Chuul

Taesla's page

Organized Play Member. 52 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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johnlocke90 wrote:

Make sure to look at your Arcane Discoveries. Replace your 5th level bonus feat with opposition research(one less opposition school) or Fast Study(for quick on demand spell).

And at 15th levle, learn the true name of an outsider and force him to help you with things.

He is more interested in metamagic feats than arcane discoveries, besides opposition research requires you to be lvl 9.

@the sleeping dragon
You ninjaed me on the TL:DR wasn't there when I began reading.

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People probably doesn't answer because your post is extremely long... as for your about feats I would recommend that you at lvl 10 took the arcane discovery "opposition research". I don't what you could do about your action economy "problem" except for quicken spell perhaps with a rod.

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Or if you are playing with factions and magic schools in your campaign, there is a school in the Inner sea magic book, which can also grant you some druid spells for 4 prestige points.

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Guide to Pathfinder Society organized play, v. 4.2 wrote:
Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 of The Inner Sea World Guide.

I don't know anywhere else where languages are addressed, so I assume that every language is PFS legal, but Azlanti and Thassilonian count as ancient languages so you will have to put some points into linguistics to get those.

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If you want it in PDF you could just use a "PDF printer" there is a list of some free options here.

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You'll always be able to make broken builds in a system as large as Pathfinder, though it doesn't mean you have to.

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Cheapy recommends not to use the build because it is quite broken mid to high lvls.

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Oversized limbs are not PFS legal unfortunately... this looks like an optimizer's worst nightmare :S

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Really depends on what kind of wizard you are playing, I really like fast study because you get so much versatility. If you are a blaster wizard you should get Dazing spell. But look at metamagic feat section in Professor Q's wizard guide it is quite good IMO.

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You could go madness and trickery domain with Sivanah, if you want the madness domain without, the RP problems Groetus brings. She is goddess of illusions and mysteries and her alignment is N.

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Multiclass into the barbarian breaker archetype from APG it allows you to use broken weapons while getting a little bonus to hit and dmg rolls. I hope that helps :)

RRD wrote:
Battle Scavenger (Ex): At 3rd level, the breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the broken condition. In addition, she gains a +1 bonus on damage rolls with improvised or broken weapons for every three levels beyond 3rd. This ability replaces trap sense.

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Have you considered the evangelist archetype from UC? They are one of the best support archetypes and they synergize really well with summoning. You will lose most of your channeling capabilities though.

Edit: Btw we can't see what your cha score is

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Magikot you have used 3.5 feat progression, in Pathfinder you get a feat at every odd numbered level.

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Cheapy have posted some advice for bards in different threads for example here and here. So if you decide to play a bard it might help.

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In the castigator's feat section you have rated the "step up" and "step up and strike", though you haven't rated "following step" which is a requirement for "step up and strike".

Besides this small oversight I think it is a great guide :)

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The Duelist have a pretty good synergy with the dervish dance feat, if you are looking for a PrC and the feats it requires is decent for a magus.

I would probably go for the fighter archetype lore warden (from Pathfinder Society Field Guide), because of the bonus feat.

If you want to dip into the samurai (it would certainly fit the setting), I would look at this if you don't care for the mount.

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Is timely inspiration worth it, when it doesn't stack with inspire courage?

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Interzone wrote:
Improved Eldritch Heritage and Greater Eldritch Heritage give you the other powers

Hmm.. didn't see he wrote feats in plural...

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The black raven wrote:
For a 2-handed Paladin, the Eldritch Heritage feats (Orc Bloodline) will give you very nice melee combat boosts when you reach high level (+2 STR at lvl 11, +4 at lvl 15, up to +12 at lvl 17). Even the required Skill Focus : Survival will be useful in most campaigns.
PRD wrote:

Eldritch Heritage

You are descended from a long line of sorcerers, and some portion of their power flows in your veins.

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

You only gain the first bloodline power from eldritch heritage, so you won't get extra STR from this feat.

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There is a martial art called "Stav" which is according to Ivar Hafskjold (the person who revived the practice of stav) 1500 years old. The technique is based on nordic myths, and when it is used in combat you stand in different stances resembling the nordic runes (almost like kung fu's animal stances). According to a danish newspaper it should look like a mixture between Tai Chi and Kendo when practiced.

You should be able to find some youtube videos where it is praticed if you search on Stav or Ivar Hafskjold.

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PRD wrote:

Stand Still (Combat)

You can stop foes that try to move past you.

Prerequisites: Combat Reflexes.

Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

I'm afraid Stand Still won't work with a reach weapon, since it requires you to adjacent to the target.

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You heal ability damage automatic though at a rate of 1 per day to each of the damaged ability scores. So you don't have to heal it magically (though it is probably a good idea)

PRD ability damage and drain

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Just read your guide, and I think you have done a good job.
Though I noticed, that you have forgotten the darkness and the strength variant channeling.

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Traits are roughly equivalent to half a feat. The best idea is probably to find some traits paizo have made, and reflavour them as DM_aka_dudemeister suggested.

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There is another one of these threads, it has a few guides this thread doesn't have, because it is slighty more active.

Guides to the guides

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Carfully Hidden from Taldor, echoes of glory. Though you should note that the original trait is only for Keleshite humans.

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Vestigial arm have one other use besides being a "cup holder for potion", which is to hold a shield (this should also be true for the tentacle discovery).
This will obviously help if you are suffering from a low AC and Sean K. Reynolds has confirmed that this is in fact legal.

I don't know if this makes vestigial arm useful enough for a green colour coding, but I think it is worth noting in the guide.

Sean K Reynolds on vestigial arm

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Blueluck wrote:
Mike Schneider wrote:
01 barb1, 02 bard1, 03 clerc1, 04mnk1
Barbarians can't be lawful, and Monks must be lawful, right?

Well it's not that simple... if a barbarian goes lawful he will lose his rage ability and cannot gain any more levels in the barbarian class.

If a monk goes non-lawful he will keep all his abilities, but can't gain more levels as a monk.

But since Mike has chosen the martial artist archetype, there should not be any problems with alignment restrictions, because the martial artist don't have any alignment restrictions.

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Did you find anything at any of the locations?

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Jiggy wrote:
Taesla wrote:

It is not only the requirements, piranha strike is also suprior to power attack when you are using light weapons.

If you use power attack with a light weapon the damage bonus is halved (in comparison to a one-handed), which means that you will only get a +1 bonus to damage each time you take a -1 one penalty to hit. Whereas if you use piranha strike you will get a +2 bonus to damage each time you take a -1 penalty to hit.

Incorrect. Read Power Attack.

Sorry about that... just forget my last post then :P

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It is not only the requirements, piranha strike is also suprior to power attack when you are using light weapons.

If you use power attack with a light weapon the damage bonus is halved (in comparison to a one-handed), which means that you will only get a +1 bonus to damage each time you take a -1 one penalty to hit. Whereas if you use piranha strike you will get a +2 bonus to damage each time you take a -1 penalty to hit.

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I'm quite sure they haven't made a feat like that.

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I have just looked at the most recent FAQ and it seems the rules have been changed on this issue since I last looked, so forget what I just posted...

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Does your gm know about this thread? Just curious.

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Elewan wrote:
Oterisk wrote:
Heirloom does not work with exotic weapons, so guisarme is the only way to go for a martial reach trip weapon.
Oh, new ruling says that you can use any weapon with trip, and the only thing that the trip feature does is let you drop the weapon instead of falling if you fail by 10 or more. That's why I've got the Lucerne Hammer listed for the weapon.

But it also says you can use apply any bonuses (from w. focus, masterwork etc.) your weapon has to you CMB when making trip attack, IF your weapon has trip feature.

Therefore it is very good to have a weapon with trip feature, if you want to make a lot of trip attacks.

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I'm afraid there is no islands in the Eye of Abendigo only undeads, air elementals, and debris from sunken ships...
Unless your gm has changed it.

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You could try to look in Cinderlands (fire+air) in Varisia

Or Droskar's crag (very large volcano)

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The answer is "A" assuming it gets a full attack, though it would still get +7 when making a single attack.

In beastiary the hit bonuses is always calculated for a full attack, but when the monster is making a single attack you should be aware whether or not it uses natural attacks because they act a little differently.

PRD: Natural attacks

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El Baron de los Banditos wrote:
Huh, I thought the Guide had a line about "fireball being as evil as raise dead," but I couldn't find it. Was it in an old guide version, or am I going crazier?

I think you are going crazier, I certainly haven't read such a line in any Pathfinder guide, new or old. Also James Jacobs has clearly stated, that casting a spell with evil descriptor is an evil act, no matter the spells purpose.

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I'm quite sure the only one, who is subject to the "re-gift rule" is the creator of the runecurse. So PC1 from your examples should be fine until he fails the 3 will saves.

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If you have time to buff up before combat, you could buy 2-4 scrolls of antimagic field (you have to buy more than one scroll in case you roll a natural 1 on the UMD check to activate the first).
Since the UMD DC to activate the scroll is 31, you will probably need skill focus (UMD) and perhaps magical knack too, i'm quite sure they stack.
If you succeed you will have lost most of your alchemist abilities, but on the other hand the wizard won't be able to cast any spells at you either thus rendering most of his spells useless.

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One thing you should be aware of with your inquisitor is, that when you choose a two-handed double weapon in PFS you'll have a price cap as if you have one weapon, but you will have to pay for both ends of the weapon as if it is two different two weapons.
For example if you have 36 fame the maximum item cost is 23000 gp, that means you could get a +3/+1 meteor hammer or two weapons with a +3 ench. bonus each. That makes a double weapon a bad choice in PFS even though it has a nice flavor.

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You could go with a cleric of Calistria or Norgorber and choose the thievery subdomain, that will gain the cleric access to bluff, disguise and stealth as class skills. And like the vivisectionist he will be smarter than your average thief.

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You might find some good feats for witches in this guide.

Witch guide thread

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Oracles have finally got some love :)

Oracle thread

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Granted, but it snows so much, that it is impossible to get out of your house and enjoy the snow.

I wish Paizo never had created the gunslinger, samurai, and ninja classes.

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Your wish is granted, but when you give the candy away to children at the local playground, some of the children's fathers think you want to molest their children and beat you half to death.

I wish people wouldn't keep cancelling, when I try to arrange a Council of Thieves campaign session :(

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What is the ultimate movie of all times?

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Granted, but your second wish won't come true.

I wish I wasn't bored...

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no one would notice

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