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Tin Golem

TheSideKick's page

Pathfinder Society Member. 1,640 posts (1,641 including aliases). No reviews. No lists. No wishlists. 6 Pathfinder Society characters.


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Shadow Lodge

Kazaan wrote:
AGorgen wrote:

@EvilPaladin

I don't understand how frostbite would work with everyone of my 7 attacks.. isn't it delivered by a melee touch attack? I don't have any touch attack, so I could only deliver it if I made a standard action to deliver it, or am I missing something?

It's a general rule for Touch spells that you can deliver them with either a melee touch attack as a standard action or any Unarmed Strike or Natural Attack (which can be AoOs, at the end of a Charge, attacks as part of a Full Attack, etc). Each time you punch, claw, or bite, you will deliver a Frostbite charge, so long as you have the charge available.

its held in a ahnd, so you could only get it with one attack.

moms, dragon and tiger style can be a very brutal combo when you factor in polymorph effects like turning into a huge sized giant for your unarmed strikes.

dragon style + tiger claws + tiger pounce can get nasty quick. 4x strength and 2 attacks as a full round action.

Shadow Lodge

technically a SLA is not a spell. this does not mimic a spell by name, so by raw prototype00 is correct.

i agree with Gauss that it is a serious RAW work around and would be very hard pressed to let that fly at my table.

Shadow Lodge

brawler is very boring. lets talk about the warpriest blood rager, or slayer... wait slayer is pretty boring also...

just me or are the majority of the classes coming out just boring as all hell?

Shadow Lodge

STR Ranger wrote:

Black blades are freakin awesome after they have a few levels up. I have played a black blade in a wrath of the righteous and despite being down an arcana he rocked hard.

I don't see them as any more fighter-y than a normal magus.

The ability to save on the single most expensive item in the game DOES matter because it allows you to bump the rest of your Xmas tree a fair bit.

The really shine in tight camaigns. If money is not an issue, then not so much.

i agree with this post 100%, my one thing i would like to add is that if your gm chooses to, that bonus becomes a massive penalty. having an intelligent blade can be a hindrance.

Shadow Lodge

andreww wrote:
For people planning to grapple Incendius do you have a plan for when he ceases flying and plummets into the 100' deep pit of lava in his lair taking you with him? Also as yet you cannot actually see him due to the smoke and the combination of Mind Blank and Greater Invisibility.

yes boots of the cat(minimum fall damage), and fire resistance + true sight goggles. all things i have on my tetori that i play. ive done this to 4 dragons now. my character developed counter strategies for every color of dragon. water dragons are the worst, red is pretty easy to kill.

my gm stopped using them against me lol.

Shadow Lodge

Dasrak wrote:


Finally, there is the Mystic Theurge. This class has exceedingly powerful abilities (double spell progression!) gated by some of the most draconian prerequisites this side of whirlwind attack. If any class was going to cause problems under this ruling, it was Mystic...

ok in homes games, omg wtfbbqsauce broken. 4 fireballs that deal 120 points each in acid damage at 13th level, then cast 35 more at 2 per round.

in PFS still very powerful because of the ability to spam fireballs, or what ever evocation spell they choose to use, all day and cast healing/buff spells. not the most broken class for PFS by far, but still pretty dang annoying for a gm and other players at the table.

oracle (flame)/sorcerer(cross blooded) aasimar can PrC at 4th level. and man oh man can they blast, while still being a powerful group buffer.

**edit**
oh they limited spell synthesis to once per day, ok so its not actualy as good as i thought. once per day you can quicken 2 fireballs and follow it up with a full round metamagic fireball.

Shadow Lodge

Sagotel wrote:


Core Rulebook wrote:
Rounding: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.
Once in a while, it works to the player's advantage. Not often, mind you...

im glad you found that, i never knew it was a true rule. i know in 3.5 it was always the worst result for the player a s a rule.

Shadow Lodge

Jon Otaguro 428 wrote:
TheSideKick wrote:
Mathwei ap Niall wrote:


Not quite true. Other then giving up early access to spell recall it also forces the Magus to give up several Arcana he would have taken if he hadn't spent those arcana slots on hexes. This is not necessarily a bad thing but it is an opportunity cost that you have to absorb.
Not terrible but can be unpleasant to let some of those options go in a feat-starved class.

but now you need to weigh the value of hexes like ice tomb, evil eye misfortune + cackle, sleep hex, against magus arcanas that are, for lack of a better terms... garbage by comparison.

honestly i think hexcrafter is nothing but a boon to the magus class.

Maybe in pfs hexcrafter is ok since characters don't play much after level 11, but in regular adventure paths, improved spell recall is awesome. Recall a fireball or any other third level spell for 1 arcane point - yes please.

Shouldn't you round up to 2 points?

But extra fireballs are nice but having a near endless supply of spell based debuffs and save or die utility out weights improved spell recall by a wide, wide margin.

Shadow Lodge

StreamOfTheSky wrote:

Other than this new ruling that Qingong can't give back abilities archetypes take away that I was unaware of, I do know what I'm talking about.

That dragon has obscene CMB/CMD and can utterly destroy the Tetori with natural attacks and/or breath weapon while grappled if it is anything less than pinned at all times. Unless you have at least a +15 edge over it on both monk CMB vs. Dragon CMD and vice-versa, I'm skeptical you'll be able to pin it down long enough to actually kill it before it kills you.

I think my tetori capped at 50 cmb + true strike, and a 61 cmb that good enough for you?

Edit* actually I think it was 71 cmd

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StreamOfTheSky wrote:
I'd say the major flaw in the plan is expecting to pin the dragon in a single round and hold him there for many rounds to follow. Tetori might be able to get Abundant Step back by level 20 via Qingong Monk. I don't know, I have no idea how many other bucketloads of class features Tetori sacrifices; it's a horrible archetype for an already horrible class so I don't pay much attention to it.

I'm happy for your ignorance, but yeah stop talking until you know what you're talking about lol

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No flaw, it's called horizon walker you get DD back

It wasn't necessary until they made that s$!*ty ruling that qinngong can't get abilities back that archetypes take away.

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Tetori, DD over the dragon and dimensional agility grapple the dragon the pin that f%*&er and nonlethal him to death.

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yeah you can get pretty insane numbers with a cross blooded shocking grasp orc/blue dragon build.

i think its the best nova build for a magus also, that plus dervish dance.

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its called thunder and fang, it only works with an earth breaker though. and it doesn't really let you wield a larger sized weapon in one hand, but lets you wield a medium 2 handed weapon as if it were a 1 handed, pretty much to the same effect.

with impact you can make your one handed weapon hit for 3d6 base.

Shadow Lodge

why would you guys necro this thread?!?!?! it died and came back because you people wouldn't leave the lake!!

it Friday the 13th xxvii run away!! only no nudity :(

Shadow Lodge

all druids run out of steam from a mechanics POV at about 10. nothing you can do to stop that.

but if you were willing to multi class, barbarian isnt the worst choice. you gain a boost to saves, HP, and access to great rage powers like witch hunter, and superstitious.

but a different rout you can tred, is by taking aasimar as your base race, making you cha a 15, and going into daragon disciple + orc/abyssal eldritch heritage. a massive boost to strength would allow your pouncing strong jaw, big cat build, to stay relevant up to 20.

your will get out DPr by a barbarian, fighter, and even a monk (potentially), but you will have access to 8th level spells. this is much better over all rout to go.

it would be druid 16/ DD4

you can get a 50 -ish strength by level 20 while i cat form, and still be able to go into dragon form in the late game.

Shadow Lodge

LazarX wrote:
FavoredEnemy wrote:
Sounds more like neutral evil to me. Stealing a person's body against their will, and potentially burning it up in the process. Seems a little harsh for lawful neutral.

Sidekick describes, somewhat incompletely one incarnation of Dr. Fate.

Dr. Fate the hero isn't the Helmet, he's the composite of Naboo. the really bastard Lord of Order who takes the form of the Helm whose actions are moderated by Kent Nelson the human he posesses.

At some point Nelson decides that Naboo isn't worth working with and goes without the helmet.

Another incarnation of Fate is the merger of Kent and his wife with Naboo,

A third is Inza alone.

The Lords of Order are pretty much as nasty as their Chaotic counterparts, both sides pretty much are set on victory no matter the collateral cost.

Compared to Naboo, Judge Dredd is Clark Kent.

the description of the Fate was placed in terms for pathfinder players to have a point of reference. i wasnt going to go deep into the origins of the character or the true name nabu.

but my concern is... will having the ability for a host body die, and the "chracter" survive be too powerful or unfair to the other players.

it would come at a very high price tag. any day the host, who may be forced into doing what i command, would be allowed a save then just remove the helmet. that would leave me as just a helmet for the duration of the adventure. my party members could be accommodating and just place me on an unconscious npc. but then again they may not view that as a thing there characters would do, since it would be no different then casting dominate person on a sleeping person.

then again if the enemy gets the ability to destroy the artifact, that would kill my character completely without any way, barring wish/miracle, to bring them back to life. plus i would be completely at the mercy of those around me while i didnt have a host.

FavoredEnemy wrote:
Sounds more like neutral evil to me. Stealing a person's body against their will, and potentially burning it up in the process. Seems a little harsh for lawful neutral.

he would be neutral evil IF he wasn't bound to his word, and only proceeded to keep someone against their will if he deemed the risk necessary. he has released people in the past for being unworthy hosts, as well as refused to release people as a result of them being "perfect hosts". in the case of kent... dont remember his last name, he was actually a litigator for the opposing side of the actions of Nabu. if Nabu did something unreasonable or to extreme, kent acted like a conscious. just like how they portrayed him in young justice.

Shadow Lodge

Mathwei ap Niall wrote:


Not quite true. Other then giving up early access to spell recall it also forces the Magus to give up several Arcana he would have taken if he hadn't spent those arcana slots on hexes. This is not necessarily a bad thing but it is an opportunity cost that you have to absorb.
Not terrible but can be unpleasant to let some of those options go in a feat-starved class.

but now you need to weigh the value of hexes like ice tomb, evil eye misfortune + cackle, sleep hex, against magus arcanas that are, for lack of a better terms... garbage by comparison.

honestly i think hexcrafter is nothing but a boon to the magus class.

Shadow Lodge

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so ive been getting back into comics and super heroes. recently ive been reading Dr. Fate. for those of you who dont know who Dr. Fate is he is basically an artifact that has the consciousness of a being of order.

the artifact is a helmet, anyone who places the helmet on is basically taken over and enthralled into his service until he decides that his presence is unnecessary then releases you. in the process his power will destroy the weak and nonmagical, only a being capable of magic can truly contain his power and not die as a result eventually.

so i was thinking in my next home game, i would build Fate. it would be a helmet that has a high intelligence and Ego and once the helmet is placed on a NPC they would then be the vessel for my character, allowing a save vrs the possession from the artifact, no different then any other intelligent item.

im trying to get all aspects of playing this concept from the positives to negatives. if anyone has any observations of weaknesses and strengths i would love to hear them.

how the character works: humanoid places helmet on, saves vrs possession, then on a failed save my character stats override the target as if i were playing my level 5 character (or what ever), if the target isnt of 5th level and have access to arcane magic as a class feature the body withers and dies after one in game month requiring me to repeat the process or relinquish the vessel.

lawful neutral is the mandatory alignment for this concept. and im thinking a god wizard would fit this concept very well.

Shadow Lodge

blahpers wrote:
Magic missile isn't a blast spell. It's a counterspell that happens to also do some damage.

tell that to someone loading it up with metamagic feats and has the force missile mage PrC... mmm i love that PRC so much!!

Shadow Lodge

FiddlersGreen wrote:
Cap. Darling wrote:

Unless you use the retraining rules taking all the polymorph spells on a sorcerer is gonna feel like a waste. But if you do i suggest the abherrent bloodlineline, for some durabilite. Stay sorcerer all the way to get bigger and better spells faster.

Take a longspear until your defenses are a bit better like when you get mirror image.
If you dont use the retraining rules look at the transmutation specialist wizard instead.
This is why actual sorcerer levels are a good thing. You get to retrain a spell for free each level. You should not need to know any more than 1 or 2 polymorph spells at any time.

i would disagree with that completely, you should know the best version of each polymorph spell as each one brings its own utility to the character. you should also know atleast one other polymorph spell per level you can cast for an emergency back up casting.

the only exception to this is if you are a half elf sorcerer, since they gain paragon surge as a spell.

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Imbicatus wrote:


Four: Intelligent items are a pain. Bickering with your blade is not my idea of fun, and I was never really a fan of Elric, so having a powered-down Strombringer isn't appealing.

a gm who plays by RAW may use your weapon to prevent you from actions out of your normal character. ive done it to a player 5 times in one session because he was a neutral good alignment and he was trying to commit evil acts to by pass NPCs, making unnecessary threats of violence, and actually trying to "murder" a downed opponent. the sword who was also neutral good wasnt havin none of that. it also can try to over take you to pursue its own goals in the late game. you will eventually roll a 1 and it will eventually get you no matter how high your will save is.

those will saves can really get annoying for you.

Shadow Lodge

Dragoncat wrote:

And not only that, but think of all the metamagic feats that can be applied to it.

There's very few guaranteed defenses against it: the shield spell and spell resistance.

It can even target multiple foes at once.

way more then just one spell to defend against it, but i agree with the metamagic boosting ability of the spell.

Shadow Lodge

you absolutely dont need intimidating prowess, you should have a high enough cha and class skill for the build to still function.

just fyi shatter defenses, for a solid paladin, isnt a very good option. if you want to be a good demoralizer then you should grab corungon smash, and forget dazzling display + shatter defenses.

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Jiggy wrote:
Wow, people are still replying to this? Thanks folks! Though it was mostly just a thought experiment, and I'm fairly convinced it's not a good idea now. :)

its not a bad character if you focus on polymorph effects. it will never be great, but it wont be terrible.

levels 1-5 will stink to high heaven, but monsterous physique, undead anatomy, dragon shape, and elemental form 2 (assuming you can get away with still holding your weapon?), can make this a very functional character. you will be fagile , but you can also get some damage in.

i tried to make this work with a half orc for the bite and falcata proficiency. seems to have worked semi good.

and yes i read your entire post

Shadow Lodge

Under A Bleeding Sun wrote:

Rogues/ninjas actually can pull off pretty decent archers/shuriken throwers. If they take a level in oracle (waves) for. Fog sight and pick up obscurring mist they have pretty reliable sa damage. Ninjas also get a smoke bomb they can use, but it burns ki. A ninja with a level in monk, rapid shot, and the throw extra shuriken trick can dish out a fair amount of damage standing in one of those, greanted their BAB will be hurting pretty bad.

you know the funny thing is that i made a character a long long time ago and never knew that clustered shots worked with nonbow ranged weapons. a shiriken thrower can be devistating with that feat, and waves oracle/fog cutting glasses.

off topic, but a super awesome ranged build with 8 attacks at 7th level.

i have a few suggestions for you to think about, but i like it.

Shadow Lodge

you can accomplish everything on that list with a umd rogue, druid, monk, or even an NPC class like adept.

but yeah youre looking for a bard, and really nothing unique about it so you could get by with just the CRB.

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Renegadeshepherd wrote:


No paizo only. Strictly speaking I'm not married to the sorcerer but I prefer the idea of strong and great smile over strong and durable unless the sorcerer is just plain bad when compared to the alternative. All that said, what did u have in mind for a build? Witches are my WORST and least played class so I would likely need a tutoring on that path way.

i would suggest wizard transmute school. extra bonus to a stats like Con, very powerful since you lack HP. then you can still eldritch heritage into orc for your boost to damage. going with wizard is a stats boost and an extra level (only need to be a level 17 wizard for 9th vrs an 18th as a sorcerer) to gain your 9th level spells. so for instance you could do a 2 monk/8 wizard/10 EK and max your ability to increase your physical damage.

you could even do a 1 monk (or unarmed fighter for light armor proficiency and celestial mail armor)/4 DD/10 EK/5 wizard to max your HP.

Shadow Lodge

Diminutive Titan wrote:
JasonKain wrote:


He's saying that any damage that does not kill an enemy is, by definition, non-lethal damage. If you have cure spells, as long as you can get to the enemy before they bleed out, you can do whatever you want without killing them. The harpoon deals lethal damage, but as long as you have something to heal the HP damage, a harpoon could effectively disable and snare an opponent as well as anything else, and after the fact healing makes it, mechanically, like nothing ever happened.
Ah, I see, that makes sense. Suppose the rest of the party deals predominantly lethal damage, would it be wiser to go for that route and not go for a non-lethal damage build?

actually the funny thing is if you deal in non lethal damage it actually makes your character MORE valuable. if you hit for 10 points non-lethal, and your 4 teammates hit for 10 points lethal each, once you exceed there current hp they go to sleep. that means no diehard/ferocity to keep them in the fight. so if the target had 49 hp hes K.O.'d

Shadow Lodge

eakratz wrote:
Gregory Connolly wrote:
I think the Monk level can be worth it 100%, but only for a few specific cases. Sohei 1/ Tattooed Sorcerer 1/ Eldritch Knight 10/ Bloodmage 8 should be competitive with Sorcerer 20. Monk 1/ Wildblooded Sorcerer (Empyreal) 19 should also be competitive with Sorcerer 20. I also think playing a Human with Focused Study and taking the Eldritch Heritage line over and over and grabbing spells known FCB is a good idea, so is a Half-Elf with Paragon Surge instead of 2 extra Skill Focus feats.
A two level dip into Sensei monk from the Empyreal sorcerer would be well worth it imho to get wisdom to attack. I am doing something similar and it has worked out pretty good.

you could also accomplish this with an, admittedly less effective at melee, zen archer 3 level dip.

i melee sorcerer is great with dragon disciple, and hell knight dip. but you may not want to play that kind of character.

if you wanted to play a solid sorcerer without any dips play a transmute specialist. im trying to get this to work as a personal challenge, but its sucks so bad until i gain access to the better polymorph spells. one of those, just bend over and bear it until it gets to level 6+ then it gets amazing.

i would suggest that you play a more humanoid character and focus on a 2 handed weapon. i went with 6 sorcerer for Monstrous Physique I then it got good. i went with orc for the bit and falcata proficiency, my character is going to focus on monsterous physique, undead anatomy, and dragon form (im assuming dragons can hold weapons?) to maximize my damage ability. only issue is that even with a nat 18 con ,yeah i stacked the heck out of it, and toughness im still lacking bigtime in HP.

it was a good experiment, but it is a terrible character outside of its flavor.

Shadow Lodge

StreamOfTheSky wrote:
Aging Touch: Not that great, but useful vs. constructs and decent enough in most situations to justify picking it up...eventually

aging touch is one of my favorite abilities of this mystery. its only one use per day, but has no saving throw. its a martial killer, and can even help take a caster down by making them encumbered if they are in armor.

my only issue is that its a once per day ability.

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Shimnimnim wrote:

I find time the worst mystery. I couldn't find anything on it particularly good.

That said, I could be wrong! Can someone enlighten me on this one?

time has one ok ability, the ability to blink someone out of exsistance

Erase from Time, it can be used offensively or defensively.

if you can play him to 11 then time sight is really good.

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Titania, the Summer Queen wrote:
always the side kick, never the hero

tell that to young justice

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TriOmegaZero wrote:
TheSideKick wrote:
im assuming the druid cant find me
And if he's been following you in earth glide the entire time?

pretty damn impressive, since i in the real world. i guess i would climb a tree?

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TriOmegaZero wrote:
TheSideKick wrote:
yes

As I said, differing standards of comparison.

What does your character do when the druid comes back?

im assuming the druid cant find me, because this isnt a RP session this is a session where i get up from my computer because that druid ran like a b%~+*.

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TriOmegaZero wrote:
TheSideKick wrote:
Taenia wrote:
So the Druid 20 waits til you use your scroll and earthglides away and comes back the next day?
so you admit you lost the combat because you got scared and earth glided away?
You didn't defeat him, you're missing gold, and now you have no scroll. You call this a win?

yes, because he ran away. that means he lost

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Taenia wrote:
So the Druid 20 waits til you use your scroll and earthglides away and comes back the next day?

so you admit you lost the combat because you got scared and earth glided away?

Quote:

The issue is one of resource management and allocation and it is one where Druid 20 will have an advantage.

Keep in mind though that all of this is really of limited value. The point here is decide what angle you want to play and play it that way. If you want more melee focus go druid/monk, though I agree that 19/1, 18/2, 12/8 and 8/12 are better breakdowns than 10/10 which is one of the worst esp. from a BAB and save basis, if you want more casting/versatility/flexibility consider straight druid or the 19/1 if you want just a little monk.

do not reference my post, then make irrelevant points to my post. this has nothing to do with what im saying. im guessing 2 different conversations are occuring right now.

Quote:
Personally given that some GMs question whether monk abilities work if you are wearing armor or wild armor and wild shaped make sure you discuss your options first.

it does, tell you gm "oh well" if he doesnt like it.

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THE ENTIRE FREAKIN PREMISE IS A META!! this is a bubble discussion, this isnt a boss encounter. there is no BBEG, its my character kicks your character in the teeth.

how did arrive at the conclusion that this is anything else?!

i said " a 12 sohei/8 druid can destroy a solid 20 druid" i didnt say lets make believe that my character is prancing through the flowers singing the sound of music and you jump me. this is an assumed conflict with both parties aware of the combat.

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andreww wrote:


Well the benefit of the Druid20 is that he just casts them every day so if always prepared. You are having to buy high caster level scrolls and use them every day or you end up not having them available when you do encounter your target or you have to use them in combat which is horribly inefficient. 3500 may well be pocket change but when you are paying it out every day it is much more of an issue.

you are aware that the entire premise of my exchange with TOZ and Kirth Gersen is a single combat exchange right?

i dont understand why you even needed to add that. how many days is irrelevant unless this combat is planning on using the span of weeks to be concluded.

Shadow Lodge

Claxon wrote:
TheSideKick wrote:
im very, very confused how giving +5 damage to an attack is broken...

An attack? You mean all attacks in a round.

And it's not arcane strike that is itself a problem, it's what he has to choose to do with his swift action.

With the ability to activate Arcane Strike for free he could:
1) Activate Arcane Strike
2) Cast Swift Intensified Shocking Grasp
3) Spell Combat with Intensified Shocking Grasp

He would get at least 3 attacks with his sword using Spell Strike (each one with the damage enhancement (potentially 5 extra damage per attack), and 2 intensified shocking grasp for up to 10d6 each.

It's a big deal. That doesn't even factor in having to choose between Arcane Strike and spell recall or other abilities the Magus have that are swift actions.

so at level 20, you know when he can actually hit for +5 damage... it would be broken?

Gregory Connolly wrote:

If you compare Arcane Strike to Weapon Specialization...

Now take away the action to use Arcane Strike...
If you can do that, not having a scaling SLA on your fighter build becomes crippling in the DPR olympics.

but i wouldnt need to waste wealth for the static +2/+4 damage from those feats...

ive always looked at arcane strike as a crappy feat, this way it actually a good/great feat, and he would have to burn wealth, i dont know how much, to do it.

Shadow Lodge

im very, very confused how giving +5 damage to an attack is broken...

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TriOmegaZero wrote:
TheSideKick wrote:
i dont see why this is a negative...
Like I said, nothing I say will enlighten you.

sure?

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TriOmegaZero wrote:
TheSideKick wrote:
really so you dont get them for free?
Do you see how that would make a difference when comparing the two characters?

in a fight against each other? no

would 3.5k ruin my characters ability to do combat? no

would spending 3.5k (at the most) for a scroll even prevent me from getting my +10 falcata, my +10 medium wood armor, which would still let me flurry? no

basically im tossing pocket change for an advantage in killing my target. i dont see why this is a negative...

Shadow Lodge

really so you dont get them for free?

omg... ive been playing the correct way this entire time!!

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TriOmegaZero wrote:
If you don't see the difference, nothing I say will enlighten you.

so scrolls have down sides, is your point? yeah i agree

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TriOmegaZero wrote:
TheSideKick wrote:
really my scrolls say we both can cast the same pregame buffs.
At a lower caster level. At the cost of other equipment.

and?

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Kirth Gersen wrote:
TheSideKick wrote:
both characters CAN CAST SPELLS FFS!! you just get more of them.
And better ones, and more out of them...

really my scrolls say we both can cast the same pregame buffs.

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Kirth Gersen wrote:
TheSideKick wrote:
so yeah standard have to be maintained even if you dont agree with them.
I'm all for standards, but not if they're specifically geared towards nerfing one participant.

are both characters not casters? are both characters not going to benefit from pregame buffs? wild shape ect...?

both characters CAN CAST SPELLS FFS!! you just get more of them.

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blood_kite wrote:
TheSideKick wrote:
666bender wrote:

anti life is only 10 feet.... but a natural attack cant penetrate, even with 10000 feet reach.
the hand will be blocked.

my sohei 12/ druid 8 uses a Falchion, and flurries with it when he cant make unarmed strikes

The falchion doesn't give you any kind of extra reach, which means all your reach is based off of your size, which would be blocked by the anti-life shell. Flurries with a polearm should work, though.

growth domain

Kirth Gersen wrote:

Pardon me, but that's absurd. A 20th level caster with access to all-day buffs will typically have them up all day. A 20th level druid isn't ever going to be in druid form unless an occasion specifically requires it; the rest of the time he'll be wildshaped as an elemental and sleeping in the ground or whatever.

By all means, a list of active effects should be provided before any fighting starts, but saying "my sohei can kill your caster if I ambush you and you're not allowed to have any spells active or be using wild shape" is like saying "I can beat a caster if we're in an antimagic field."

If you want to start "naked," with no spells, then we should also be "naked," with no gear.

well an 8th level caster with access to magic items of a 20th level character would also have a ton of buffs ready to go. post something so i can scour my books and find counters to everything you suggest as a strategy, like im a true to life psychic.

whats absurd is this level 20 brawl that the games isn't designed for.

so yeah standard have to be maintained even if you dont agree with them.

another fallacy in your argument is that i gave your druid the benefit of the ambush, seeing as though ill beat your initiative more often then not and get to go first in the surprise round anyway.

Shadow Lodge

CroutonOfDEATH wrote:
I want to make a character who is good at hindering/disabling enemies, but I'd rather not rely on spells or limited use abilities if I can avoid it. While the witch's hexes effectively do accomplish this, I already have a witch character (who is a blast to play), and would like to try something that relies on martial ability. Right now I am thinking some kind of fighter or monk and relying on combat maneuvers, but am open to ideas. Any suggestions or guides?

i have a monk/magus (hexcrafter) that can apply 8 debuffs to one target, pretty reliably.

hexcrafter would be the best choice for a debilitator. after that they have many awesome feats like enforcer + cruel weapon enchantment (or corungon smash also works). maneuvers are very hard to pull off the higher in levels you go, unless you devote quite a bit to keeping them relevant.

mantis style + stunning fist + enforcer + cruel weapon enchant + rhyme spell + frostbite (or elemental touch), that's a whole lota ass whoop!

with that one attack you can completely negate someones ability to fight for a full round accompanied by a massive penalty to ac, saves, skills, ect.. then when you're able to you can also add in blidness/deffness or bestow curse with hex strike. with MoMS monk you can add in a trip setup for using the wolf style feats to stack bestow curse 2 times in one round. crazy powerful character.

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