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

VM mercenario's page

1,338 posts (1,345 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 1,338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

SPOILERS:
1- Marcone is a Chicago born mobster, he isn't going anywhere. Also he considers Harry to be more useful than disruptive, since Harry doesn't actually goes after normal criminals and will throw himself against any supernatural thing that could threaten his empire.
2- Lara and the white court are actually all over America and Europe, but she has made her homebase in Chicago to keep an eye on Thomas and, like Marcone, she knows that anything that could take her down will probably have to go through Harry first.
3- Nicodemus and the nickelheads go all around the world with their schemes, the ones we see Harry foil are just a very small sample of what they do. The first time they go to Chicago is because the were after the shroud. The second time was to use Harrys connections and try to recruit Ivy. After that they keep coming back for revenge.
4- Summer and Winter are global, tough we only see european and american feys, he first meets Mab because of a coincidence, the summer knight also living in Chicago, and then faerie things kept happening in Chicago because Harry managed to get the attentions of all six queens of faerie.
5- There is a great conspiracy involving the Outsiders and trying to cause as much destruction as possible and at the same time trying to get control of the major supernatural factions. The first three books are a sample of random things they have been doing all around the world. It just happens to be that Harrys mom made sure to have his birth at the exact day and the exact hour under the right moon and the right star alignment to make him a chosen one against Outsiders. Also Harry has managed to anger to the point of irrationality every major participant of the conspiracy we've met so far. So their plots turn more and more to Chicago so they can try to kill him.


Actually the Riddler is fixated on proving himself against Batman, that is why he stays in Gotham. Same for most of his villains really, they all are fixated on Batman to a degree or another. The Penguim is an exception in that he isn't insane and is more of a gangster, but then again he doesn't even have superpowers, he is just a fat, short balding man, I'm pretty sure Gotham is the only place where thugs, criminals and gangsters will take him seriously.
There are actually a good number of reasons for why all those things happen in Chicago. I will post the whole thing tomorrow.


Tequila Sunrise wrote:
VM mercenario wrote:
Zaister wrote:
I'm thinking of implementing a house rule that basically says "for each +1 enhancement bonus of the weapon (not counting bonuses from greater magic weapon), reduce the DR by 5 points." In this way, DR/magic can become meaningful again.
Keep in mind that magic weapons are supposed to be somewhat rare and only in the hands of rich people or elite units. DR 15/magic is useless against PCs but allows the creature to walk up to an army, kill thousands and not take a single scratch.

I call that a feature.

DR isn't supposed to be a real obstacle for PCs, IMO; it's supposed to create another reason that the world needs heroes. :) And the '+1 weapons overcome any and all values of X/magic' always seemed silly to me, so I really like VM mercenario's idea.* It creates an incentive to get those higher enhancement bonuses without creating an insurmountable obstacle for characters whose magical weapons aren't quite up to snuff.

*Which isn't a new idea, to be fair; plenty of gamers have played by it. But kudos for coming up with it on your own VM!

I think you got confused. That is Zaisters idea.

I think it's a pretty awful one. Martials don't need extra nerfs.


Green should be TN like most nature gods in most settings.
White should be NG.
Add Artifice and Law to Blue and remove Protection, trade Law for War on White, add Liberation to Red, trade Good for Community and add Repose on Green, add Rune to Black.
That would give 10 domains to each and correct the alignments.


1 person marked this as a favorite.
Zaister wrote:

My take on this is, DR is not useless in general. My pet peeve with DR is that what really is useless is DR/magic. I mean, there are CR 20 creatures with DR 15/magic. What's that supposed to be good for?

I'm thinking of implementing a house rule that basically says "for each +1 enhancement bonus of the weapon (not counting bonuses from greater magic weapon), reduce the DR by 5 points." In this way, DR/magic can become meaningful again.

Keep in mind that magic weapons are supposed to be somewhat rare and only in the hands of rich people or elite units. DR 15/magic is useless against PCs but allows the creature to walk up to an army, kill thousands and not take a single scratch.


What Bradley said.
I like the base Synergy ability. I like how it builds up on the sucesses of the party. I like how Aptitude is a bonus to all skill checks, instead of having to guess which skill will be needed. I love that giving Synergy is not restricted to in combat, so you can give everyone Aptitude so the party can participate in social ecountes or sneak around for an ambush or give them Fleet if you need to escape. And the whole thing is EX so you can use to cheat at competitions with impunity.


1 person marked this as a favorite.

IS there any announcement for whne we should download again to see if there were any revisions/changes/added content? If I download now will the Marine archatype be there? Anyway...
Round two:
Survivor: One Survival Tactitc gives continuous Freedom of Movement (a 4th level spell) as an Ex, but another Tactic gives Non-Detection (3rd level spell) as a SP that needs an hour long ritual. I'm just saying but it seems wrong to me. Also any chances for a Greater Shady Character tactic that allows the ritual to cast Mind Blank instead of Non-Detection? Also the Unshakable Tactic needs a clause saying it stacks with Splippery Soul/ Elusive Thought, since they are all insight bonus. Either that or be brought up to +4. Otherwise it's a pretty underwhelming capstone for a three talent chain.
Synergist: Reactive Echelon does nothing unless the cast member has Combat Reflexes, in which case he will already have good dex. Maybe it could give Combat Reflexes to the cast member. In Supportive Cast "Supportive Cast does not as an action" should probably be "Supportive Cast is not an action". And Critical Aid seems to be straight up worse than Critical Catalist, and that is just weird.
Warloghe: Look at all those Taboos and Major Taboos. I love the sheer amount it has... which just strkes me as odd when there's only five spirits. I hope there will be more in the final release. I do love the Haunted ability and I can see interesting tactical uses of trapping somewhere with a chosen haunt.


Recently I started a job that is mostly answering e-mails for a company, but since I work the night shift I've got a lot of free time to read pdf. Here is a list of what I've read recently:

The Dresden Files Reread all of it. Still one of my favorite series. The first book has recently been translated and released here in Brasil and I'm going to buy it as soon as I can find a store where it hasn't sold out already.
Shadow Ops by Myke Cole. Interesting setting but the first book is a slog with a very unlikable main character. I plowed through it and found that the mcs of the other books are much better.
Clockwork Century by Cherie Priest. Zombies and a steampunk Civil War. Funny, good pacing, I liked it enough that I want to search for other stuff from the author.
Aeons Gate by Sam Sykes. Had to stop towards the end of the second book. All of the characters are unlikable. I pushed through the first book hoping for some character development but they only developed into being more unlikable.
Pantheon Series by James Lovegrove. Read two of he books so far. Each book is a stand alone with its own setting and focused on a different pantheon. It has some flaws but all in all it's a good read.
Night Angel by Brent Weeks. A really interesting setting that I really wish could be made an RPG setting. I really liked these books and it's another author that I want to read more.


Be an Urban Barbarian, get whatever you need for dex to attack and damage or go archery. Maybe both. Max ranks in Stealth, Acrobatics, Disable Device, and Sleight of Hand, maybe other rogueish dex skills if you're human or get bigger int. Pay a trait for Trapfinder. Use Controlled Rage to make your skill checks be better than the Rogues by 2, and later by 3. Laugh at the Rogue as much as you like.


3 people marked this as a favorite.

Spoiler:
Everybody freaking over Korrasami and I'm just here gushing over Varric/Zhu Li. That was all kinds of awesome, cute and heartwarming.


Shapeshifting/Polimorphing on the level of the Martian Manhunter.
Turn into other people, stretching, sizechanging, making functional wings, change muscle mass for superstrenght and agility, regenerate. Hell, learn some biology and spin spider silk, shoot eletric blasts like an eel and get all kinds of enhanced senses.


Got it. Thanks.


Received. Thank you very much for your generosity.


1 person marked this as a favorite.

Bought the WIP. My first thoughts:
Battlelord: Really awesome. Could use a couple more specialties that, to me, seem no-brainers: Cavalry (gets a mount) and Marine(for aquatic campaings). Also where are his archetypes?
Metamorph: I actually did a similar homebrew PrC, and I love the idea behind genesis and pheotype. Well done.
Momenta: A half BAB class with only 4th level spells. You beautifull mad genius! Also what does Superior Tactics does? My insomniac brain is not getting it.
Mystic: There is an Avatar archetype. Is all I wanted.
Umbra: The Umbra doesn't have an option for the shadow plane (or the ethereal and astral). Whut? Umbra means shadow. Literally. I expected Shadow plane more than the demiplanes.


born_of_fire wrote:

Ninjas may be rogues but I personally dislike having that much flavour baked into a class. I don't want to play a rogue with a ki pool who can jump really high, use smoke bombs, turn invisible, throws shurikens and other ninja-ey things even though those things do make a ninja more powerful or effective than a rogue.

I suppose if I really wracked my brain, I could find a reason why my ex-soldier who is a knife fighting specialist with Butterfly Sting could possibly have learned some ninja abilities. And I suppose a those abilities could be reflavoured with a more western sensibility if I really wanted to but, honestly, it already rankles me a little that I'm forced to wield kukris to make the build really pay off without having to perform the mental acrobatics required to turn a ninja into a rogue, flavour-wise.

Ninja might be better in a strictly mechanical sense than rogue but that doesn't make it automatically appealing to a person looking to play a rogue.

Use a slayer. You get the BAB of an ex-soldier trained as a knife specialist instead of the BAB of some wannabe thug poser who has a rough idea that the point bit goes in the other guy.


Runemage Illuminated, please, if I'm not too late.


Bundle number two would be cool.

And how do I buy someone a gift on the Paizo store?


2 people marked this as a favorite.

Bandmember: Have ranks in a Performance skill, without being a bard (or skald or similar class), while being in a party with a bard (or skald or similar class)


Bloodrager/Barbarian.
Specifically, Invulnerable Urban Barbarian/Untouchable Spelleater Crossbloded Bloodrager with the abyssal and arcane bloodlines and the superstitious, beast totem and cagm rage powers.
Controled rage stacks with bloodrage. Full DR, Fast Healing, Superstitious saves coupled with high SR, good AC, and D12 HD make you pretty much invincible. Near permanent Haste, Enlarge Person and Transformation, an enormous strenght bonus, pounce and Cagm give you more damage than you really need.


1 person marked this as a favorite.

The Shepard
Talk a campaign villain into suicide.
The Constantine
Sell your soul multiple times to multiple devils/demons. Make them fight each other for it.
The Dresden
Insult an unfriendly or hostile beign of at least double your CR and survive.
The Kirk
Seduce a member of a different species in the same day you discover the existence of that species.
The Kratos
Kill a god.


3 people marked this as a favorite.

You separated the feats by what class feature or ability the affect. You, sir, are a scholar and a gentleman and you have my praise.


QuidEst wrote:

Haven't playtested this yet, but man. This has some of the most creative stuff I've seen in a long time!

Thoughts just from reading: I immediately went to the Rabbit Prince, happy to see my favorite card there. It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse. If you're going the dexterity route, you kind of need that feat consistently, not "while I haven't asked Prince for too many favors". (Maybe if you have Weapon Finesse, it counts as both strength and dex consistently?)

Lots of really cool stuff, especially on the evil spirits.

Mentioned before, but Frozen In Place is impossible until 15th level (!) without haste, or 8th level with haste. Can they ever break free? I think Wax Dip needs longer duration or something along those lines. I really want to see this functional, because it is a really neat and creative mechanic. (Now… get something with natural attacks in there with it, and you can have some fun earlier on.)

This is a great idea! All spirits that give you feats should have a clause saying if you have this feat the bonus increases or you get an extra thing or something.


Cartomancer
Edgewalker
Brewmaster


kestral287 wrote:
VM mercenario wrote:

A lot of the problems with the class could be solved with the right Wild Talents. Here is my attempt at them:

** spoiler omitted **

Honestly, we need a way to overcome Elemental Resistance without throwing out at least two and likely three-four turns of attacks that do no or next-to-no damage.

Have a low-level Talent mimic the effects of the Winter Witch's Unnatural Cold (targets are treated as having half their normal elemental resistance). A high-level one can imitate Unearthly Cold (half of the Kineticist's elemental damage is not subject to resistance/immunity).

Make 'em Substance Infusions with a reasonable Burn cost (1 for the first; 2-3 for the latter) and you retain the threat of the resistant/immune creatures while giving the Kineticist a way to fight back.

Match it up with some way of beating DR-- ideally an Amulet of Mighty Fists equivalent-- and a better accuracy gain (at least for the non-touch blasts) and the Kineticist comes out looking a lot better. Still has a few minor issues to solve, but that takes care of the worst of them.

But needing to eat two Burn to turn Fire Immunity into "Fire Resistance you can't get over anyway", and then next round one more burn to turn it into "Fire Resistance you're still screwed against", and then next round another burn for "Fire Resistance you can actually deal damage against"... that's not the way to go. As a lover of the elemental attacks to the point that I eschew the others outright, I would not buy any of those. It's not going to matter; I'm still better off running away.

My option allows you to halve the energy resistance of most creatures and completely defeat the energy resistance of most others in a single blat. Most ideas upthread were just turn immunity into "fire resistance you can't get over anyway", mine at least stacks. Hadn't seen the Unearthly Cold idea befor (not a witch fan).

And if you would pass turning resist 20 into 10 for an entire fight for a doing it to single shot for the same cost, then it's your problem. I like having good options instead of traps.


2 people marked this as a favorite.

A lot of the problems with the class could be solved with the right Wild Talents. Here is my attempt at them:

Elemental Resistance:
Elemental Attunement
Element Air, Water, Earth or Fire; Type Su; Level 4; Burn 0
Prerequisites kineticist level 1st
You gain resistance 5 against eletricity, acid, fire or cold, matching your element. This increases to resistance 10 at tenth level, resistance 20 at 15th level and immunity to that elementat 20th. If you learn to use another element you can take this talent again to gain the associatd resistance.
Additionaly if you have fire resistance you are immune to enviromental heat effects. If ou have cold resistance you are immune to enviromental cold effects. If you have acid resistance you are immune to nonlethal damage from hustling and forcedmarch and are immune to starvation and thirst as long as you are in solid ground. If you have eletric resistance you are immune to suffocation as long as you're not completely submerged, and can hold your breath for one minute per point of constitution.

Defeating Elemental Resistance:

Nuclear fire
Element Fire; Type Su; Level 6; Burn see text
Prerequisites primary element is fire, expanded element (fire)
You can use fire so hot it disintegrates matter. When you hit with a fire blast you can, as an swift action, accept one point of burn and instead of dealing damage reduce the targets fire resistance by 10, to a minimun of zero. Alternatively you can accept 2 burn to transform fire immunity in fire resistance 40 or to give fire vulnerability to a target that doesn't have fire resitance. This effects last for a number of rounds equal to your con modifier plus the burn points you are suffering. This effects stack.

Absolute Zero
Element Water; Type Su; Level 6; Burn see text
Prerequisites primary element is water, expanded element (water)
You can bring a cold so potent it defies the laws of magic. This functions as Nuclear Fire but with cold blasts and cold resistance.

Aqua Regia
Element Earth; Type Su; Level 6; Burn see text
Prerequisites primary element is earth, expanded element (earth)
You mix a number of acids into a single substance capable of corroding any material. This functions as Nuclear Fire but with acid blasts and acid resistance.

Supercharge
Element Air; Type Su; Level 6; Burn see text
Prerequisites primary element is air, expanded element (air)
You gather millions of volts in a single blast that burns away any insulation. This functions as Nuclear Fire but with eletric blasts and eletric resistance.

Yeah, if you're willing to spend six rounds and take 8 burn you can make a fire elemental be weak against fire. That is not a bug, it's a feature.

Versatility:

Air could have a sound blast and some measure of sound control.

Fire could be used to make fire with less heat and more light or different types of light, or to make flashes to dazzle or blind:
Sunfire
Element Fire; Type Sp; Level 3; Burn 0
Prerequisites kineticist level 7
You can conjure a fire that sheds light like a daylight spell. You can accept one burn to affect creatures as if it was daylight, double the radius of illumination or to count as a 6th level spell for cancelling magical darkness.

Earth could have create pit as a sp; the ability to make earthquakes or something like this:
Create Difficult Terrain
Element Earth; Type Su; Level 4; Burn 1
Prerequisites kineticist level 5
You can make small spikes on the ground, raise feet level walls or even make quicksand in order to hinder your foes. You create an area of difficult terrain around you. This area is the square you occupy plus all the adjacent squares. At tenth level this area extends by another five feet. You ignore the difficult terrain you make with this ability. If you have extended reach you can create this are at any point in thirty feet instead of centered on you.


Maybe some implements can be on multiple implement groups, but you have to decidewhich group you're using when investing mental focus. Say Mirror is both on the Conjuration and the Divination lists. If you have both schools, when you invest your focus you have to decide if you focus Conjuration on the mirror and Divination on a cristal ball, or invest Divination on the mirror and Conjuration on a compass. Or maybe have two mirrors and infuse each with a different school. Just because.
Rings could be in all schools, then you could have a Mandarin type character with rings in every finger each with their own powers and spells.


In that case having a Strenght spirit bridges the BAB easily and the right spirits can give you the extra to hit to stand at the frontlines. I don't think this class needs to be full BAB. Leave that change either to the Kineticist or the Occultist.
On my medium above I can trance the Owl for another +4 att and damage against a fragile opponent, Big Sky to pretty much ignore DR or some of the other 36 spirits might also have a good option. Combat mediums are pretty good.


Logan Bonner wrote:
Dukai wrote:
I realize that at-will abilities need to be balanced in their power levels, but Stare in its current form feels very lack-luster.
Getting the power level right for this ability is really tough. I agree that it currently looks weak compared to evil eye (even as a swift action instead of a standard). Evil eye is exceptionally strong, though, and stacking penalties can make for really lopsided fights. The playtest version of the stare is pretty conservative, so we're going to watch how it works in play and bump it up in power level if we can.

Just to be sure a mesmerist at 7th level with Bold Stare (Sluggishiness and Disorientation) can as a swift action hit someone with -1 to Will and Reflexes and attack an damage and reduce their movement by 5 feet? No save?

I don't think it's weak. At all.
Maybe allow Will Breaker to be taken a second time at 15th level or higher, and three or four more options for Bold Stare. As is you get five choices (3, 7, 11, 15, 19) from only six options. Four more and one could build two mesmerists with entirely different stares.

Question: If I have Bold Stare (Suscebility and Allure) does the penalty stack on Sense Motive? Penalties normally do, I'm just checking to see if it's intentional or a loophole. That Mesmerist could become the bluffing Bards best bud.


I think my reading comprehension has failed me again, but I have a question:
Say I'm a 13th level medium. I do my seance and choose the Bear (Str N) as my first spirit, the Beating (Str E) as my second and the Teamster (Con N) as my third.
I gain +4 attack and damage, +4 fortitude and +12 HP and (here's the actual question):
a)Paws, Massive, Enormous, Beater and Dogpile. Or
b)Enormous and Dogpile.
If b) can I choose an ealier power, i.e. take Enormous and Beater, or Dogpile and Paws?

Also: When doing a Shared Seance with my party do we get the seance bonus of all the three spirits or only of the primary?


You mentioned 3rd party allowed. Have you given any thought to the Taskshaper?
You gain an Su Shapechange in case someone dispel your spells, the ability to change your feats and skill ranks, the ability to add more natural attacks and monster abilities on top of what your current form has, and, best of all, copy class abilities (not sure how it works with rage, bard performances and sneak attack, but smite, challenge and studied combat are very stackable).


3 people marked this as a favorite.

Tell this to your players:
"You pass your disbelief check. You don't believe he summoned a bunch of clones of himself. You think they may be illusions. Whatever they are they move to fast to notice which ones are translucent and make it harder to attack the real one."
"You pass your disbelief check. You don't believe she is invisible. She is still invisible, you just have a mental breakdown and deluded yourself in seeing an imaginary person who probably doesn't look like your enemy, is not in the same place or doing the same thing.
The rest of you see him attacking the air. You're not sure if he is attacking the invisible enemy, gone mad or if there are two enemies now."
"You pass the Spellcraft check. You know he used a spell to make illusory Mirror Images. Everybody else knows that because they have eyes and saw the mirror images that appeared out of thin air."
"You pass the Spellcraft check. You realize he is casting a Invisibility spell about half a second before he turns invisible. Your sudden exclamation of 'He is casting invisibility!' is met with a chorus of 'Thank you, captain Obvious.'"


So what is the schedule for the old products coming back? I found about the Tome of Spell and Sword and the Tome of Thorn and Leaf from Endzeitgeists review site and the Wandering Artist from the 3rd party class list thread, abut those don't appear on the Paizo store.


Dot for ideas.


Oooh, neat. I thought this had been discontinued.
One question, on which my buy of this may be decided:
Can I pilot my Mechanus, turn it into a mecha?


thejeff wrote:
VM mercenario wrote:

Authorities in fantasy universes need adventurers. Because, as a rule, they are straight up better than regular soldiers.

When an orc band attacks a village, if the king doesn't send the army the village dies, because an orc band will destroy a villages police/militia. So if adventurers appear and say "You seem to have a orc/drow/hobgoblin problem. We are adventurers that will take care of it for you for X amount of cash!" the mayor is likely to sing allellujah and pay extra. Better than being killed together with his village.

When a dragon shows on the country side, armies die. Ten thousand arrows from ten thousand soldiers tickle Smaug. The very few people with enough power to take on a dragon usually have better stuff to do, are to afraid of trying to do it alone, or just don't care about your kingdom. So when a roaming bunch of adventurers shows up wanting to fght your dragon or, better yet, already famous for killing dragons, you promise them as much money as they want. If they die you don't lose anything. If they win, you would have to be a special kind of stupid to refuse paying or send assassins against people that can kill dragons.

And if they are calling adventurers for something, like in published material, it is usually something where normal resources have already failed, so they are calling in the specialists. And it doesn't matter what sort of problem you think you have, you pay the specialist rates. If you call the best law firm available for a shut case, you still pay the price for the best law firm. If you hire a five star chef for a night and ask him to make a grilled cheese, you still pay the cost of five star chef. If you hire a team of high risk mercenaries to kill dire rats, you still pay the cost of a team of high risk mercenaries.

And any politician that tries to make disappear the group of well trained, well equiped and well prepared adventurers that just did something his usual teams of assassins and soldiers couldn't, well... He

...

Yeah, yeah, I forgot to put RPG in front of the fantasy in my first line, that invalidates my whole argument.

Sieg hail, mein grammar fuhrer.


1 person marked this as a favorite.

Authorities in fantasy universes need adventurers. Because, as a rule, they are straight up better than regular soldiers.

When an orc band attacks a village, if the king doesn't send the army the village dies, because an orc band will destroy a villages police/militia. So if adventurers appear and say "You seem to have a orc/drow/hobgoblin problem. We are adventurers that will take care of it for you for X amount of cash!" the mayor is likely to sing allellujah and pay extra. Better than being killed together with his village.

When a dragon shows on the country side, armies die. Ten thousand arrows from ten thousand soldiers tickle Smaug. The very few people with enough power to take on a dragon usually have better stuff to do, are to afraid of trying to do it alone, or just don't care about your kingdom. So when a roaming bunch of adventurers shows up wanting to fght your dragon or, better yet, already famous for killing dragons, you promise them as much money as they want. If they die you don't lose anything. If they win, you would have to be a special kind of stupid to refuse paying or send assassins against people that can kill dragons.

And if they are calling adventurers for something, like in published material, it is usually something where normal resources have already failed, so they are calling in the specialists. And it doesn't matter what sort of problem you think you have, you pay the specialist rates. If you call the best law firm available for a shut case, you still pay the price for the best law firm. If you hire a five star chef for a night and ask him to make a grilled cheese, you still pay the cost of five star chef. If you hire a team of high risk mercenaries to kill dire rats, you still pay the cost of a team of high risk mercenaries.

And any politician that tries to make disappear the group of well trained, well equiped and well prepared adventurers that just did something his usual teams of assassins and soldiers couldn't, well... He deserves what happens when said group of well trained, well equiped and well prepared adventurers comes after his head.

Treating adventurers as vigilantes or outlaws only gets you outlaws that can break castle walls, kill armies, control the elements, summon the forces of hell, turn nobles into tadpoles, raise armies of the dead and other really unpleasant things. Better pay them to do 'adventuring' where the good and neutral ones can kill the more evil ones, than turn them all against you. Some long forgotten king must have realized that it's best to divide and conquer, than to unite and lose.


Nearly all videogame magic is point based. I woud say all but there may be some corner cases I don't remember.


1 person marked this as a favorite.

You destroy him. Chunky salsa flies everywhere. For a moment you see a translucent form of him and then it too is hit by the afterimage of your strike. An observing cleric or wizard can tell you that not only you killed him but somehow managed to kill his soul. For a quick moment you see Pharasma standing by your side looking flabbergasted, her mouth hanging open and her arms waving in a 'what the hell' motion. The she turns at you with a scowl and a glare and dissappears. Alternatively you see Zon-Khuton looking impressed. He turns and offers two thumbs up and what passes for a smile and then dissapears. If you are quick enough to raise an empty hand before he dissapears, he gives you a high five and then dissapears.


VampByDay wrote:
But seriously, I draw the line at bluff abuse. I had a PC cast glibness and walk into a demon fortress IN HELL and declare that he was their new boss. -40 on the bluff check and he still made it. Entire encounter was almost ruined (luckily he didn't have the rumormonger ability. He picked it up later). He tried to basically use it to get out of every encounter with a sentient creature, including tricking a dragon out of his hoard.

That is an awesome thing to do. Why would you be against a player being imaginative and resourceful?

With that kind of Bluff check the player should be able to do stuff like Loki, who made a bunch of giants believe a 7 foot tall bearded male barbarian in an ill fitting dress was the goddess of beauty, Anansi, who convinced one of his enemies to stand still while he tied him to a pole because he wanted to measure how big he was, and Hermes, who convinced his brother to trade an awesome magic item for a musical instrument he cobbled together from garbage he found around the beach.


This is a rules question in the rules question forum.
So here is the rules:

The Core Rulebook wrote:
If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true.

If his Bluff beat your sense motive you belive him. If he says it's night you'll believe in that while staring at the sun. If he says he is god you'll bow down and worship, because you believe that. That is RAW.

Anything about he being a known liar or believing that he believes it and may be crazy or not rolling bluff because the player can't make a convincing pitch despite the rules saying his character can, are house rules and have no use in this kind of thread.


Supperman wrote:
Anonymous for Chan.

The Four Chains

The Bastards
Elegant Gentlemen
Comrades in Arms


2 people marked this as a favorite.
Le Petite Mort wrote:
Okay, maybe the example I gave was more distracting than clarifying. To rephrase my question more explicitly, are characters railroaded into believing everything said to them at face value if they fail a given Sense Motive check?

Yes.

Le Petite Mort wrote:

It seems to me that a character who is bad at sense motive would be aware that they are bad at it, much in the same way that someone with low Knowledge (planes) knows that they know little about the workings of the outer planes and their denizens. Do low SM characters automatically believe that what is said to them is true all the time, or do they merely gain no additional information from the GM about the motivations of those they speak with?

The latter interpretation seems more sensible to me.

Gullible people are not aware that they're gullible. Gullible people in fact believe themselves to be really good at detecting lies. It's what makes them gullible.

In your example Thoggs response could be "Ha knew you wren't half devil, that ain't even a thing. Who would have sex with devils anyway?"


I just have to ask: Is there a class, feat line or group of veils based on the Akashic Records? Something similar to the akashic class from Arcana Evolved capable of touching the akashic records to get memories of events and skill boosts and other stuff. Possibly a mix of psionic and veilweaver, maybe as a Cryptic archetype? Having that book name and not using that tasty concept seems like a waste.


I can dig up my scion stuff and other scion resources from the web. If nothing else it has some basic organinzing on the chinese pantheon. But how do we do this, exactly? Just post the info here, send you a PM, how does this work?


2 people marked this as a favorite.
AndIMustMask wrote:
chaoseffect wrote:
AndIMustMask wrote:
i say 'human' fist because it's much more cost-effective to chop it off and have a clockwork prosthetic instead (which is real freakin' backhanded to monks there paizo).
This is a thing? Where? How? How much? Stop standing there gawking, you fool! Tell me now! I NEED IT.

clockwork prosthetics, from magical marketplace. they're fairly cheap (6400g a pop i think? so you're basically enchanting a firearm--pardon the pun), grant hilariously good bonuses vs various combat maneuvers, drastically increases your lift and carry weights (respectively), function in non-magic fields, can't be sundered since it's a part of your body (and you can't do that for some reason in pathfinder) and--here's the kicker--can be enchanted as if it were a weapon (for it's usual price and all the way to +10 total bonus) with any affect that would work with an unarmed strike. so it's a cheaper and more powerful AoMF with loads of peripheral benefits attached.

you just have to live the the fact that in paizo's twisted mind, you LITERALLY have to pay an arm and/or a leg to be good at unarmed combat.

i'm honestly tempted to rake up the dough to get all four limbs replaced (only enchanting one main one and a secondary for side benefits) and just run around grumbling "i didn't ask for this!" as i kick people in the face with my energy legs.

warning: don't stick brilliant energy on them or they'll be functionally useless for mundane tasks (your leg would sink through the nonliving floor, hands couldn't grab nonliving stuff, etc.), though it WOULD let you punch people through walls.

You can use command words to turn brilliant energy (or any other weapon ability) on and off. So your hands work normally when you want but when combat begins you can say "This hand of mine glows with an awesome power! Its burning grip tells me to defeat you! SHINING FINGER!"


Guys, he is already paying a feat for it, Weapon Group Adaptation. Making him pay two feats for a bit of cool factor would just make people not want to do it.


1 person marked this as a favorite.
Benchak the Nightstalker wrote:

In matters of taste, there can be no disputes.

The only response the OP requires is "Cool story, bro!" :)

Bah, his story is boring, cliche, and full of plot holes. What isn't purple prose is succint to the point of confusion. His characters are flat and uninteresting, his descriptions are meandering and lifeless and his action scenes are laughable and his attempt at moralization is forced, simplistic and confusing. His story is not cool.


Prety good for third level, Only advice would be trade Improved Sunder for Extra Rage Power Superstition. Sav Improved Sunder for level 9 or 11 just before getting Spell Sunder. I'm assuming you're going for Uberbarian build?


As long as you're not stoping other people at your table from playing a bard you're entitled to your opinion. But that is all it is: your opinion. And always remember that if you voice your opinion, the bard can voice his opnion that you opinion is plain stupid. Freedom of speech goes both ways.


2 people marked this as a favorite.
Kobold Cleaver wrote:

Since it actually wasn't impossible for humans on Earth, VM, I'm not sure how much your otherwise pretty reasonable consideration applies. Of course, people in Pathfinder are designed to basically be able to pull off any style just by virtue of freakin' insane stats. Hell, I bet the "water balloon fighting technique" could be perfectly effective in Pathfinder.

Use it to:

- Extinguish torches!
- Distract casters!
- Freeze the water and break skulls!
- This is stupid.

EDIT: I'm not sure why you're addressing Doomed Hero with this, though—he was actually saying dual shields was a fairly viable real-life style.

I might have come out wrong. I just wanted to point out that he can do it with normal human abilities, imagine what someone who had PC stats could do with it. Not arguing with him,more using him as an example.

Heck, if you can consider a hard rubber ball filled with water as a water ballon, a barbarian with more arms strenght than the best baseball players could probably throw it with enough strenght to cave a persons skull or rib cage. A hard rubber ball, likea dodge ball, filled with water, would probably hit like it was mde of steel and weight way less. Throwing water ballons could be a viable style.

1 to 50 of 1,338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.