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Lini

The Golux's page

RPG Superstar 7 Season Star Voter, 8 Season Marathon Voter. 1,037 posts. No reviews. 1 list. 2 wishlists.


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All of the things QuidEst said sound like good ideas, I'd also add to only ask it to do things that are fitting for a creature of its stature, rather than trifling things that you could accomplish easily without it.


Drahliana Moonrunner wrote:
stormcrow27 wrote:
There is the archetype that creates a force dagger, or you can go staff magus and use a quarterstaff as a double weapon.
Not on the latter, the reason the staff magus works, is because he gets tricks that let him use the staff as a one-handed weapon.

They can still use the quarterstaff as a double weapon on turns when they aren't using spell combat.


Patron hexes for Deception and Trickery would probably overlap some. Honestly I'm not sure exactly what their distinction is supposed to be.


OK I just need to check this because I'm playing a witch in a mythic game and I finally have some spells worth making mythic.

Are the Mythic Spell Lore feat and the Mythic Spellcasting Universal Path Ability functionally identical except that Mythic Spellcasting has a limitation of being able to be taken only three times? Or did I misread something?


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You know you are the class that you are at the beginning of the AP... You don't know what class you used to be, though, and they don't have to be the same.


I think you could make an argument that Disintegrate and Disjunction (and most of the things you need for prismatic wall/sphere) are fairly useful too. It is a useful all-around spell, but EXCEPT for those things that make it a ninth-level spell (passing walls of force etc.), it's no better than its 5th-level equivalent or Disintegrate, which is level 6/7. You have a point about Prismatic Wall or Prismatic Sphere, I suppose, since the other ninth-level spell that can get rid of them easily (wish) has an expensive material component. Would having a material or focus component (Probably an expensive key or model door or drill made of an exotic material) balance it better? Or excepting prismatic wall/sphere unless an additional condition is met, such as having to be cast at the point where you normally cast passwall?


Admittedly this isn't that gripping of a topic, but does anyone have any advice or feedback?


I was considering a Greater Passwall spell, that functions basically the same as Passwall, but works on metal and harder materials, and additionally allows passing through wall spells safely, from wall of fire to wall of force all the way to prismatic wall. Does that seem reasonable for a ninth-level spell? Also, should the range or duration be changed (shorter duration for spells)? I have a few other ideas for changing it in various ways, but I don't know if that would increase or alter the power too much or make it too complicated.


I think immunity to lycanthropy is fair if you think it's appropriate. Superior Intellect could also affect class skills if you wanted, I think a couple races have that. And there's also Lesser/Limited Telepathy if you wanted to cover the mental waves thing. Those might raise your racial power level more than you want though.


Overall this looks pretty good, and like it includes most of the neater traits of the oracle and cleric. That said, with how long the package of Devotions is, it's pretty clear why this wouldn't work well as a published/official class. I do think that 4 Skill points/level wouldn't hurt though, and I feel the same way for the Cleric.

Then again, there's that Harrowed Medium that is floating around in publication limbo, so...


The Creature Chronicle also did a conversion of Illumians here with this additional post for their common religions, if you're interested. I think they're pretty similar to what you've done, though.


GM Thing wrote:

@Spatula: This is a great idea but I'm not sure how to do it since ghasts have 0 Con! Also, I think that, by the rules, I'd have to add 2 levels of Kinticist since a ghast "monster role" is combat and I don't see the kineticist as the same as a Fighter/Barbarian/Ranger.

There is at least one kineticist archetype that makes them work for undead by changing the key ability score. I know Overwhelming Soul and Blood Kineticist stack specifically for bloodbending vampires, I don't know if the other ability-changing archetypes work with it.


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Not gonna lie, I ordered a copy of all parts of second darkness last week just because I want to see it redone better in a hardcover. I'm interested in legacy of fire too, though.


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Berselius wrote:
Thomas Seitz wrote:

Marco,

I think the most holiday theme monster I can think of is Fenris. :p ;)

Don't you mean FenrIR? Also, isn't Fenrir Norse mythology?

I believe both are correct depending on noun case/declension, or if nothing else both "Fenrir" and "Fenrisulfr" are both correct in probably the nominative case (Fenrisulfr specifies him as a wolf).

Zhangar wrote:
Dragon78 wrote:
If we get stats for the Midgard Serpent then we need stats for Fenrir.

I'd say that Jormungand and Fenrir don't actually fit within the Pathfinder CR scale.

Because Pathfinder caps at 30, and 30 is firmly below the level of actual gods. A CR 30 creature needs a plot device to be able to challenge an actual god.

But Loki's sons, while not gods, are threats so powerful that the gods need plot devices to deal with them.

So I'd say Jormungand and Fenrir are so strong that they fall into Pathfinder's "unstatable" range.

Alternately, all of the Norse pantheon could be statted as demigods since they're a bit more mortal than a lot of other pantheons, and then the beasts of Ragnarök would be either stronger demigods or somehow actual gods. Not saying that's the way it SHOULD be done, but it would be an interesting option.


How would 2d20/2 or 2d20 and double all DCs affect the odds? I guess fumbles and crits would be ridiculously rare...


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Brandon Hodge wrote:
Thomas Seitz wrote:
Ah! So if I'm 18th level this spell would last then...6 rounds?

The longest the spell can ever last is 4 rounds due to max damage dice. In fact, it last 4 rounds in every casting scenario except 7th level, which, as a 4th-level spell, is its minimum casting level:

15d6 (max damage dice) > 7d6 (always round down in PF) > 3d6 > 1d6 = 4

14d6 > 7d6 > 3d6 > 1d6 = 4

13d6 > 6d6 > 3d6 > 1d6 = 4

12d6 > 6d6 > 3d6 > 1d6 = 4

11d6 > 5d6 > 2d6 > 1d6 = 4

10d6 > 5d6 > 2d6 > 1d6 = 4

9d6 > 4d6 > 2d6 > 1d6 = 4

8d6 > 4d6 > 2d6 > 1d6 = 4

7d6 > 3d6 > 1d6 = 3

Intensified Spell could get another round out of it, but only one:

20 > 10 > 5 > 2 > 1
19 > 9 > 4 > 2 > 1
18 > 9 > 4 > 2 > 1
17 > 8 > 4 > 2 > 1
16 > 8 > 4 > 2 > 1


Feats and Skills are usually based on hit dice.


chaoseffect wrote:
Athaleon wrote:


MeanMutton wrote:
Two-weapon fighting rogue
I know the list is tongue-in-cheek but the Flask Rogue build from the original PF playtest was killed off pretty much entirely because any Rogue whose schtick wasn't "tumble into flanking and attack with double daggers" was considered "cheesy".
I think I missed this history lesson. Could you explain more?

I believe the short form is "you can't quick-draw alchemist's fire or acid or anything other than a strictly-defined weapon."

Also, I'm pretty sure if the uncharismatic party member has to make a charisma check for social reasons, the correct response is for the other party members to intercede and either make the check or at least aid him on it. One or more +2s can help smooth over bad impressions.


So I am running a cartomancer witch, and I know I can add spells to my deck from scrolls if I find or buy them, but I just wanted to check if anyone knew any other methods for adding spells to the deck. Can I still get them from another witch's familiar? How does adding spells in downtime work, do you use the spell research rules for that to determine price?

I'm just asking because getting to higher levels (and in a game where like 90% of loot is rolled randomly, so I have no guarantee of finding scrolls in loot) it gets more expensive to try to find scrolls to add spells I might need to my deck. We just reached level 7, so I'm looking at 4th-level spells and there are a lot that I like.

I'm also using my Favored Class Bonus from being a Changeling to add a spell of one level lower than my highest level to my deck every level already.


He could also try and get a scroll of Repel Metal or Stone, though that would be expensive, to repel bullets (He'd need to roll 12 on a UMD check to use the scroll, though).


...Huh, I thought Damiel was CN.


You know, if Source Severance is that big of a deal, you can always have Karzoug burn a wish on Source Severance (Divine), possibly in combination with magic jar to put it on one of the giants instead of himself...

Also he can Time Stop as a readied action when the party shows up to prevent them from winning initiative before he gets to do anything.


Rysky wrote:

Actually looking over dragon types (which, outside of Linnorms I haven't really done) the ones who do have a matching breath attack (fire and cold) gain immunities but the others,

Aether gains a magic bite.

Water doesn't have a designated breath (Black dragons gain acid, Bronze gains electricity).

Neither does Earth (Blue has electricity, Copper gets Acid)

Air doesn't have any Core dragons though a bunch do have Electrical attacks.

So saying that they can be killed by "their own" element is kinda a misnomer.

Green Dragons are Air subtype, normally. Does that not apply to the Drake?


A match for a party of 4 level 2 PC adventurers is literally the definition of a CR 2 monster. That said, a CR=APL monster is not a HARD fight, just a fair/routine one. For bigger parties, it's better to increase the number of the same monster than it is to use one stronger monster.


I kind of agree with what I've heard the devs talk about; rather than just one unchained cleric, alternate classes or unchained variations based on deity or possibly some sets of deities would probably feel more appropriate in the world. There's little reason why clerics of Erastil and Iomedae should be so similar, even with the same alignment.


Also, I think considering the flavor aspects of race is really important, especially since +Dex +Cha like you seem to want is like, the most common bonus array. Do you want to have blood from another plane? Do you want to be exotic and eyecatching when you walk around town? Do you want people to think you're creepy and have a hard time being out during the day? Do you want to be small? Do you want to be human, or do you especially want to be not human?


Your race giving charisma can help, but if you want that kind of social skills, you probably want a class that gives you a reason to have high charisma and a good amount of skill points. Oracle might be a good match for that (or possibly the charisma-based archetype of Kineticist, though that archetype is a bit on the weak side). Vigilante and Swashbuckler are also pretty good at charisma stuff, but not as good at ranged AOE.


Honestly, you don't seem to be thinking like an illusionist. "I need fireball for basic damage" is the thought process of someone who isn't confident in his shadow evocation's save DC. There are also Shadow Enchantment and Shadow Transmutation now.

I am admittedly somewhat biased in favor of the shadow subschool, but it can give you great versatility and even work on undead somewhat. But Image spells are important too.


Does anyone have suggestions for a witch, actually? A Cartomancer, specifically. I'm playing one and having a tough time finding good spells to take mythic versions of (especially lower-level ones). Deception patron because it works better for story reasons, even though it's not ideal for archetype.


I think the concept of familiars suggests them being able to understand their master's main language at first level. The ability they gain at level 5 is the ability to speak (or, if they already speak a language, communicate secretly).


He's a sorcerer? I don't know much about the card game.


I'm pretty sure that a +4 Bonus to one thing is worth significantly more than two +2 Bonuses to different things.


"Bad ways" would be pretty subjective, since I'm pretty sure the Order of the Gate is one of the most-commonly-evil-aligned orders. They do have that discipline that summons devils, after all.


Using tengu as an example, since they probably have the broadest racial weapon proficiencies: Tengu are proficient in the Falcata, Aldori Dueling Sword, Sawtooth Saber, etc. They therefore count as having the exotic weapon proficiency feats for those weapons (and every other exotic swordlike weapon) for the purposes of meeting prerequisites.

That said, a human fighter wielding a bastard sword in two hands as a martial weapon (without the feat) does not count as having exotic weapon proficiency (bastard sword).


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Lead is pretty much anti-divination rather than straight anti-magic, so a phylactery in a lead box should work fine.


Here's an interesting example of a weird stacking interaction:

When a Raging Barbarian is affected by a Bard's Inspire Courage, the bonus on attack rolls stacks, because the bonus from Rage is a Morale bonus, while the bonus from Inspire Courage is a Competence bonus. However, the bonus on will saves versus fear and charm from Inspire Courage doesn't stack with the bonus on will saves from Rage because they're both Morale bonuses.

(Unless I have been reading it wrong and it stacks because the inspire courage bonus is more specific?)


Yeah. If, however, there was a robe that somehow gave you a sacred or luck bonus to charisma, it would stack with the enhancement bonus from the headband, or an amulet that gave you a size bonus to strength would stack with a belt that gave an enhancement bonus to strength. However, non-enhancement bonuses to ability scores directly are extremely rare; you're far more likely to get an insight bonus to bluff and intimidate checks or something rather than straight to an ability score, and then that would stack with things that increase the ability score itself.

(The really weird but surprisingly common things is magic enchantments, spells, or items that give enhancement bonuses to armor, shield, or natural armor bonuses to AC, so that the magical enhancement from your +3 breastplate stacks with the magical enhancement from your +2 light steel shield, and your animal companion's amulet of natural armor +2 stacks with the natural armor it has from being an animal companion.)


The pages stack because they're not providing a numerical bonus or anything.

Rings of spell knowledge work differently than pages of spell knowledge. A page of spell knowledge is created with one spell on it, and always contains only that one spell, granting the bearer the ability to cast that spell. It can be for divine or arcane casters.

Rings of spell knowledge only work for arcane casters (This is probably not great design, but they are a much older item in the history of roleplaying than the page is, and spontaneous divine casters are relatively new), and are a storage space for knowledge of a spell. If you find a scroll of a spell you want to know, you can apply that scroll to the ring with a Spellcraft check and it will replace the spell knowledge currently held in the ring (You can also use it on active instances of the spell, so you can potentially copy a spell someone is using against you, or one that a friend knows). This additional versatility probably covers the difference in price and need for a slot - each time you would change the spell held in the ring is a time you would have had to buy a new page of spell knowledge.

That said, it might not be great design for the pages of spell knowledge to be able to be made even for 9th level spells.

As for the Runestones of Power, they don't provide a bonus either, they have an effect that can be used once per day for each stone. You can have as many as you want and they will each work when you use each one.

EDIT: Actually, it occurs to me that since you can use the ring of spell knowledge to copy a spell that an enemy has cast/is casting, you can potentially learn one of an opponent's favored spells (of level 1-4) explicitly for the purpose of counterspelling it later, even if it's not a spell you could find a page of spell knowledge for ahead of time. That is probably an intended utility that also factors into the price and slot requirement.

EDIT EDIT EDIT: Also, I missed that the Ring allows you to treat the spell as if it is on your class list even if it isn't (though they then require a higher level); The page of spell knowledge only works with spells that are already on the bearer's class list.


Like if angels represented virtues, or something?


I like Lashunta, Changelings, and Skinwalkers a lot.


...Kostchtchie's INT should probably not be higher than 20, that's part of the problem.


zauriel56 wrote:
The Golux wrote:
I though Heaven had nine layers, for some reason...
its been awhile but i think Paradiso is 7 as well, but I could be (probably am) wrong.

Having since checked, in the Divine Comedy there are nine layers, matching up with astronomical figures (one layer is the fixed stars, and the undiscovered-at-the-time planets aren't counted) as well as the nine orders of angels (Angels, Archangels, Principalities, Dominions, Powers, Virtues, Thrones, Cherubim, and Seraphim), though diverging from Dante certainly isn't wrong per se. And the number of celestial figures and types of angels/archons is different anyway, not to mention the two other good-aligned planes!


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The thing that annoys me about commoner is that it's literally worse than just having hit dice of humanoid. They should probably be the same, both representing creatures with no real training beyond their natural abilities.


I though Heaven had nine layers, for some reason...


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lemeres wrote:
wraithstrike wrote:
lemeres wrote:


So disregarding the spell descriptor staining your soul and such, I think binding demons is probably evil anyway.

What about binding good outsiders? Is it good to force an angel(just an example) to work for you?

I am not that experienced with binding, but don't you have to pay them? That makes this more like forcing him to listen to an offer for independant contractor work.

I would say that one wizard discovery where you continually blackmail an outsider with their true name is far worse.

Planar Ally requires fair payment, Planar Binding does not (though it can help).


The only major flaw I find with this book is that it came out too late to be able to feature the Caligni. The Drow content is good, but it's probably what I would swap out (They can have their own book with Duergar and Svirfneblin).


Raven Gravehart wrote:

I was using the standard roll system which is why the stats are so high. Every group I have ever played with has always used roll 4 drop the lowest so we get a player or two who are godlike and a player or two who have to be healed and resurrected a lot (my rogue from AD&D 1), with one or two that are just about right (my current Hunter in RotR).

Aside from the extra +2, those stats are reasonable for an Azlant PC, but NPCs unless specially noted use standard ability scores or arrays rather than rolled stats or point buy, partly to make it easier and partly to represent them as average, less-optimized people.


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It's the alignment of your vigilante identity that matters, but yes beheaded are usually for evil casters.

I think the "Expectation" for the level 3 change is that your familiar becomes a celestial/fiendish/axiomatic/anarchic/counterpoised version of itself, but you don't have to do that.


Johnnycat93 wrote:
Any barbarian worth their salt should be taking Raging Vitality.

That delays the onset of Sudden Max HP Loss Death, but it actually makes you go even further into the negatives when the rage finally wears off, so I don't call that a full fix.


That seems like it might help with the problem with barbarian rage HP - that beyond a certain level, if they get knocked out or brought to 0 HP in battle, they go instantly to being totally dead without any period of bleeding out. I agree that having them pass out half-dead is appropriate and probably intended, I just don't like the risk of going to all dead so fast.

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