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The Golux's page

RPG Superstar 7 Season Star Voter, 8 Season Marathon Voter. 1,050 posts. No reviews. 1 list. 2 wishlists.


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Arcanist or even just an ordinary Wizard as long as you don't take Evocation or Transmutation as opposition schools. You will probably need to make yourself a wand of magic missile or something at some point as either an arcanist or a wizard.

I think the model for a more respectful colonization is somewhere between what the Vikings did and what the French did. That said, that's no guarantee that Arcadia is going anything like that.

Just go with two domains out of Evil, Magic, and Trickery or fire; the first two overlap and the latter two are possible fifth domains for this alleged face of Nyarlathotep (I would go trickery over fire), and this face's favored weapon is the same as Asmodeus's (Heavy Mace, if I recall correctly). If you make those choices, it doesn't matter which deity you actually worship because you're not doing anything limited to one or the other.

kyrt-ryder wrote:
The Golux wrote:
kyrt-ryder wrote:
The Golux wrote:
You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.
Why do people WANT 'gods' like this? These aren't characters in the world, they're unapproachable freaks.
Well the Miracle thing is non-negotiable, since any full deity can grant the miracles of any number of worshippers simultaneously.
I get it. You see divine magic as the hand of god. I see it as magic caused by Faith, the object of said faith having little to no relevance.

Not all divine magic necessarily, but Miracle specifically I consider to be an act of a god.

kyrt-ryder wrote:
The Golux wrote:
You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.
Why do people WANT 'gods' like this? These aren't characters in the world, they're unapproachable freaks.

Well the Miracle thing is non-negotiable, since any full deity can grant the miracles of any number of worshippers simultaneously. The other stuff is mostly there to allow for the vague chance of gods being killed or defeated by non-gods. I admit that there should probably be some skills that they do not automatically have at least +40 to, since mortals seem to be able to defeat gods at skill-related challenges far more often than in outright battle.

Also, as a note, I'm of the opinion that NORSE Gods could probably reasonably be statted as demigods (albeit probably with five domains) under current pathfinder rules; they're not only not immortal but they routinely have trouble with Jotuns, unless you would have the entire race of Jotuns also be deific. Greek gods are far more force-of-naturey and do things like the aforementioned crushing-the-father-of-monsters-under-a-mountain.

You're not a god unless you can cast miracle at will as a free action, have at least a 90% chance to negate critical hits from a non-mythic source (75% non-deific source), automatically save versus non-mythic effects, and have magic and damage immunity against non-mythic or deific sources. And at least +40 on all skills.

Honestly the level adjustment for the lycanthrope template is less about animal stats and abilities (though those help) and more about the DR 10/Silver, I think (though any other movement speeds are part of it too). When I played a lycanthrope the GM Had it have the reduced DR of an acquired and made the form changing slower like an acquired (though I didn't have to make the save). Then again, the situation for that was a little different anyway (It was technically acquired, but as a gift through a ritual by a clan of werebears rather than inflicted by bite).

Drakes don't have hands, so Wands might be tricky.

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Those dinosaurs are a pretty solid mix of classics that haven't been statted yet and ones that are more uncommon but pretty cool.

The difference between hardness and DR is that hardness also applies to energy damage, whether magic or not.

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James Jacobs wrote:

The Doomkitten is 100% correct.

The act of intentionally creating undead is evil, and as a result most undead are evil, because they're filled with a burning desire and need to bring harm to life and to consume living energy and spread pain and sickness and so on.

But ghosts aren't usually intentionally created. They arise when a spirit is unwilling to move on, when a soul is not allowed to rest due to a great injustice. As detailed in the bestiary...

"Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife."

The primary reason why most undead (and even most ghosts) are evil is simple—that's the classic role they play, and the role undead are most well-suited to play. Look at all the world's stories about undead. Yes, there are examples of them being non-evil, but those examples are not the majority, and I can think of several that portray undead as non evil that are common targets of ridicule, which hardly makes them a good contender for something to aspire to.

For me, as creative director of Paizo, I prefer the stories where the undead are evil, where they propel horror stories, since "fear of death" is at the core of all undead stories. But there are exceptions, and in most cases, those exceptions are ghost stories. I can think of MANY ghost stories that are great but don't portray evil ghosts, but even then most ghost stories are about bad ghosts.

Beyond ghosts, I'd say that vampires probably come in second in the "sometimes they're not evil" but that's both rarer AND (in my opinion) easier to turn into something ludicrous than a non-evil ghost. (For the record, when I say good movies about non-evil vampires, I'm specifically referring to "Near Dark" and the Underworld movies and "Let Me In," but whether or not the vampires in those movies are actually good or are just not-all-out-evil is kind of a matter of opinion.)

Leng Ghouls are the other kind of undead that specifically has a "Sometimes not evil" callout in their bestiary entry, I think, presumably because of The Dream-Quest of Unknown Kadath and some other stories (one of which I will not not name because spoilers) casting the Ghoul characters therein as comparatively benign and relatable presences, while still definitely being monstrous.

This looks pretty cool, more dinosaur possibilities is always nice!

Dale McCoy Jr wrote:

Today we share with you hexes from the Agility patron. Read all about them at

Question: would you like the patrons defined more? Should they have names, personalities, goals, ...? Should they be more than vague nebulous forces? Should they be as detailed as deities, even if they lack the restrictions the religious classes (cleric, paladin, inquisitor, warpriest) have?

The difference between Patrons to Witches and Deities for divine casters to me is that the Deities are granting you a bit of their power in the form of spells, whereas the Patrons are just an extraordinary tutor that teaches ways to use your own power. The different themes of patrons aren't necessarily single individuals; there can be different entities that work as agility patrons, and the same entity can potentially serve as a different type of patron to different individual witches (for example, my Cartomancer witch's patron spirit is the spirit of the Harrow decks, which is a Deception patron to her, but could easily be something else)

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:


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.)

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