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Pathfinder Roleplaying Game Subscriber. 1,606 posts. No reviews. No lists. No wishlists.


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Another "pounce Substitute" though Very Late game (19th level Devastating blow) is the two handed weapon fighter using a x4 weapon (testubo or naginata works nicely). Move to person and get effectively a guaranteed crit. At 20th level it is a x5 multiplier.


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If you are going to be grappled as a wizard... make sure it is by a succubus...


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ZanThrax wrote:
Dave Justus wrote:

I don't think you need spell blending. Force Punch has a similar effect to Battering Blast and is a better spell for a magus anyway. Herosim is a fine spell, but I don't think it is worth an arcana, particularly when there are plenty of other fine spells to use your limited spell slots on.

I don't like Force Punch for this purpose in that it's a melee touch attack. Force Pushing should be something done at a range.

Force punch and the Reach metamagic?


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lemeres wrote:


And this all ignores the fact that you can skip normal AC entirely with snake style, allowing you to use sense motive (a wis skill, allowed in rage, by the way) for AC instead. Just do that and maybe grab skill focus means you have fairly good AC.

Snake style uses an immediate action to use that skill for AC. So you can use it for one attack and only one attack.


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Frosty Ace wrote:

I think I get what Envall is trying to say with 3 separate monks. I always saw a martial artist type monk as a stubborn perfectionist, dedicated to one style of fighting.

A martial artist wouldn't succumb to "needing another form of combat." It would stubbornly make its own style work. It harkens to that trope of, "My (Insert martial arts style here) is the best. I challenge this dojo!!" trope.

Well just as a counter example, Quai Chang Kane in the movie... mentions several animal styles and then is asked which one he mastered.. he says "All of them".

Yes, there are movie trops though "Southern Shaolin vs Nothern Shaolin", but if you look at other examples (Jademan comics) you see people who mastered multiple styles so they would know how to defeat their enemies. Sure they have their special style, but they learn others to use against other foes.

Or in one of Jet Li's movies he had the "Kick with no Shadow" he always used his foot techniques. Then the bad guy tricked him into damaging his feet and he finally showed his Drunken boxing style.


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Attacks of opportunity were invented so casters needed a way to step away from a fighter and cast thus the 5' step. (at least that is my theory)


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Puna'chong wrote:
Killing a terrorist doesn't stop terrorism. Stopping a dictator doesn't stop dictatorship.

Thank you Mr. President.

What they need are jobs so they can have their human dignity....


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Stats for a Doppelgnager should be:
Str +8
Dex +2
Con +2
INT +2
WIS +4
Cha +2

If the stat winds up odd inthe bestiary, you subtract 11 from it, if it winds up even you subtract 10.

I would suggest if you want to be extremely social go with bard, otherwise consider unchained rogue.


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Dwarf would work for your thought than since they are not slowed down bu medium or heavy load or medium or heavy armor.


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I don't think FoM would work there.

It is normal to be slowed down while wearing medium or heavy armor, just as it is normal to be slowed down while crawling. I do not think FoM would give a standard human a move of 30' while doing either.


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bookrat wrote:


dragonhunterq wrote:
Fighter/Thief/Bard if you want to do it properly :)

Not possible in 2e. Thief and bard were both classified under the same "Theif" class (with thief and bard being subclasses; I know, they used the same name for the class and subclass which makes it confusing). Anyways, you can't multiclass or even dual class under the same major class heading. Just like you can't have a fighter/ranger in 2e, you can't have a thief/bard.

He said do it properly, that means first edition :)

So you HAD to be a fighter/thief before you could add bard... guess that makes bard the first edition prestige class :)


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Doppelgangers use Alter Self for their change shape ability.

Would scent defeat a doppelganger?

Would scent defeat a wizard using Alter Self?


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I don't play PFS, so not sure if this is even legal... But for sneaky and dex to damage.. Goblin makes a good unchained monk/Unchained Rogue.


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Could swear the rule was a move action to search a 5' square. Though that may be going back to 3.5. So if a person wants to search a square thoroughly it takes 1 min (2 move actions x10) = 20 times as long.

In 3.5 they had this

3.5 PHB wrote:
Action: It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side.

So that would make it 2 min to take 20 in 3.5.

Now the Core rule book says

Core Rule Book wrote:
Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Combining the two (since I don't think pathfinder specifies an area) would bring us to 1 minute as I had originaly thought.

So unless someone finds something specific for the area we have to combine 3.5 rule with pathifnder rules.


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Cyrad wrote:

Dragon Style doesn't stack with Pummeling Style--you can only have one style active at once. A Master of Many Styles monk can't combine them either because he loses flurry of blows, a prerequisite for Pummeling Style.

Pummeling Style provides a trade-off--your on-attack effects only apply once but so do the target's defenses. If you're in a situation where Pummeling Style is less advantageous, then use a normal flurry. If you got sneak attack, then that's what you want anyway.

MoMS 1/Brawler 19 could use Pummeling style and Dragon Style at the same time. Same can be done with Sacred fist/MoMS. So they can work together.


3 people marked this as FAQ candidate.
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How does sneak attack interact with Pummeling style.

Example: 12th level Unchained monk/8th level unchained Rogue Multiclass. With Pummeling strike he rolls 6 attacks and does normal damage and adds it up as one strike. ASSUMING all 6 attacks hit.... does he 4d6 sneak attack or 24d6 sneak attack?


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wintersrage wrote:
Look them up, for monks they do unarmed damage.

That was errata'd because melee, and ESPECIALLY monks, can not have good things.


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Purple Dragon Knight wrote:
that's the beauty of gold, or land: their value never change... it's the money's value that changes. One ounce of gold in the 70's is exactly one ounce of gold now.

Incorrect, their value does change unless measured against itself which is circular reeasoning.

1 ounce of gold has a value of what you can get for it.

The value of land also varies based on what it is worth at that time.

1 ounce of gold = 1 ounce of gold, but the value of that ounce varies.

1 ounce of lead = 1 ounce of lead, but the value of that ounce varies.

100 shares of Microsoft stock is worth 100 shares of Microsoft stock but I don't think anyone would argue that the value never changes (I am ignoring differnt classes of stock).


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Purple Dragon Knight wrote:

25,000gp is 500 lbs of gold, which is 8,000 oz of gold, which means, at the $1,194 per oz current gold price, that 25,000gp is equivalent to 9.55 million dollars.

That is one proice point, but if you did it with silver you would get a diffrent price point. After all the Gold to Silver ratio in the real world is not 10 to 1.

Also that is for coins, pathfinder does not go into the purity of coins. So 25,000 gp is 500 lbs, but not necesarrily or evel likely 500 pound of gold.

Finally considering the huge fluctuations in the price of gold over the last 20 years... the price would be a lot more variable then anyone would want.


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Appendix 1 Core Rules wrote:
If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.

The only exception to unconciousness is Con which results in death.


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James Risner wrote:
Erekose80 wrote:

A character who is reduced to Dexterity 0 cause of ability damage is "incapable of moving", and then receives the spell freedom of movement, how works?

1) make actions normally, and the ability damage is vanished
2) can make actions normally, but apply Dexterity 0 to AC, Reflex and so on
3) stay "incapable of moving"
2)

James I am curious your thoughts on something very similar.

Now assume his strength is reduced to 0 instead of his dex so he would normally be too weak to move.

1) make actions normally, and the ability damage is vanished
2) can make actions normally, but apply strength penatly to attack (even though it says attack normally)
3) stay "incapable of moving"

EDIT:

Just reread the rules on stat damage, reducing dex or any stat other than con to 0 does NOT just leave you incapable of movement, it also makes you unconcious. I don't think anyone will argue that FoM lets you move and fight normally when unconcious.


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Vod Canockers wrote:


How about some Pathfinder rules (and general rules about Paladins)? Paladins cannot or do not lie. Lancelot would regularly wear other knights tabards and use their shields, lying about his identity, to get into fights with other knights.

Only case I remember him doing this was for Kay. Kay was picked on and lots of people started fights with him because he was a wimp (as well as a jerk). Lancelot wore his tabard and trounced (but did not kill) the opponents so that in the future they left Kay alone.


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Samasboy1 wrote:
Ughbash wrote:
Now you may be able to debate you can use your BEST attack to buff yourself that way, or use your last attack AFTER you have attacked to buff yourself. But you can not use your worst attack before your better attacks so the buff will be open for the good attacks of your first round.
You realize he DID say at the end of the Full Attack, right? You even quoted it.

Honestly, I misread it.

I thought he wanted to use the lowest iterative first.


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I know lets come up with a dirty word... COMPROMISE.

A pinned person is not helpless, they still have things they can do (try to escape).

A loosely tied up person is not helpless, they still ahve things they can do (try to escape).

A person who is bound so well that even a 20 on Escape Artist or CMB roll is helpless there is nothing they can do even try to escape.

So if a person Grappled somone, then pinned them, and then tied them up AND their grapple was good enough that they had no chance of escaping even on a 20, then I would let them Coup de Grace them.

A FAQ would be nice because RAW can be argued, and while I consider my "compromise" reasonable and quite posisbly RAI others would likley be prone to disagree (though that would give me a +4 in melee against them).


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The Morphling wrote:
I was thinking that an interesting way to throw a quick self-buff on himself during combat would be to hit himself with an unarmed strike with his lowest iterative, and use the Spell Conduit ability to throw a beneficial touch spell on himself at the end of a full attack.

Nope not legal.

From the combat chapter page 187 of hte core rule book.

Quote:
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest.

Now you may be able to debate you can use your BEST attack to buff yourself that way, or use your last attack AFTER you have attacked to buff yourself. But you can not use your worst attack before your better attacks so the buff will be open for the good attacks of your first round.


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23


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Gilfalas wrote:
Entryhazard wrote:
I think that in these settings most gem dealers are aware that raw diamonds are used as material components for powerful magics like resurrection or wish

I would agree they would know diamonds are powerful gem components but nowhere in the spells does it saw 'raw'.

And if a gem dealer can get 25K for a raw gem or perhaps 300+ K for that raw gem cut and made into more gems I can guarantee you what that gem dealer will do.

In any case, raw or cut, even the most valuable gem stones in the world will fit into your hand for the most part.

Well in game the merchant could change 25k in raw diamond to 75k in cut diamond.... but it would take years (based on the craft skill). Fabricate on the other hand....


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Turin the Mad wrote:
Carat weight is what I generally go with. Presuming the diamond is comparatively middle-of-the-road as diamonds go, it weighs in at 25 carats cut weight. 344 carat weight per round, 0.0727 lb - a bit over an ounce (1.162oz) or ~5 grams.

Your math is flawed... there are 28.35 grams in an ounce, so 1.162 oz would be ~33 grams.


Pathfinder Roleplaying Game Subscriber

An object at rest tends to stay at rest and an object in motion tends to stay in motion UNLESS ACTED UPON BY AN OUTSIDE FORCE.

Magic is an outside force.

When A person is enlarged, the magic adds to his momentum and energy, and the magic in the universe is slighty decreased.

When a person is reduced, the magic in the universe takes some of his energy and momentum, and the magic in the universe is slighty increased.

That is why there are two competing secret societies of mages. Society 1 wants to drain all magic from the universe by enlarging everything until all of the magic goes into physical energy and momentum. Their success would turn Golarion into Earth as this is what happened on Earth Centruies ago.

Society 2 on the other hand wants to turn everything into magical energy by reducing the mass of the universe to 0. (Fortuantely lorentz contraction makes this harder than they realize)

As long as these two societies are in conflict the world is safe, but if eihter one ever wins, Golarian as we know it will cease to exist.


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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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Joe,

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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