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Ughbash's page

Pathfinder Roleplaying Game Subscriber. 1,577 posts. No reviews. No lists. No wishlists.


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Imbicatus wrote:
Charon's Little Helper wrote:
Cap. Darling wrote:
True Star throwing ninja is an option and good benefit from cha there.

The problem with shuriken is that they get used up when thrown. In the long term it's simply too expensive to enchant ammo as your primary weapon.

If it wasn't for PFS - and the GM was using the inherent big 6 rules from unchained - I'd totally be with you.

As a way around this, you could use an Allying weapon in one hand and transfer the bonus to your Shuriken.

And the way that MIGHT not work is if the GM says you transfer it to 1 shuriken for the round (not a batch of 50).

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Bazutar wrote:

Conan The Barbarian is not a barbarian? Oh my... ;)

Conan the Barbarian was a Cimmerian, a northern tribe that were considered barbarians by the civilized people. But that was his race, his class would be fighter. Though it COULD be argued he multi classed and started as a barb and then added fighter levels (also could be argued he had some rogue levels).

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Zelda Marie Lupescu wrote:

Where does it say a CR 1 creature does not follow the Monsters as PCs rules but a CR 2+ does?

It says REPEAT this process... You have to do something first before you can repeat it. So a CR 1 creature would do it that one time, then repeat it 0 times.

Interesting interpretation... I can see it either way.

You way would basically give 1 more reduction then the way I read it.

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kyrt-ryder wrote:
Ughbash wrote:

CR 1 never gets reduced.

Cr 2 gets reduce to 1.

Cr 3 gets reduced to 2.

Cr 4 gets reduced to 2.

So always try to pick somehting iwht an even CR.

Or acquire a +1 CR template on an odd CR creature

Yes, for example a Doppelganger is CR 3... an ADVANCED doppelganger is CR 4 :)

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CR 1 never gets reduced.

Cr 2 gets reduce to 1.

Cr 3 gets reduced to 2.

Cr 4 gets reduced to 2.

So always try to pick somehting iwht an even CR.

bestiary wrote:

It is recommended that for every 3 levels gained by he

group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster’s CR, rounded down.

CR 1 divided by 2 rounds down to 0 so you never do the process.

Cr 2 divided by 2 rounds down to 1 so you do the process 1 time.

Cr 3 divided by 2 rounds down to 1 so you do the process 1 time.

Cr 4 divided by 2 rounds down to 2 so you do the process 2 time.

So at level 20 a CR1 race would have 19 levels.

At level 20 a CR4 race would have 18 levels.

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Takes a LONG time to get going but Loremaster specializing in trip and disarm with a whip and whirlwind attack can be interesting :) Enlarge for insanity.

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Threeshades wrote:

Making lvl 21 through 30 ACs would be firmly within homebrewing though.

Not really....

Core Rule book pg 407 wrote:

Scaling Powers: Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Note also that, before long, the difference between good saving throws and poor saving throws becomes awkwardly large—the further you get

from 20th level, the more noticeable this difference grows, and for high-level characters, bolstering their poor saving throws should become increasingly important. Class abilities that have a set, increasing rate, such as a barbarian’s damage reduction, a fighter’s bonus feats and weapon training, a paladin’s smite evil, or a rogue’s sneak attack continue to progress at the appropriate rate.

Animal companions scale at a fixed rate so continuning to scale them would fit in fine for the core rules in the "Beyond 20th level" section.

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When everyone else in the party is level 20, you wil be 18.

When everyone else in the party is level 22, you will be 20.

When everyone else in the party is level 100, you will be 98.

There is NOT a hard cap at level 20 and the core rules even has text to tell you how to go beyond it, HOWEVER if your group CAPS levels at 20, you SHOULD be stuck at 18 and the werewolf (cr1) SHOULD be stuck at 19.

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Duskbreaker wrote:
Yeah I suppose weapon training and gloves of the duelist tip unarmed dpr into the Unarmed Fighters favor.

That and the x3 crit at 20.

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Duskbreaker wrote:
Has anyone checked who actually did more unarmed strike dpr as they leveled, the unchained monk or the brawler?

Neither, the base fighter with no archetype does most damage in hth at level 20. (Ignoring corner cases such as huge monk using strong jaw and just doing it with base damage (2d10) vs (1d3)).

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It should not be required to be purely vertical.

Example 1) 7th level oracle comes to "Ye old Bottomless Chasm" Chasm is 50 ft wide and at the same level on the other side he uses moonlight bridge and his party crosses... Wheee it works.

Example 2) 7th level oracle comes to "Ye old Bottomless Chasm" Chasm is 50 ft wide and 40' Lower on the other side he uses moonlight bridge and his party crosses perhaps sliding down the bridge... Wheee it works.

Example 3) 7th level oracle comes to "Ye old Bottomless Chasm" Chasm is 50 ft wide and 40' higher on the other side he uses moonlight bridge and his party crosses... it is a little bit of a difficult climb... but they make it....Wheee it works.

A strict horizontal interpretation would rule out the second and third example, while they are perfectly within the rules and flavor.

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They realy need a FAQ for pummeling strike/charge.

Its interaction with Mirror Image and Sneak Attack as well as other corner cases.

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If all you want is suepr high diplomacy. Go bard. Max out perform oratory (and any other performs) and use versatile performer.

Bard 6 levels and take deific obedience.
Evangelist (at least 8 levels)
Rest bard or evangelsits.

Your Deific Obedience should be to Shelyn.

I would go human take silver tounged and focused study. (all 3 skill focuses will go into differnt performs).

Set background for magnum opus so you can take 15 on perform oratory (which is good for Diplomacy and Sense motive).

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My suggestion Bard.

Lets you be party face and buff people. The ranger can sneak ahead to do the scouting.....

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dragonhunterq wrote:

The fact is that absence of evidence is evidence of absence.

The actual quote and principle is "Absence of evidence is NOT evidence of absence".

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Mark Seifter wrote:
I think I'm not understanding your thrust correctly. Those enhancements on clothing are worth the exact same GP value as bracers of armor, which all those aforementioned classes can use, so I'm not seeing how they are being buffed by this. I'm likely missing a crucial aspect here.

Bracers have a limit on how much can be put on them. Armor has a higher limit.

For example Bracers could not be +5 armor with Full fortification, "Pants of the Hulkster" could.

Personally I consider this an unnecesary nerf on Bracers as in 3.5 they could go up to +13 (+8 armor and +5 effects), but as we all know [sarc] PAIZO HATES MONKS. [/SARC]

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thatcheriliff wrote:

I posted an unchained monk/rogue build here:

Pathfinder Unchained Builds

tell me what you think

Your AC is not as good as you think.

It is an immediate action to use which means one attack per round and uses your swift action.

So if you get attacked twice, your ac will be 20? for the second attack.

On the plus side if you have to keep using your immediate action for Snake Style, you don't need to worry about going through your Ki, you won't have the swift action to use it

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Nefreet wrote:

And, even if an FAQ or Blog came out preventing such shenanigans, it still wouldn't prevent riding a Wildshaped Druid. Unless you're broad in defining "ill-suited mount" to include all creatures that aren't trained to be ridden, which even a Druid couldn't qualify for.

But that would not stop a Syntheist Eidolon with the Mount Evolution.

Medium sized pouncing Kitty for the Gnome Lance wielder to Spirited charge with :)

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I SUSPECT that one reason that the Unchained Monk holds up similar to Core only Falchion Fred has to do with testing at level 11 (a sweet spot for new monk).

While I still disagree with not allowing dueling gauntlets but allowing styles, I would appreciate if you should run the numbers with your build at 10 rather than 11. Also if you really wanted too... level 20 might be interesting too.

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Disguise self lasts 30 min but can be redone during that time as a standard action.

Stealth bonus lasts for 3 min but can be redone during that time as a standard action.

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Mind Blanked rogues....

They do not detect by any divination trigger so they stealth right up to the trap and disable it.

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They got a number of things right, they got a number of things wrong.

New Flurry, rocks I love it.
Full Bab, much needed.

Now what I would say needs to be changed and if you houserule it you can of course change it are the following:

1) Good Will Save.

2) I like the idea of Diamond Body being a Ki power, more options is a good thing. BUT, if you choose it as a Ki power it should be at the same level it was before. So Ki power once selected should be an always on Immunity to Poison as it was before.

3) Slow Fall, again I like the idea of it being chooseable, more options etc. I just feel if you choose that option it should not be choosing a nerfed version. Slow Fall Ki Power "If within arms reach of a wall, you can reduce your falling damage by 10' per level. Any fall of over 200' is considered a 200' fall for purposes of this skill" (this gives a progression via level and EFFECTIVELY gives you unlimited safe fall at level 20 without calling it unlimited for abilites that let you move yoru safe fall distance.) It also does not use KI as per the old version.

4) Tounge of Sun and Moon, becomes and optional Ki Power, but does not use KI when selected.

5) Ki Metabolism.. I like it, it is flavorful even though it would be a nerf, I can see it as a prerequisite for the Diamond Body ability... at least if the Diamond Body did not use KI.

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Juda de Kerioth wrote:

make it simple, after an X encounter, he could feel some pain in his/her left arm, then a heart stroke... then natural death. Thats all you need because you cant resurrect someone who dies from natural death :3

Explanation: Its genetical illnes that her family never share with she.

You can not raise dead or ressurect someone who dies of old age, rules say nothing about a natural death.

Too paraphrase from a Destroyer novel.

Policeman: "he died a natural death".
Remo: "He had an arrow through his heart".
Policeman: "It is natural to die when an arrow goes through your heart".

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I would argue that while restricting fighters to core fighter is acceptable, both the fighter and the unchained monk should have access to items and feats from other books (including the gloves of dueling).

The unchained monk has no issue using these so it still gives an apples to apples comparison. After all you are allowing the Unchained monk to use style feats from Ultimate combat.

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It depends.

If you are say a 6th level fighter using an elven cuve blade you could attack with Elven Curve blade as your first iterative, and unarmed Kick with your second.

You could not however dual wield to get 2 attacks with Elven Curve blade and also a Kick.

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Trap Spotter gives you an active check passively.

It was made to stop people doing move 5' check for traps.

You get within 10', and yo uahve trap spotter you get "an immediate perception check to NOTICE the trap".

I capitalized NOTICE because it does not say SPOT the trap it says notice. So SIGHT is not required. You could hear the slight change in the sound of your footsteps as you get close to a pressure plate. You could smell the magic in the air of the subtle alarm spell.

You come within 10' you get an ACTIVE perception roll for free. You may not know you had that roll (if you fail) but you get an ACTIVE perception roll free.

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I am going to say no for similar reason.

Share spell allows you to ignore type.

Paragon surge requires a specific sub-type.

If a displacer beast had a special ability that allowed it to use items that worked for humanoid only, I still would not allow him to use a belt of Dwarven kind which requires (Humanoid,Dwarf).

Share spell works for (humanoid) but not for (Humanoid,Half-Elf), at least IMHO.

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Arachnofiend wrote:
Mark Seifter wrote:
Huh, I actually changed it to "If you roll a natural 1 and fail to activate an item" in D1. It must have lost that bit somewhere down the line, my guess is in copyfitting.
It doesn't really matter much; the line is you can, not you must. If you roll a 1 and succeed anyways you can just choose not to take the reroll.

The line in Use magic device says "you take" not "you can take" so it does matter.

Mark's comment means it was not an intentional nerf, but unless it is faqqqed or errata'd it is a nerf if you play RAW.

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Epic Meepo wrote:
Deadmanwalking wrote:
And Flying Kick explicitly requires the attack made after it to be a kick...
More amusingly, the head-butt style strike says it can only be made with head-butt attacks. But unarmed strike says, "A monk's attacks can be made with fists, elbows, knees, and feet." It would seem that "head-butt" is not an attack a monk can make while using unarmed strike. (Which is why this whole "must use this body part" stuff is uncalled for.)

Fortuantely it does not say "a monk's attacks can ONLY be made with ..."

It is like saying you can eat using a fork in your left hand. That does not mean you are not capable of eating with a fork in your right hand.

The fact that there is even a head-butt style strike seems to further imply the list it gave is not exhaustive and was merely there for the line further down saying a monk could full attack with his hands full. Shoulder strikes are a definite real world attack as our kicks with the shin.

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Deadmanwalking wrote:

Uh...that's not what that ability says.

What it says is that you take a penalty (and I quote) instead of being unable to activate it.

Again the quote

If you roll a natural 1 when activating an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself.

It does not say if you roll a natural 1 and fail to activate. Only that you roll a natural 1.

The part you linked and bolded does say instead of being unable to activate it, but it appears to assume that any 1 makes you unable to activagte rather than a 1 combined with a failure.

Nobody sane is gonna have that apply in circumstances where you could've continued being able to activate it...that's simply not how English works.

The problem is not everyone is familiar with the wording of the actual skill and that it requires BOTH a 1 and for that 1 not to succeed for the item not to be operable via UMD for 24 hours. I suspect the person who wrote the skill missed it also. Someone looking at the ability might apply it not realizing the way it works in the original write up and thus apply the penalty, not out of any lack of sanity but lack of knowledge.

Which is why I wish (and hope in future editions) that it says "If you roll a natural 1 and fail to activate an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself."

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Use magic device arguably gets NERFED by this...

The bonus from use Magic Device at 10 ranks is you take a -10 with that itme for 24 hours.

At level 20 you can reroll if you roll a 1 at -10.

Use magic CAN work on a 1 normally. The rules say if you roll a 1 AND fail the roll you can not use it for 24 hours. A lot of builds will by level 10 not fail on a 1. Using wands is probably one of the things it is used for most (DC20).

Sorceror/Oracle/Bard level 10, 18 charisma (low for level 10) 10 ranks of UMD to qualify for the 10 rank effect with a Circlet of persuasion has a skill of 10 (ranks) +3 (class skill) + 3 (circlet) +4 (stat) 20. Even on a 1 he successfully activates any wand.

With this ability if he rolled a 1 he would take a -10 on all rolls with that wand for the next 24 hours.

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From a DPS standpoint it is an upgrade.

But compare a 20th level fighter specializing in unarmed to a 20th level monk specializing in unarmed, and I suspect unless size shenanigans are used, the fighter will out DPS the monk despite hamstringing himself using a 1d3 base 20 to crit weapon.

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The same thing with communism everywhere... Human Nature.

Do these 5 agree on everything? Then perhaps there is conflict between them.

Poverty has been abolished... How? Do these 5 live at the same level as everyone else? or are they "1 percenters".

What about people who do not want to work or contribute to the society? Are they magically charmed? given a free ride? It will fall apart for the same reason it falls apart in the real world, Human Nature.

A Prophet (actually a plant from one of the 5) rails against the unelected leaders who force people to make choices against what their better nature is. He points out their excesses and the brutality with which they take away free choice leaving all the proletariat as slaves. People revolt, new people take over. Proletariat is in worse shape then before but it gets blamed on Recovery from the old regime/Religion/Foreign influences.

Lenin, Stalin, Mao those people knew how to rack up a body count, made Hitler look like an amatuer.

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Matthew Downie wrote:

I think the Bard in my game had his Charisma reduced to 14 in a Reincarnation accident...

So how does that happen?

Mental stats stay the same with reincarnation (unless you are using house rules).

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ElterAgo wrote:

Is a pistol as good as an assault rifle in a firefight? Of course not.

Depends on the range and other variables... For Home defense absolutley would much rather use a pistol than an assault rifle.

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Be a life oracle rather than a cleric?

Flavor the worship of Norgorber.

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Zedth wrote:

a nice choice because its versatility (1h / 2h combat styles)

-Dude, Conan used a bastard sword! (Ok, weak reason there... but I love Conan)

Conan used a "broadsword" which is probably closer to a long sword then a Bastard Sword.

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+24 is likely the con bonus x 8 (number of hit dice).

So if a Young Black dragon has a 16 con it would for each hit dice be 1d12 +3 so 8d12 +24. (If it has less then 16 con it may have toughness).

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How do flurries interact?

I would ASSUME that an Unchained Monk 1/Sacred Fist 1 would have 3 attacks at +0?

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Snowblind wrote:
LazarX wrote:
Cap. Darling wrote:

Considering how hex vulnerability Will affect action Economy on the witch i dont see it being used for in combat buffs.

But i assume it is standart practice to force the wizard or magus to run away if he cast Expeditious retreat since the RAI here is "just as clear"?
The RAI as well as the RAW also makes it very clear that the caster retains full control on how he uses his enhanced mobility, so no, it's not the same thing. And it's also clearly a self buff spell as opposed to an enemy debuff.

The flavor text (the name) of expeditious retreat clearly indicates that by RAI you are supposed to retreat with expeditious retreat. You should be retreating, you cheese monkey rules lawyering munchkin you.

Unless the potential usage of spells isn't limited to just what is in their name and flavor text. That would be a novel concept, wouldn't it.

Well for clarification lets see if the old PHB had any more information on Expeditious Retreat.....

"3.5 PHB" wrote:
This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard’s attitude towards combat.

So Obvioulsy Paizo cut this out specifically to disallow it for situations other then running away!!!!!! Any other way is bad wrong fun!!!!

So Obvioulsy Paizo cut this out for space considerations and the original intent allows it for any movement!!!!! Any other way is bad wrong fun!!!!

Now for my thoughts, even in the real world things often get used for things other that what they were expected to be used on. So if a player wanted to use a caster level 2 wand (1500 gold 30 gold a charge) and two actions to use this I would let them.... I don't think it would be efficent due to action economy but hey knock yourself out.

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LazarX wrote:

A preview of next week's question...

"Can you trip someone sitting on a big comfy armchair? Or lying on a couch?"

And the advanced follow up IF you can be tripped while on a big comfy armchair, is a double amputee (no legs) able to be tripped while sitting on said armchair?

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stealthymonkeyman wrote:
Precise strike, you can loremaster to get spell perfection earlier then 15th but sacrifice capstone.

Unless I am missing something I do not see how the loremaster lets you get Spell perfection early. Even with the instant skill secret which gives you 4 ranks you are still limited to your level in ranks.

What am I missing?

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So he gimped his archer by making it a ranger and you are complaing...

You further gimped his ranger by halving favored enemy bonuses and you are complaining....

I seem to be in a b!tchy mood today so I will just say be glad he did not build the character as a fighter.

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All the PC's make rolls out on the table.. let the rolls land how they land.

One DM we have several makes all his saves and hits behind a screen.... Funny thing is they almost always make their save. Gets kind of annoying. A save or suck mage is useless every major NPC will save so the rest of the party won't be bored. You boost your AC to 1000.. doesn't matter you will still get hit because otherwise there woud be no excitement in the fight.

Our wizard has about stopped using slow... in the last 5 levels I think it has only landed once on some mooks, and 3 of the 4 mooks made the save. Tougher monsters always save.

Basically 2 builds work in his game. Blaster wizards who flat ut kill everything even if they make the save (which makes him whine). Martial DPS who kill everything with raw HP overkill, preferably from a distance (archer).

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Enurp wrote:
On the sidebar for Aasimar it states that a "small" aasimar, such as a Halfling, can be Small but purely for cosmetic purposes. This sounds like a contradiction. If it's purely for cosmetic purposes then why even mention it. If instead it gets Small properties, bonus size AC, chance to hit, 20ft speed, etc. then it's not "purely for cosmetic purposes". Can someone clarify please what the intent is?

Speed is not based on size.

See Kobold and Goblin.

Halflings and Gnomes get a racial ability of slow which lowers their movement speed.

To the best of my knowledge, playing a small race Assimar would give you the bonuses and penalties for being small.

+1 AC
+1 to hit
-1 CMB
Lower carrying capacity.

It would not effect your speed, and if you were a race which had either Natural armor or Natural attack you would not get those.

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Don't think it works.

Slashing grace does not apply to a SPECIFIC weapon it applies to a group of weapons.

Martial versaitlity says take a feat that applies to a SPECIFIC weapon.

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StabbittyDoom wrote:
Ughbash wrote:

How long does it take you to write out a page of notebook paper?

30 seconds? a minute?

This lets you do it in 6 seconds.

If time is not important, then this spell is not either (except for a lazy sorceror I play).

Longer, but so is the spell. It takes 1 minute to copy a page with the spell.

My apologies somehow when I read it I mentally said 1 page a round not 1 page a minute. I can STILL see my sorceror buying a runestone for this, he is just that lazy, but nowhere near as quick as I thought it was.

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VampByDay wrote:
The weapon came down to a quarterstaff, or a sansetsukon. The bonus of the sansetsukan is that it does a d10 damage and has bloking and disarm. The bonus of the quarterstaff is that they are super easy to find should mine get sundered, and they can be made with holy ice weapon (a GREAT spell btw). Plus, it is more thematically appropriate.

Just one other option for a wepaon and it costs a feat for Exotic Weapon. Tetsubo. Considering among other things the weight of the staff and many of its depictions it was not just a quarterstaff and a Tetsubo might be more appropriate.

So while this would be VERY feat intensive consider either Exotic Weapon Tetsubo, WEapon Focus TEtsubo, Improved Unarmed Combat, Weapon Focus Unarmed combat.

Alternatly if you are willing to DIP monk.
Level 1 Monk MOMS Weapon Focus Unarmed Strke Bonus Feat Monkey Style
Level 2 Monk MOMS Bonus feat Monkey Moves
Level 3 War Priest Feat Exotic Weapon Proficiency Tetsubo and pick up Weapon Focus Tetsubo.

Stay War priest from then on out and you can do your bonus damage with either Tetsubo or Unarmed strike.

For stat spread I would suggest a slight modification

Str 14 (5 points)
Dex 16 (5 points vanaran)
Con 14 (5 points)
Int 12 (2 points)
Wis 16 (5 points Vanaran)
Cha 6 (-2 points Vanaran)

Oh and also convince all the other players that for tactical reasons the group should have a language they can talk in and most others can not and that do to its rarity Vanaran is the perfect language :)

While Whoflung Poo is a perfectly acceptable name, I am partial to Bananna.

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How long does it take you to write out a page of notebook paper?
30 seconds? a minute?

This lets you do it in 6 seconds.

If time is not important, then this spell is not either (except for a lazy sorceror I play).

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If you have a decent charisma and LG allignment dip 2 levels of paladin :) After all what is even more dipping if you are dipping this much.

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