Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Lini

The Golux's page

RPG Superstar 7 Season Star Voter, 8 Season Marathon Voter. 1,022 posts. No reviews. 1 list. 2 wishlists.


RSS

1 to 50 of 1,022 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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).


1 person marked this as a favorite.

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!


2 people marked this as a favorite.

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...


3 people marked this as a favorite.
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.


1 person marked this as a favorite.

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.


So you have ten rounds worth of named bullets that last a little more than an hour, here, right? For that 10,500 gold? This seems like something that could be overcome pretty easily by an obstacle that takes a significant amount of TIME to overcome, so that the named bullet can't be precast on the entire ammo supply. The technique is a lot less useful when you're trying to get it done with a monster bearing down on you and you can only enchant one bullet per round.


Ah, I suppose that's something at least. If nothing else, it's not the only ability it gets at 20, so the other stuff is good.


Quick minor question: Is there any point at all, mechanically, to the Shadow Eidolon getting its Darkvision increased to 120 feet several levels AFTER getting See In Darkness? My impression was that See In Darkness is Darkvision Without Range Limitations And Possibly Even Somehow Being Able To Tell What Color Things Are.


Xethik wrote:
Mark Seifter wrote:
Arachnofiend wrote:
Deadmanwalking wrote:
Feros wrote:

Yep that is the progression exactly. In addition:

** spoiler omitted **

Awesome. That puts it only one point below Good Will Save progression, and generally makes the Swashbuckler [i]much[i] more viable in a lot of games.

Plus actually being good at social skills in a pinch. Though they'll need to alternate them with combat to recover Panache properly.

And also, I'm a huge fan of the flavor. I'm in on playing this Archetype. Whenever I get the chance, anyway.

I fully agree. The only thing I would want different about it is having some way to restore panache when you "win" at social combat (in addition to the regular ways of course), though since I haven't seen the specifics of that rule set yet I wouldn't know how that would be done.
Just have them gain a point whenever they win a verbal duel, and you're set. I wrote that archetype after playing a swashbuckler in Skull and Shackles for a while, and I'm glad people like it. I didn't put that bit about verbal duels and panache in there in part because I didn't feel it was worth it to have it alter panache, and that would alter panache.

More of a rhetorical question than a real one: If you added a separate ability that was something like:

Inspiring Debate: At 3rd level, each time a Noble Fencer wins a verbal duel, she regains 1 panache point.

Would that be considered to altered the panache class feature? I guess based on this faq it would.

Which is too bad. Ah well; seems like in a home game it would be an easy sell.

I might have actually built into social combat ways to regain Panache/Grit/Sleuth Investigators' Luck; that wouldn't change panache because it's part of the combat system.


If you wanted to sub it there are definitely smaller kinds of penguin (Say, Adelie) that you could use the puffin with the fly speed swapped out for swim, hold breath, and a toboggan speed with no issues.


If it's a familiar, you can use Share Spells to cast reduce person on it, unless the Valet archetype trades out Share Spells.


Saying "Darkvision" pretty much implies darkvision's limitations, though, and Darkvision does have ONE advantage over blindsight - you can't read printing/writing with blindsight.

Really though, given what the Astomoi physically are, Blindsight makes a lot more sense, though it really WOULD make them unplayable, since plot threads often revolve around writing, even ASIDE from the need for braille scrolls.


My personal inclination is to make a more player-friendly version more like the classical astomi (hairy, having eyes), and make this version have blindsight but be specifically a little more powerful than is normally player-appropriate, since it is a psychic/ki-based alteration.


Since a lot of people here seem to be really good at this, how do you think the balance would be for giving sorcerers bloodline spells 1/day the level before they get access to the equivalent spell (bumping it back two levels from where it is, to where wizards get access to that level of spell)?

Also, for all you wizards and especially Thassilonian Specialists, what schools do you eschew? I have a hard time picking, though Necromancy is usually one of them (though it has some really useful spells, like spectral hand and false life)


Looks like Boon Companion has some weird cases anyway, so here's another one to add to the pile:

Can a Druid with Racial Hit Dice take Boon Companion to make their animal companion more effective than the companion of a Druid of that level would normally have (but closer in effectiveness to a druid of that CR would normally have)?

If a Ranger with Racial Hit Dice takes Boon Companion, does it only provide the normal +3 Levels the Ranger's companion is delayed by? Or do the racial HD allow it to provide the full +4?

This is mostly relevant for monster NPCs or unusual games, but it can be a significant deal - if a wood giant hunter, or a nymph druid, or a janni ranger, or a yamabushi tengu samurai has an animal companion according only to their class level, it could be on the weak side or even basically irrelevant, but boon companion could make the companion much more commensurate with its master's threat level.


Not surprised to see this one redone, seeing how it keeps coming up in other Adventure Paths.

I hold out hope for some of the others eventually being updated as well, but this is a cool one!


I do overall like the website but I think the left menubar and the top menubar have some weird overlap/redundancy and are organized differently, and the center tiles on the main homepage could be organized a little better and the things they lead to could maybe be simplified a bit.


Can't Grippli get a prehensile tongue? And if you apply the poison later instead of on creation, you could use toxic skin without worrying about it expiring.


This looks interesting!


Actually, while I agree he doesn't sound necessarily heroic (though we are not getting solid information on his personal motivations and the distinctions he makes, everything being formatted as hearsay), he does definitely sound like a vigilante, in the traditional sense of the word.

1 to 50 of 1,022 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.