but the follow up paragraph refers to "that slot" and references that the ability works like cleric domain spells...

Scarab Sages

4 people marked this as a favorite.

So, I gave up on actually assigning experience points a while back as a bit of an experiment. I was hoping to curb the "murder hobo" tendencies that were arising in some of our games along with a "we're going to need to kill this thing sooner or later anyways" outlook.

So I took away xp and replaced it with a milestone and completion chart for the adventure that allowed the party to gain levels by resolving major plot points or story arcs, and a separate tracker for side quests where they gained roughly a third of a level for each completed side quest. It's actually worked out very well, and I find the party is much more likely to explore solutions that involve diplomacy, intimidation, redirection, misdirection, etc. than thy ever did previously. I've also drastically reduced the number of unplanned NPC deaths which is a plus.

Has anyone else tried this? Did you have positive results? Or do you prefer using the experience point system, and if so, why?

Scarab Sages

So, looking through my new copy of Blood of the Elements I stumbled across a fairly interesting ability in the new ifrit cavalier order:

Glorious Challenge:

Glorious Challenge: A glorious challenge does not count
against the cavalier’s number of challenges per day, but
otherwise acts like a cavalier’s challenge class feature.
When he issues a glorious challenge, the cavalier takes a
–2 penalty to AC for the duration of the glorious challenge
(this penalty stacks with the usual –2 AC penalty against
opponents other than the target of the cavalier’s challenge).
The cavalier gains a morale bonus on melee damage rolls
against the target of his glorious challenge equal to 2 ×
the number of consecutive glorious challenges he has
issued thus far. As long as he continues to defeat targets
of his glorious challenges and there are more opponents
in range, the cavalier can continue to issue glorious
challenges indefinitely, with the penalty to AC and the
bonus on damage rolls increasing with each subsequent
foe. For example, a 5th-level cavalier that has just issued
his third glorious challenge after defeating the original
target of his challenge takes a –6 penalty to AC (–8 against
creatures other than the target of his glorious challenge)
and gains a +11 bonus on melee damage rolls (a +5 bonus
from his base challenge ability plus a +6 morale bonus for
three consecutive glorious challenges).

So my question becomes, is it possible to take more penalties to your AC than your actual AC score? Is this ability functionally unlimited damage, or does it stop scaling when your AC hits 0?

Side note, I'm pretty sure unlimited challenges with extra bonus damage just moved ifrit cavaliers way up the DPR Olympics charts.

Scarab Sages

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


Does the "Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning" portion of this feat mean that trolls and other creatures with regeneration are immune to effects like a death knell spell? It states that attack forms that don't deal hit point damage aren't healed by regeneration, but I assumed that to be referring to other types of damage, like ability damage. Death knell doesn't deal hit point damage, but it's unclear as to whether this means it bypasses the "cannot die" verbage.

Scarab Sages

4 people marked this as a favorite.

Hey all!
Some of you may recognize me as the lead designer for Dreamscarred Press' upcoming Akashic Mysteries release (which, btw, will have an update posted by tomorrow with a new, simplified, class layout for the Daevic and a few other additions!).

On these and other forums I see a lot of talk from people who feel that the Fighter is behind the curve compared to the overall performance of other classes. Common complaints seem to be:

* Too few skills for a class that doesn't have other options for interacting with the social aspect of the game.

* Poor saves for a class traditionally expected to be able to defend other party members.

*Bravery is an extremely weak and situational class feature, and often insufficient even in the situations where it is applicable.

* CMB/CMD scales poorly and the Fighter has to invest too heavily to benefit from using maneuvers that may be completely useless or unable to reliably affect opponents with high CMD's.

* The Fighter lacks narrative power.

What I'm wondering (and this is primarily pointed at the people who agree with the above points), is if you'd be interested in a supplement that included a collection of Fighter feats specifically intended to address the above concerns while following these general principals:

* Cannot invalidate existing core materials.

* Cannot create power creep by boosting other classes as much/more than the Fighter.

* Should grant the Fighter skill bonuses that scale beyond the benefits he can get from simply taking Skill Focus without actually replacing or eclipsing Skill Focus as an option.

* Should fortify the Fighter's weak features without boosting the Fighter's combat facility to a point where his combat edge is overwhelming.

My idea was a supplement of around 50 feats following the above criteria and addressing the concerns brought up before. This isn't a DSP product or something that I've discussed at length with any particular publisher yet, at this point, I'm just gauging interest.
This new line of [Bravery] feats would be Fighter specific and would look something like this:

Feats of Bravery:

Battlefield Commander [Bravery]
Your voice rings out the clarion call of battle, fortifying the hearts and minds of those who follow you.
Prerequisites: Int 13 or Cha 13, Bravery class feature
Benefit: As a swift action, you may grant all allies who can hear your voice the benefits of your Bravery class feature for a number of rounds equal to 1 + your Intelligence or Charisma modifier, whichever is greater. If you have any feats that modify your Bravery class feature, such as the Stubborn Bravery feat, you share those benefits as well. You may use this ability 1/day plus one additional time per day for each Bravery feat you know in addition to this one.

Bull by the Horns [Bravery]
When you first heard the phrase “it’s best to just take the bull by the horns” you took it literally.
Prerequisites: Str 15, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a grapple attempt, and to your AC against attacks of opportunity provoked while initiating a grapple, equal to the bonus granted by your Bravery class feature. This bonus is doubled if the grappling opponent is at least 2 size categories larger than yourself.

Courage Under Fire [Bravery]
Not even the roaring belch of a black powder weapon gives you pause.
Prerequisites: Bravery class feature
Benefit: You gain a dodge bonus to armor class equal to your Bravery bonus against all firearm attacks that target touch AC. In addition, as long as you are wearing medium or heavy, when a firearm attack would successfully deal damage to you, you may spend an immediate action to make an attack roll using your base attack bonus + your Dexterity modifier + your Bravery class feature bonus. If the total result of this roll is equal to or greater than the attack that would have hit you, you instead deflect the attack and take no damage. You may use this secondary ability 1/ day plus 1 additional time per day for each Bravery feat you know in addition to this one.

Daring Bravery [Bravery]
Your fearless disposition leads you to push the line when it comes to safety, running through hell’s own fires if that’s what the situation demands.
Prerequisites: Bravery class feature
Benefit: You gain a bonus on Reflex saves against spells and abilities that target an area of effect, such as a fireball spell, equal to the bonus granted by your Bravery class feature. In addition, you gain a +2 competence bonus on Acrobatics checks made to move through a threatened square without provoking an attack of opportunity.

Fearsome Reputation [Bravery]
Your fearsome reputation goes before you, making it easier for you to exert authority and command respect.
Prerequisites: Fighter level 3, Bravery class feature, Charisma 11+
Benefit: You may pick a region where you are well known; this region must be a settlement or settlements with a total population of 1,000 or fewer people, and you gain a competence bonus equal to twice the bonus granted by your Bravery class feature on Diplomacy and Intimidate checks to influence people in that area. As your reputation grows, additional areas learn of you and your bonuses apply to even more people. These new areas must be in or adjacent to an area where you performed some heroic deed, such as defeating bandits, slaying a dragon, or some other act of note. At 6th level, the region may be a settlement or settlements with a total population of 5,000 or fewer people. At 10th level, the region may be a settlement or settlements with a total population of up to 25,000 people. At 14th level, the region may be a settlement or settlements with a total population of up to 100,000 people. At 18th level and above, your renown has spread far, and most civilized folk know of you (GM's discretion).

Old Soldier [Bravery]
You’ve climbed mountains, swam rivers, and then fought all day at the end of it.
Prerequisites: Str 13, base attack bonus +3, Bravery class feature
Benefit: You gain a bonus on climb and swim checks equal to the bonus granted by your Bravery class feature. This bonus is doubled if you are you making the check as part of an attempt to catch a falling character while climbing or when making a swim check to avoid nonlethal damage from fatigue.

Ox Rush [Bravery]
Your powerful physique and unstoppable ferocity allows you toss lesser foes around with contemptuous ease.
Prerequisites: Str 15, Power Attack, Improved Bull Rush, base attack bonus +3, Bravery class feature
Benefit: You gain a bonus on bull rush attempts equal to the bonus granted by your Bravery class feature. Each time your Bravery bonus increases (+2, +3, etc.) the maximum size creature you can perform a bull rush against increases by one size category. In addition, you may perform a bull rush maneuver against two opponents simultaneously; make one bull rush attempt and compare it to both opponent’s CMD. If the bull rush fails against either opponent, it automatically fails against the other. The opponents must be within 5 feet of each other and you must be able to reach both opponents.

Stance of the Shifting Blade [Bravery]
By spending time in careful study and contemplation, you may achieve mastery with any weapon.
Prerequisites: Fighter level 9, Bravery class feature, Weapon Training 2 class feature
Benefit: By spending one hour testing the weight and balance of a specific weapon, you are able to form a bond with the chosen weapon and may apply the benefits of your weapon training class feature as though the weapon were of the type you selected for the weapon training 2 class feature. This applies only to the selected weapon and does not extend to other weapons of that type. You may apply this benefit to a new weapon by spending another hour in practice, but cannot have more than one specific weapon benefiting from this ability at a time. In addition, you gain a competence bonus to CMD against disarm and sunder attempts equal to the bonus granted by your bravery class feature when wielding a weapon that benefits from your weapon training class feature.

Stubborn Bravery [Bravery]
When someone tries to tell you what to do, your instinct is to do the opposite.
Prerequisites: Fighter level 3, Bravery class feature
Benefit: The bonus to Will saves granted by your Bravery class feature applies to spells and effects with the (compulsion) and (charm) descriptors, as well as the DC for an enemy to use the Intimidate skill to demoralize you.

Warrior’s Resolve [Bravery]
It takes more than dragons and liches to chase you away from the fight! Or at least, all the way…
Prerequisites: Bravery class feature
Benefit: Whenever you fail a saving throw against a fear effect, or are successfully affected by the demoralize use of the intimidation skill, you may take a swift action on the following round to make a secondary save to negate the effects. The DC to remove the effects of a demoralize check is equal to the original intimidate check. You may add the bonus from your Bravery class feature to this additional save.

Weaponmaster’s Disarm [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Int 13, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a disarm attempt equal to the bonus granted by your Bravery class feature. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature. Whenever you successfully disarm an opponent you always manage to bruise, nick, or otherwise inflict a little additional punishment on your enemy; any enemy you successfully disarm takes damage equal to the bonus granted by your Bravery class feature. This damage is of the same type as the weapon you performed the disarm attempt with (if unarmed or otherwise not wielding a weapon, this deals bludgeoning damage).

Weaponmaster’s Feint [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Cha 13, Bravery class feature
Benefit: You gain a bonus on feint attempts equal to the bonus granted by your Bravery class feature. In addition, 1/day you may use Bluff to feint in combat as a swift action. You may use this ability 1 additional time per day for each Bravery feat you know in addition to this one.

Weaponmaster’s Sunder [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Str 13, Power Attack, base attack bonus +1, Bravery class feature
Benefit: You gain a bonus on attempts to sunder an item currently wielded by an enemy equal to the bonus granted by your Bravery class feature. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature. In addition, any weapon wielded by you adds a bonus equal to your Bravery class feature to its hardness. This benefit ends if the weapon leaves your possession.

Weaponmaster’s Trip [Bravery]
Your willingness to throw yourself at an opponent with a certain disregard for your own safety often makes it easier to drop an unwary opponent to the ground.
Prerequisites: Dex 13, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a trip attempt equal to the bonus granted by your Bravery class feature. This bonus is doubled if the opponent you are attempting to trip, or who is attempting to trip you, is at least 2 size categories larger than yourself. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature.

Scarab Sages

23 people marked this as a favorite.

Several months ago we started playtesting on Dreamscarred Press' newest product, a re-imagining of the 3.5 sourcebook Magic of Incarnum, updated for the Pathfinder Roleplaying Game.

Initially dubbed Magic of Incarna (that was not my idea, Andreas wanted to make sure people got where the roots were for the product we were promoting) It has since been named Akashic Mysteries.

Featuring some themes drawing on Hindi and Arabic inspiration, Akashic Mysteries features new base classes, archetypes, and races that utilize a system called veilweaving, where they form crude magical constructs out of akashic energy and power them with their own magically enhanced life-force called essence. Akasha is old, heavy arcane magic that saturates the air of magic rich worlds where spellcasters are common place (though you can flavor it how you will!).

Due to various Dropbox and formatting issues, the original thread advertising this new product is being retired. I've linked in all of the current playtest documents below and would love to hear what you have to say! Whether you're a playtester or forum-goer who's been with me since the product launched, or a newcomer who just stumbled across this thread, I hope you find something that interests you. Please feel free to let me know what you think about any and all of the below playtest documents.

The Vizier, a battlefield controller and master of Veils.

The Guru, a skillful combatant and problem-solver who harnesses akasha in unique ways thanks to his personal Philosophy.

The Daevic, a ferocious warrior who gains his powers by allowing himself to be possessed by a powerful akashic outsider known as a daeva.

Akashic Races: Presented here are the first 3 of 5 akashic races. The Gamla, a race of towering camelfolk; the sobek-khaliq, ferocious crocodilian warriors; and the suqur-kha, a race of nomadic falconoids.

Akashic Archetypes: Presented here is the list of akashic archetypes, including archetypes for the magus,monk, fighter, and more.

I will continue to update these links as changes are made to the materials and new materials are introduced. I'd intended to have the first cross-product archetype, a veilweaving archetype for the Warlord from Dreamscarred Press' Path of War, ready for release tonight, but unfortunately I discovered a little late in the evening that I'd drawn up the archetype off of a now out-of-date version of the Warlord, so I will try to have that ready for you within the next day or so after I incorporate the appropriate changes.

Thank you everyone!

Scarab Sages

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

Does the Quilted Cloth armor in the APG provide its benefits vs. firearm attacks?

The description seems very poorly worded in that it provides DR 3/- vs. small piercing weapons.... Why wouldn't it provide DR 3/Bludgeoning or Slashing?

Scarab Sages

9 people marked this as FAQ candidate.

So, the Mad Dog barbarian archetype gets an Animal Companion and all sorts of cool tricks it can use in concert with its fuzzy friend, but Barbarians can't actually make Handle Animal checks while they're Raging. How is this supposed to work, and how are the Rage Powers that allow him to share his Rage with his Animal Companion supposed to function? Is it expected that the Barbarian is just going to command his animal to Attack before he rages? How are abilities like Pack Tactics and Throat Cutter supposed to be used?

Scarab Sages

2 people marked this as FAQ candidate.

So, in the Ranger's animal companion entry it states:
"A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Instant Enemy says:
"With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes."

This would mean that when a Ranger targets an enemy with the Instant Enemy spell, both he and his Animal Companion would get the appropriate bonuses, correct?

Scarab Sages

16 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Do effects that increase the damage of a creature's natural attacks by treating them as though the creature were a size or multiple sizes larger, such as Strong Jaw, stack with the Improved Natural Attack feat?

I'd always assumed that they did since one was a feat and the other was a spell, but it was pointed out to me that they share similar wording and the same reasoning as to why you couldn't stack Lead Blades and Impact would apply here as well.

Improved Natural Attack:

Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

Strong Jaw:

School transmutation; Level druid 4, ranger 3

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.

Both have kind of similar language regarding how they do what they do, treating the attacks as though the creature were larger.
Anyone know if there's been any solid ruling on whether Improved Natural Attack stacks with effects like Lead Blades and Strong Jaw (which do not stack with each other)?

Scarab Sages

7 people marked this as FAQ candidate.

I see this come up a lot and I was curious if there was ever a solid answer:

Can feats like Manyshot or Rapid Shot, which give you an extra attack when used as part of a ranged attack sequence, be used as part of an attack sequence that includes melee attacks?

Two examples:

Jory is a Rogue who TWFs with daggers has Quickdraw,Two Weapon Fighting, and Improved Two Weapon Fighting and a BAB of at least +6/+1. He's gotten the jump on the enemy and is pretty sure he can drop the first guard and possibly the second. So Jory wants to use two melee attacks (his first attacks with his main and off-hand) to knife Guard 1, and then throw three knives at guard number 2, one for his secondary attack by BAB, one for Imp. TWF, and one for Rapid Shot. Is that legit?

In an alternate universe, Jory is an archer who is in combat with a number of melee opponents. Jory knows Manyshot, Rapid Shot, Improved Trip, Catch Off-Guard, and has a BAB of at least +6/+1 . Jory starts his attack routine with Manyshot against one opponent, when another opponent uses a readied action to step adjacent to Jory, hoping to take advantage of the AoOs Jory will grant by firing a ranged weapon while threatened in melee. Can Jory complete his Manyshot, then use his second attack granted by BAB to use his bow as an improvised weapon, tripping the attacker who threatens him in melee, and then finish the routine with Rapid Shot?

I feel like the answer is yes, and I've ruled it as such, but I just wasn't sure if that was a houserule I'd just assumed was RAW.

Scarab Sages

So, the Admixture School's Elemental Manipulation ability states " At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type."

Does the second type of energy you transform it into also need to be chosen from that list of acid, cold, electricity, and fire? Could this ability be used to change a Burning Hands effect into a spray of negative energy, or force energy, or positive energy?

Scarab Sages

10 people marked this as FAQ candidate.

Does the Share Spells ability of classes like the Ranger, Paladin, Druid, or Summoner allow them to ignore any Spell Resistance their mount/companion/eidolon has?

For example, say I'm an Oracle who has been granted an animal companion by an ability like the one granted by the Lunar Mystery. I take Celestial Servant which, amongst other things, grants my companion spell resistance.

When I cast Cure Light Wounds on my companion, should I either be taking the appropriate actions to make it lower its spell resistance or rolling against its SR, or should Share Spells allow me to bypass the SR as though I were casting the spell on myself?

Scarab Sages

Is Bleed a valid type for Damage Reduction? So if you had DR 5/Bleed you would resist 5 points of all damage other than Bleed?

Scarab Sages

So lets say that I'm a writer working on introducing a new product to Pathfinder that has some ties to old material that had alignment restrictions built into it.
I've chosen to include a class that contains alignment restrictions based on the build you choose for this class that are tied in to thematic elements. What does this do to your interest in the product? Is this a deal-maker or deal-breaker to you? Why?

Scarab Sages

1 person marked this as FAQ candidate.

"Magus, Spell Combat: If I use spell combat, how many weapon attacks can I make?
You can make as many weapon attacks as you would normally be able to make with a full attack. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.

—Pathfinder Design Team, today "

So, umm, does this mean, it doesn't work like Two-weapon Fighting and give you an additional attack?

Scarab Sages

So I've always loved Dungeons and Dragons, and when I realized that 4E wasn't the game for me, Pathfinder proved a ready and capable home. I've been intermittently dropping in to check out how D&D Next is shaping up, and this week at PAX I've had ample opportunity to play both systems.
The monk has always been a favorite of mine so my primary play this weekend in both systems has been with that class, the Paizo iconic Sajan and the DDN pre-gen, a monk bounty hunter.
Pathfinder was able to steal my gaming group away from 4E, because despite being a fairly rules-heavy system there were just certain elements to it that were more immersive. Spells that blend fluff and crunch, class options that can be as simple or as complex as you want... These are all really good things PF offers. I hated that I felt like I had to have a subscription for Wizards' character generator to properly keep track of my power cards and their plethora of keywords, many of which served no purpose other than serving as quietly enforced equipment restrictions that limited your options far more than basic proficiencies did. Sure you could build a druid with a bow, but you'll never be using any of your powers with it.
So now WotC has learned some hard lessons and they're coming out with this rules-light system that seems to be lasered in on stealing back what they lost to Paizo. In playing the two monk characters in each system, I couldn't help but feel like they'd collected all of the complaints about the PF/3.5 monk and specifically addressed them. The DDN monk can two weapon fight as a standard action, and can burn a ki point to Flurry for an additional attack. They also have monastic traditions that determine what kind of monk your character will be.

Has anyone else been looking at the two systems side by side? Have you seen what your favorite class looks like? What are your thoughts on the virtues/vices of the two systems as they currently stand?

Scarab Sages

17 people marked this as FAQ candidate.

So, under saving Throws, (harmless) states "(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires."

But under spell resistance it states:
"The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check."

Aren't these definitions contrary? Why even include the (harmless) descriptor next to Spell Resistance if you need to take the action to lower it? Doesn't that mean that the (harmless) descriptor, instead of working "the same way as with saving throws" actually does absolutely nothing for Spell Resistance?

Scarab Sages

Quick question, wanted to double check this here.
I'm a level 20 cavalier and I've just hit the jackpot, confirming a crit with my lance during a charge. Spirited Charge and Supreme Charge both allow you to do triple damage... As does my crit. Since two doubles equals a triple I'm thinking this should be a total of 7 times die and base damage, correct? 3x + 3x = 5x, 5x + 3x = 7x... Right? So if my base damage was 1d8+ 48 +2d6 I'd be dealing 7d8+336+2d6, correct?

Scarab Sages

1 person marked this as a favorite.

So I personally really like the cavalier. I think they're versatile, mechanically interesting, and fill their own special little niche within the fantasy world. They give you that knight who can be of any alignment, give you a progressing mount without tying you in to spellcasting, and their unique use of Teamwork feats give them some interesting ways to "buff" the party.
But I noticed there are a lot of people who are extremely dissatisfied with the class, and I was curious to hear the reasons why. Thoughts?

Scarab Sages

So the least likely classes thread got me curious: What are your favorite class(es) to play?
I'll get the ball rolling-
Cavalier. I love mounted combat, I love the way the cavalier integrates into the fantasy setting, and I love coming up with unique but thematic combinations for the class (like my giant weasel riding kobold cavalier archer).

Scarab Sages

Has there been any clarification on how Vital Strike works with weapons that can fire two projectiles as a single attack action?
The Double Musket/Pistol/Crossbow are all capable of making two separate attacks with a single simultaneous action. Are the damage die for both attacks increased by Vital Strike, or just one?

Scarab Sages

So, I'm planning on putting together a Gunslinger (Pistolero)/ Duelist for PFS. I've got the concept pretty firmly in mind but I'm having a little trouble deciding on my exact stat distribution and feat selections.
I was planning on choosing elf as my race and taking the Envoy and Fleet-footed alternate racial traits.

How important is it for me to pump Wisdom? I know I'll need at least a bit for grit but I want to keep my INT fairly high too for skills and to better utilize some of my duelist abilities.
I figure my 1st, 3rd, 4th, and 5th level abilities are probably locked in to Point Blank Shot, Precise Shot, Rapid Reload, and Rapid Shot, but what are the best feats to take from their for a character using a single one-handed firearm? I assume Deft Shootist and Deadly Aim are probably must-haves, is there anything else that would complement the build?

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