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Varisian Statue

The Bald Man's page

179 posts. No reviews. No lists. No wishlists.


1 to 50 of 179 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Ruske Bell wrote:
The winning condition is "You must wish the opponent dead" correct? How rule literal is this world you're in? I don't know you're gm, but thinking outside the box all you might have to do is say "I wish he was dead." Not cast it, just say it. I highly doubt it would be that easy though.

Not that easy...but if the opponent were already dead...and somehow I were out of 9 level spells...I might be able to get away with it.

Adept_Woodwright wrote:
Does the opponent actually need to be dead in order for the Wish to stick?

No, but they don't get a save if dead. It would be a will save, so while reliable in the the long run, I might not survive his initiative.

prismaticsoul wrote:
Assuming you get to go first, I think the best way to shut down a caster would be to Wish a small stone with Silence cast on it into their stomach.

As mentioned by Adept_Woodwrigh that isn't going to work due to the 'rules of magic'.

Adept_Woodwright wrote:

Hit the vicinity of the caster with Persistent Mage's Disjunction. (2 slots). This will take down Prismatic Sphere, which at worst is 20 ft from caster center (Mage's Disjunction has 40 ft radius) and will continue effecting spells inside. (After all, it will hose anything inside if it manages to take down Antimagic Field, and Prismatic Sphere is no Antimagic Field) Use Quickened Wish to Wish him dead when your opponent has no defense against it.

This seems like the opening salvo of choice.

mplindustries wrote:

I would not require one to roll SR, but in the case of a creature immune to spells that were subject to SR, that would include immunity to the Dimensional Anchor effect.

So, the Golem would be affected as if by Dimensional Anchor, but it would be immune to it.

Are Golems immune to the extra damage from a flaming weapon or Bane Weapon? I would say no.

Also, with that magic immunity you are going to have a hard time teleporting one anyway.

SiuoL wrote:
The logic behind this is because spell is so powerful doesn't require to hit. So it's much easier to land a spell. That's what spell resistance for. As for weapon, because it requires a hit and there are many ways to avoid a hit, for spell resistance doesn't work for weapon.

I think this is an excellent point that is hard to convey.

While Dimensional Anchor (DA) does require a touch attack I get your point. There are 2 defenses to DA cast as spell: Touch Armor Class and Spell resistance. Touch AC is very easy to overcome.

With the weapon you have to overcome normal AC. Much harder. I think there is a parity there.

Continue to believe that no SR applies.

Adept_Woodwright wrote:

A lot of my strategy hangs on the question of whether Dueling Counter is a thing or not.

Can you ask your GM if that will be a thing, possibly linking to this page for a description of what it is?

Spell Duels

If it is a thing, then you can completely shut your opponent down, no matter what he does, with counterspelling -- barring forgoing magic and smacking you in the face -- but this is a *spell duel*.

It is not a thing.

Adept_Woodwright wrote:
Can you counterspell in the buffing round?

No. Can't interfere during spell-up period.

Adept_Woodwright wrote:

Walking in, I am holding a staff of the master (school unimportant).

My first spell to cast in the buffing minute is Mindblank - quickened using charges from Staff of the Master (6 charges remain). I then use a Time Stop scroll (scroll so I don't use up a 9th level spell slot).

Scroll use is legit. Mindblank defeats arcane sight and the like. Timestop prevents spellcraft of the spells while they are cast. In lieu of, or in addition to we were considering Prismatic sphere. Among other things it will stop the spellcraft-during-casting also. Also gives you a safe haven - at least briefly.

Adept_Woodwright wrote:

I complete a number of critical buffs that you don't want your opponent knowing about (In order of precedence for me: Aroden's Spellbane (scroll), Greater Arcane Sight (to see his active item effects if he hasn't already gotten Mindblank up), Greater Spell Immunity (scroll) Spell Resistance, Bestow Grace (scroll), etc) while unobservable in Time Stop, Liberal use of Staff of Master + your capstone + (possibly quick draw and an efficient quiver (Edit - Quick Draw not necessary - your not moving around while this tactic is in effect).

Borrowed Time + Lesser Ring of Inner Fortitude is great if you have an immediate action to use (like Dueling Counter!)

Make sure you ask for Spellcraft rolls for each and every spell you can see your opponent cast.

Have your familiar sharing your longer duration buffs via Improved Share Spells.



Great ideas. I'm not sure the GM will let Spellbane fly as a spell that exists in the world.

notty235 wrote:

This is what this character needs but I want some more stuff.

1. Able to handle characters that can fly
2. Able to handle lvl 5 caster with save or die spell
3. Have more than 65 HP

Does anyone have some advice or build. Thanks.

1. Ranged attacks

2. Good Saves
3. Toughness, Favored Class bonus, Constitution

My suggestion is a Dwarf
-Bonus to Con and Wisdom -> +1 to will and fort saves, what is what save or suck spells target
-Also get a +2 bonus to saves vs. spells and spell-like abilities.
-I think they even get access to a feat the adds another +2 to teh racial ability.
-The +2 to con gets you 5 points closer to your magic 65 HP.

My suggested class is:
Monk - Zen Archer
-Monks get great saves.
-Zen Archer can use Wisdom instead of dex for attack rolls.
-With d8 HD you will have to work to get 65 HP. Assuming average rolls, favored class going to HP, and the toughness feat you still need a 16 con (after the +2 racial bonus). Without toughness...ehhh...18 con...hard to do even with the racial bonus.

Alternate classes:
Ranger or Fighter.
-With d10 HP they don't need toughness to hit 65 HP.
-5th level cap works against martial classes because they are so close to their 2nd attack and probably favors the prepared casters who have their 3rd level spells. That said Fighters get weapon training which is nice. Rangers get a couple of spells and their 2nd favored enemy. If you know the race of your opponent having a +4 TH and damage is AWESOME!.
-both have weak will save, so might be worth trading that Toughness feat you didn't have to take for Iron Will.

I don't think wishing the lava would work. GM would probably invoke the conjuration rules that require the material be summoned on something capable of supporting it.

Looking at the Teleport Object I see 2 flaws. 1 is that it teleports objects away from you. And second, at caster level 21 it is only about 7 cubic-feet of lava = 2' cube.

And, of course, as 20th level Gold Draconic Sorcerer is IMMUNE to fire.

Amrel wrote:

The text states that you are "affected as though by the dimensional anchor spell for 1 round."

If someone casts a spell on you and you make a save, then the spell doesn't affect you (or at least not fully). If someone casts a spell on you and your SR kicks in and the spell does not beat it, then the spell doesn't affect you. Since the text says you are affected, it seems as though the wording has already bypassed the saving throw and the SR.

If the rules instead stated that you are "affected as though the spell dimensional anchor had been cast upon you for 1 round" then I could see an argument for a player getting SR and a save.


Riuken wrote:

Rules forum says: the spell works as normal, the shadow rolls a will save, and the shadow taking half again less damage from the spell due to being incorporeal (if the spell deals damage). Note that the shadow is not immune to the spell, since illusion (shadow) is not listed within undead immunities.

IMO: ignore the shadow's incorporeal state as it interacts with that spell. If you want to remove the "quasi-real" from the spell, thereby eliminating the will save, you should replace it with a reflex save for half.


You asked this on the rules per the rules. There is no rule the discusses that particular interaction.

In my home game the monster and the spell would be made of the same stuff so there would be no will save or incorporeality because they are in 'phase'.

Cap. Darling wrote:

I don't want to be a "conjurer". Between the different Wizard Schools there's only 3 really good ones: Teleportation, Foresight, and Admixture.

I decided to go with the Teleportation school due to the swift action "Shift" and standard action "Dimensional Steps". Since most of the time I won't be able to Quicken a spell I'll be free to use "Shift" and it can help get out of grapples or full-attack range easily. Also helps to move into range, cast a spell, and "Shift" behind a wall to avoid be targeted.

I agree - those are the the 3 best.

Since you are taking the teleportation school I suggest the feat: Dimensional Agility so you can act after you slide.

Cap. Darling wrote:
I have Potent Magic which already puts me on the same playing field as someone with Spell Focus and Greater Spell Focus. Albeit it doesn't let me qualify for Spell Specialization or Varisian Tattoo, but I'm not "worse" than any caster with just those two feats.

Spell Specialization doesn't help most "save or suck" spells as the caster level isn't much of a factor so you aren't missing anything there.

Cap. Darling wrote:
If I went the alternative route instead of a Familiar I could take the Bloodline exploit and I've already read it. It does grant me access to an Arcane Bond and I can cast only a 1st level Sorcerer spell but if I spend 1 Arcane Point I can cast a spell of any level known. 1 Arcane Point for a 5th or 6th level spell? I'll gladly take that.

I would too.

Sorry I haven't been on for a while.

A Lot of good advise.

There were a lot of questions bout the duel rules:
1. No pre-existing spells including 'hanging spells' like contingency and clone. Simulacrum was deemed to fit into that category.
2. 1 minute prior to cast any non-attack spell. Summons are fine, but they can't attack until the spell up period is over. Can't move from your square.
3. Duel proper starts in a cleared area either 1,000' radius or 1,000' diameter (I don't remember which but probably sufficiently large that it doesn't matter which).
4. Duel Ends when the loser is wished dead by the victor.

The duel is adjudicated by the Goddess of Magic. So cheating is...perilous.

Turns out I was wrong...the opponent (current Sorcerer-King) is Draconic (Gold) Bloodline. Someone mentioned using knowledge History, various divinations, and other means to do some leg work and that really paid off. Knowing that he is immune to fire is good to know. His previous tactics involved casting gate to get powerful outsiders on his side (Aeons). Unfortunately, harder to know what lower level spells may have changed since he has the resources of the country to pull on (in our campaign you can Wish (or Limited Wish for low level) a spell known swap.

With Spell Turning and similar abilities single target spells become very dangerous; then with Rod of Absorption.

FrodoOf9Fingers wrote:

I think one of the biggest defensive things you can do is to become untargetable.

Magic, CRB wrote:
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
So, you may use a stone wall to prevent the other caster from targeting you.

That cuts both ways.

no way around the duel. Our sorcerer is challenging the sorcerer king of a country. this is how leadership changes hands. You win they duel when you successfully wish your opponent dead...which is much easier when they are already dead. Both sorcerers start without any spells active. Magic items of all sorts are allowed. [Adept_Woodwright I don't know if this matches the rules in Ulitmate Magic]

With the various buffs it seems unlikely that a single round is going to end the fight. In our campaign Casters expecting trouble often have Moment of Prescience up - ensuring they make their first serious save. Contingency is also likely to prolong the battle somewhat.

I like the idea to wish yourself "first in initiative"
Clone, Mindblank with Improved Invisibility, feeblemind (sure to use their MoP) are all good ideas.

Avoron wrote:

Here's a potential plan:

1. Boost initiative in as many ways as possible, to ensure going first.
2. Cast Time Stop with a metamagic rod of maximize spell.
3. Use some spell or another to surround your opponent in a 5' radius nonmagical hemisphere of stone.
4. Use some spell or another to fill that hemisphere with nonmagical lava.
5. Cast Mage's Magnificent Enclosure with a metamagic rod of reach spell, centered on the sphere. (If that spell is not available to you, stand by the sphere and ready an action to cast Antimagic Field as soon as Time Stop ends.)
6. Once Time Stop ends, wait for your opponent to die from the 20d6 damage/round.
7. (optional) Resurrect your opponent if they weren't supposed to actually die.

1. boost initiative: Not much comes to mind here, but there is probably something that can be done.

2. Time Stop: Can do
3. non-magical containment: Wall of stone does that - right? Can do.
4. create non-magical lava: I don't know any spells that do that.
5. Antimagic field: can do

The sticking point is creating the lava that won't wink out of existence as soon as the anti-magic field in created.

If you were a 20th Level Sorcerer going up against another 20th level Sorcerer in a spell duel what would you plan to do?

What notable spells would you want for buff?
What tactics would you use?
Attack Plan?
Defense Plan?
Contingency Plan?
Other Thoughts?

-A reasonable period for buffing before the duel.
-Opponent is Imperial Bloodline (immune to death and energy drain)
-You are an Arcane, Shadow, or Imperial bloodline.
-Both sorcerers must have Wish as a spell known.
-Opponent is over-equipped vs standard wealth by level (epic stat array, +5 inherent for each stat, etc.)

Both have valid points. next campaign with my group I plan to play a blockbuster evoker with inscribe tattoo.

Craft wondrous items is better in virtually every way.

You need an INT of 14 to have a 4th level spell slot.
Save DC = 10 + 3 (3rd level spell) + 2 (INT 14) = 15
Number Excluded = INT Modifier = 2.

I believe that if you comb through the staves listed in the book you will find some that also function as a magic quarterstaff or spear. Very little stretch to make it another weapon - especially a hafted weapon.

I have thought about a sneaky wizard before. So an arcanist isn't far off. One thing the wizard has going for it is the shared skill with the familiar. Until the ACG comes out we won't know if there is a way to get a familiar, but I see that as a key class feature.

Personally I would drop acrobatics (between dimensional slide and other spells you shouldn't need it). I like to pick up UMD with an int item (won't be UMD'ing in an anti-magic field anyway).

I am coming across this late...have you already made the character? How is it working?

This is not for PFS.

I agree and am concerned about losing caster level. Traits may be the way to go to get the class skills I want.

Looking for Trapfinding, expanded class skill list, Maybe a rogue talent and evasion from Rogue dip .
Trapfinding as a trait? What trait is that?

Supervillan: I'm looking for a creative alternative to a Rogue PC...which sets the bar pretty low for combat effectiveness. ;-) Boon companion wouldn't do much since the Monkey domain grants a familiar instead of an animal companion.
I was leaning toward a "Caster Druid" that can cover some rogue ground. Your comment though makes me think about a "Combat druid" that multi-classes to Rogue. This could bolster the Combat Druid effectiveness into the higher levels where they struggle to keep up. Thanks.

I think at least 1 level of rogue is needed to expand the class skill list and trapfinding. Once you get the first rogue level, a second level get you evasion, BAB, and rogue talent.

But on the other side straight class druid keeps caster level up...which is pretty much a necessity if you are going the summoning route.


The monkey domain caught my eye and I started to think about the viability of a Druid-Rogue. The monkey domain gives you a monkey familiar for aid another, bonus to several rogue skills, and ranged legerdemain.

Anyone try this? Thoughts on how to make a feasible build?

Combat Reflexes (eventually get pin down - a great feat - better than step-up)

Cleave As a straight-class fighter (lots of static damage bonuses) you don't get much out of vital strike. Cleave would be a better use of a standard action (and feat) than vital strike.

We just finished a mythic campaign. Mythic really lives up to the name.

The power jump granted by the first mythic tier is HUGE. Bigger than any single level in any class.

The first mythic tier is so significant that you will overshadow the non-mythic PC's even considering a 1 level deficit. Especially if you choose your feat and path abilities carefully. For a class like the Magus that can take advantage of the best of both the martial and caster paths it can get crazy.

I know this isn't what you wanted to hear, but if balance is critical at your table you shouldn't do this.

Mythic vital strike is all you need. Don't waste feats on rapid/many shot or cluster shot. If you go with vital strike then go musket
I don't know what the machine Smith class is.
If everyone is that powerful then expect a lot of saves. Might want a few more of the save feats. If human then look at the human specific feats.

Back on topic.

I have been thinking a lot about the Preferred Spell (Heighten Spell prerequisite) vs. Greater Spell Specialization (Spell Focus and Spell Specialization prerequisite).

While we largely agree that Heighten Spell isn't the best there are some advantages:

-After Spell Perfection one could heighten for free up to 9th level spell/save.
--Then you can add Dazing Spell (to Fireball) making it a 5th level slot. That's pretty cool. Add in Persistent to kick it all the way up to 11.

-Persistent Spell is available at level 5. versus 9.

-Persistent Spells are still only a standard action to cast. Leaving you with a move action. Tactical movement is important in combat. Stay close to the Cleric, stay close to the other PC's you are buffing. Stay close to the martial's who will keep you from getting grappled and eaten.

-Finally, Spell specialization loses a lot of its value at high level - so ultimately becomes a feat tax much like heighten.

There are 2 sides to the story and there are plenty of reasons to go with the Gr. Spell Specialization.

Happy Blasting

Deliverance wrote:

Wouldn't be too far fetched to just allow Quick Draw to allow quick sheathing as well. Its not exactly the most exciting feat as it is.

We play the same way. Quick draw allows quick sheath. It is a house rule, not RAW.

This has come up before.
Very frustrating because you either:
-Ready an attack for when opponent comes within reach in which case the enemy charges you.
-Brace against a charge in which case the enemy moves then attacks.

Breath of Life
Limited Wish

As mentioned above Wish, Time Stop, and Disjunction are all SOLID choices that none will question..

But...for a little twist: Shades. It says: This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower." you can cast heal. If you have a solid divine caster then maybe this isn't a bid deal. Conjuration has a lot going for it.

I tried to find a good way to take advantage of the Mountain Druid's ability to shapechange into a giant...But didn't' come up with anything compelling. I felt like the high performing feats that would get me to 12th level with wild shaping would lose a lot of punch once I was a humanoid again.
Maybe someone else can make it work.

Generally speaking casting focused builds don't multiclass well.
After you hit level 17, and consequently have access to 9th level spells you don't lose much. But before then you delay access to higher level spells.

Know the limitations of them. 20 pounds of force. 15' movement rate and close range.

2-handing a weapon on your turn then quick-drawing a shield a shield for the enemy initiative is cheesy. I know there are people who will argue tooth and nail that it is RAW.

I like the buckler and the 1-handed weapon option. You get the AC from the buckler as long as you don't 2-hand the weapon. So you have it when you are casting - which you can do while still wielding the buckler and weapon.

Archer cleric with the Reaching metamagic is fun. I am playing one now. It is feat intensive.

Just beware. As much as you plan to wade into combat I have found there is always someone in the party falling unconscious that needs healing. You will probably spend a lot more time casting spells than making attack rolls - especially as you go up in level. By end game all those combat feats will be wasted.

I have found in high level play that you want a magic item over a permanent spell because Disjunction washes the spell away without the courtesy of a dispel check. Permanency gets expensive when you have to refresh it every 5 combats.

Arcane strike only applies to 1 you would only get it once per round (because you throw the weapon and can't use it again until next round). Probably not a sound feat investment.

I played an optimized dagger fighter, with the idea that I could use it at range or in melee. Honestly, I didn't throw much, but the option was there. A suitably optimized fighter is just devastating - doesn't matter what weapon. Before long the weapon damage dice become practically meaningless as the static bonuses stack.

Since you are planning on ranged attacks you will have a pretty good dexterity - and will be able to fully take advantage of armor training.

The reason you don't see a lot of support for the thrown weapon specialist is that it is so hard to keep up with weapon enchantments. When the rest of the party is 11th level with their +5 weapon you need to have 3 or 4 magic weapons.

Don't forget it you want to put a lot of metal into your foes you can go the 2 weapon fighting route to launch a few extra each round.

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Center around ENERVATE which makes the "Save or Lose" spells that much more viable.

Cleric of Erastil - favored weapon Longbow.
Archery does suck up a lot of feats, but I have one right now.
I did pick-up Reach Spell metamagic for emergency healing.
Cleric is easy to self-buff and spells like Spiritual Weapon and Spiritual Ally can compound nicely with full attack in later rounds for DPR.
I will admit that I don't get as many opportunities to shoot as I would like. End up casting/channeling more than I would like (just hit level 9)

If you are eventually getting to the upper tiers of power something I have been looking forward to is the Staff-like Wand 'feat'. You can lay down a lot of effect for low cost.

Wand of Dispel Magic
Wand of Fireball (or even intensified fireball)
Wand of Magic Missie (bonus points for empowered)
Wand of Acid Arrow

There are a host of level 1-4 spells where caster-level, Save DC, or both matter. Obviously, only worth it for high use spells.

my 2cp.

Making your primary attack mode a raged attack with a 10' limit seems like a recipe for disaster. My advise is to abandon the dart idea. There are plenty of situations where you will fight someone/something with 10' of reach.

I'll leave it to someone more familiar with PFS and Meteor Hammer to comment on the hammer.

Jokem wrote:
The Bald Man wrote:
Consider an Extended Produce Flame at Theologian level 5 (spell endurance) and pick up Intensified Fireball at Theologian level 10.
You might consider using an intensified burning hands, though.

That wold be good too.

Belafon wrote:
To summarize: A pure sorcerer would be better.

For fireball damage sorcerer wins.

Cleric has the advantage of medium BAB/HP, good fort save, and cast in armor. That is worth a lot!

ShadowcatX wrote:

The Bald Man wrote:
ShadowcatX wrote:

I would stay far, far away from furyborn though. Not because it is a bad power, but because each individual weapon is, well, an individual weapon. Imagine hitting twice with one claw, once with another claw, and missing twice with your bite. Your next round of attacks is going to have 3 different attack bonuses and 3 different damage bonuses. That's a pita. (I see nothing in the RAW to indicate that they'd all be effected the same way.)

Personal interpretation is that part of the premium cost of the amulet is that it lumps all those attacks together. Also, so much more convenient. Also, a single item giving the bonus (unlike 2 dual-wielded weapons).

my 2 cp.

Do you have a rules quote for that? I know that is how amulet works for speed, but I'm not sure that is how it works in this instance.

Nope. As I said, personal interpretation.

ShadowcatX wrote:

I would stay far, far away from furyborn though. Not because it is a bad power, but because each individual weapon is, well, an individual weapon. Imagine hitting twice with one claw, once with another claw, and missing twice with your bite. Your next round of attacks is going to have 3 different attack bonuses and 3 different damage bonuses. That's a pita. (I see nothing in the RAW to indicate that they'd all be effected the same way.)

Personal interpretation is that part of the premium cost of the amulet is that it lumps all those attacks together. Also, so much more convenient. Also, a single item giving the bonus (unlike 2 dual-wielded weapons).

my 2 cp.

Consider an Extended Produce Flame at Theologian level 5 (spell endurance) and pick up Intensified Fireball at Theologian level 10.

I don't understand what you are asking here.

Let's say right hand is primary and is wielding a longsword. left hand is off-hand/non-dominant and is wielding a short sword. If you attack with both right and left hands you lose the buckler AC bonus regardless of which arm it is on.

Please explain what I am missing here since I have seen BBT on the boards enough to know you aren't a newbie.

hobbes1020 wrote:

First off, thanks for the great guide!

For various RP reasons I've decided to build a wizard necromaner.
For feats I was thinking of taking Combat Casting (given that so many Necro spells are touch it seems like this might be worth taking?)
Do you have any recommendations on how I can improve this build or perhaps I'm going in the wrong direction entirely?

Feat to consider given the number of touch spells is Reach spell. +1 level takes touch to close. I doubt you would have much need to extend much beyond close range.

Rynjin wrote:

Even running away successfully doesn't work unless the Pally uses his Smite on someone else, since it lasts until the target is dead.

And even then he get s a few per day and can do it as a Swift. If a Pally wants you dead, he's gonna get ya.

Selecting a new smite target doesn't cancel the old one. only death of the target or when the paladin rests (death would probably do it too).

Wizard makes the easier build because of the bonus feats.

Don't discount cleric. One of the mods available is Construct Armor which I think is really cool. Unfortunately it isn't clear to me what you get and what you don't with it. If you wanted to do that you would need to go the cleric route to be able to cast in armor.

A Dwarven Cleric of Toreg (sp?) with craft construct would be very believable. I think there are a couple of ways to make channel energy work on constructs (one feat and 1 item).

I want to echo something said above. There is more to constructs than golems. I remember gridning through some math and found that Terracotta Warriors were very cost effective. Unsurprisingly you pay a premium for infinite spell resistance.

1 -
3 - Wonderous Item
5 - Magic Arms and Armor
7 - Craft Construct
9 -

Variant Channeling:
Forge: Heal—Creatures in metal armor gain a channel bonus to Armor Class until the end of your next turn. Alternatively, you may repair damage to metal objects and metal constructs as if they were creatures, and this healing is enhanced (see Variant Channeling above). Harm—The damage effect is enhanced (see Variant Channeling above) against metal constructs and unattended metal objects.

You can pile on by taking SF-Conjuration at level 1 and Augment Summons at level 9 to bring a lot of bodies to each conflict.

If you go the wizard route, don't go universal. What do you get out of that? You are going to want the extra spells.

I am surprised that Vorpal was left in Pathfinder. Most of the instant kill effects were replaced with massive damage.

Speaking as a player I think it takes more away from the game than it adds. You finally confront the BBEG and his head pops off on the second hit. Sure you won, and that is cool, but anti-climatic. I'm sure it messes with the DM's plans too. I picked one up last campaign (hadn't had one in 15 years of D&D) mostly because if the monsters (balor or pit fiend comes with a vorpal weapon) have it we can too and had the gold to buy it.

I don't think it should be discounted. +5 cost is fine and only on a confirmed natural 20.

The worst thing you could do is make it work over a wider range (not just natural 20) then monster HP won't matter. HP are replaced by the probability field of the vorpal proc.

@Torger - Great observation. Sword and Board is the best application for a vorpal weapon.

Conjuration Rules

"A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it."

this is in the header section - not specific to any sub-school.

Underwater? I would rule no change.

Strict reading would indicate that the character inside the monster wouldn't have line of effect to the channel energy.

I don't think it is much of a stretch to house-rule that the channel energy penetrates and any creature inside would benefit.

I am curious as to what other people think.

Doomed Hero wrote:
Being Ethereal would probably work too.

Reiterating ethereal. Has the advantage of being a core game mechanic. Not all GM's allow the material from the peripheral sources.

Editorial: the feat doesn't strike me as 'fair'. Kind of like the meta-magic that allows mind-affecting to work on creatures immune to mind-affecting spells (also one that works on negative energy).

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