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VRMH's page

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Concrete, reinforced with immovable rods.


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Kayerloth wrote:
Personally I like the AC options available to the Barn archetype. I know my Barn has always proven a nightmare to be hit my annoying melee types specially when it turns its broadside towards them.

In soviet nautical campaigns with firearms...Barns broadside you!


I don't have the ACG myself, so I may be wrong about a few things. Bit:

Khevtol wrote:
it says my parrot becomes an animal companion as well as a familiar. Does this mean I can turn my parrot into a t-rex when I get the ability

No, just like a Wolf doesn't become a Velociraptor just 'cause you picked it as an Animal Companion.

Quote:
If the parrot stays a parrot, but gets feats and things, do I still have to use handle animal to control it in pfs.

No, though you could if you wanted to.

Quote:
Can I pick both a familiar archetype and an animal companion archetype?

Yes, provided they don't clash (which they shouldn't).

Quote:
Is my spirit animal still outsider(native)?

Yes - becoming an AC does not change a creature's type.

Quote:
Do the natural armour bonuses stack?

No, unless they're typed.

Quote:
If my character dies permanently, does the familiar/companion persist and have sentience afterwards?

Ask your GM; it's not covered by any rule.

Quote:
What is the HP/skills/base saves of my familiar/animal companion? Which order are they applied?

Always the best of either.

Quote:
What is the HD of my companion/familiar, and does this give it extra feats?

I've no idea...


Paladin/Bard


Desert Thirst (Su) wrote:
Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save or be destroyed.

I'd say bodily fluids are neither unattended, magical nor in anyone's possession, and are therefore exempt from destruction.


Major_Blackhart wrote:
who cheats at one of these things? The whole point is to have fun.

And some people really, really hate losing. Those people should of course simply not play games, but there you go.


TheBulletKnight wrote:
Investigator's do get mutagen

I don't have the book myself, but as I recall the Investigator doesn't have the mutagen class feature and can only get it as a Discovery.


Traits are for PCs.
Animal Companions are not PCs.
Ergo: Animal Companions do not get Traits.

(Though my search-fu has failed to find any quotable rules on that.)
((edit: seems The Ragi got me covered.))


Zwordsman wrote:
Wasn't it a "or " list?

I think so, yes. But the Investigator doesn't get any of them.


Or just frame another group in their stead.


NPCs could still die; why not have her character appear and disappear without actual explanation?


Or they're bribing one of your associates.


What's your Dexterity modifier?


Don't see why not.


A. When in doubt: Human.
B. When in doubt: don't multi-class.


AceSia wrote:
Dear all, this is my first time posting in the forums. So. Hello.

Hey, hello. Welcome to the fray.

Quote:
Does the "lesser restoration" 1/day ability from the Bracers of the Merciful Knight work somehow on the Antipaladin?

Yes, as the Antipaladin's ability, very specifically, "is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature."


In the "Forgotten Realms" (WotC setting) casters are expected to tie their thumb in such a way that they cannot cast anything with a somatic component. It would be voluntarily though, and easily removed.


Familiars can get feats by trading in feats they already have, though I think that only applies to feats specifically for them.


"Vermin companions follow the same rules as animal companions". So: yes, you can.


It could be interpreted as providing an option - if one of your targets succeeds in their save, you can possess the other. If both fail, you get to invade a random one.

Mind you, Magic Jar needs a rewrite all by itself; let alone when combining it with other effects.


Uma Thurman.


Sure you can. You just get an ever bigger penalty to your roll; ask your GM just how big.


I think you're right, but your GM might think differently.
The question boils down to "what kicks in first, the bonus or the archetype?"


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Carrick wrote:
Sounds like this guy might be happier as a paladin of Shelyn instead.

That could actually be your solution. Have him being "passed on" from one Goddess to the next, as a parallel to his worldly behaviour.


Splendor wrote:
With Oracles, Druids, Shamans, Hedge Witches, and White Mage Arcanists is Rahadoum really hurting for healing or divine magic?

Probably. Just 'cause your healing magic comes from nature, your blood, music, the Force or what have you, doesn't mean your neighbours will trust you or that you won't fall victim to a pogrom.


Bardarok wrote:
A paladin must attempt to give mortal (human elven orc dwarf etc.) enemies a chance to surrender and repent.

Should be okay, but some Deities have strict rules about giving quarter. You'd have to decide which rule the Paladin holds in a higher regard.

Quote:
Against an evil immortal enemy (evil outsider, dragon, undead) the paladin is not required to fight honorably they may ambush, use poison, and lie if necessary.

Dragons are immortal?

Anyway: "Boo! Hiss!". Codes like that of the Paladins are weakened by if... then clauses and other detractions. Sure, an Undead will probably be put to death as an abomination. But if quarter and mercy in combat are part of the Paladin code, then quarter and mercy must be offered. Paladins are at their best in simple, straightforward and black-and-white situations.

Quote:
A Paladin always has the right to ask the GM if an action they are considering taking is a violation of the code.

It's a bit "meta" to put that in the actual code, but probably a wise table-rule all the same. Although... isn't that what the Phylactery of Faithfulness is for?


If you're a Dwarf there's the Peacemaker's Parley spell, for battlefield diplomacy as a swift action.


The Bestow Luck feat fits the bill, but it's a 3 feat chain (and you need to be Human).


I'd like to point out the Golariopedia too.


Some additional suggestions, buried in among the non-mundane:
Ashiel's Guide to Adventure Preparation.


It's more easily justified that your character allows his cohort to ride him, than the other way around.


Dennis Baker wrote:
I don't think this is something errata-worthy, so long as it doesn't set a trend.

I do think it's errata-worthy, to prevent the start of such a trend in the first place.


An Aid Another bonus from your Halfling accomplice.


I like 'em as Druids.

  • No-one takes a Gnome serious. Ever. So they can do pretty much whatever they want to.
  • Everybody accepts that Druids are somewhat "maladjusted". So they too can do pretty much whatever they want to.
Combined, you're free from all expectations.


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1. Who keeps siphoning off the tavern's beer?


42. Cannon fodder against spells that target a limited number of creatures or hit-dice.
43. Trap sweeping.
44. Cronies for your Familiar to lord over.
45. Hiding your Balefully Polymorphed prisoners.
46. A bonus to your Disguise roll to pose as lifestock merchants.


Lifat wrote:
How does the simulacrum know what your wishes are at any given moment? I give you that it probably knows the broad strokes, but will it know specific stuff? I'd say no.

It won't know, but as it's a copy of you yourself it would use the same logic and reasoning you would have used.


Paladin.


Performance feats spring to mind.
Also: the Startling Report trait goes nicely with your Perform (Gun Show skill.


  • Magic Jar works by forcing souls into a crystal.
  • Simulacra having souls would open a whole new can of worms.
  • So it is practical to assume Simulacra do not have souls.
  • And thus Simulacra are impervious to the Magic Jar spell.


lemeres wrote:
That is what minions are for.

I concur, and would suggest Simulacra. They may cost a fortune to produce, but at least they can be relied upon.


1 person marked this as a favorite.

At the point where you think it would be fun to roleplay such.


Silus wrote:
  • What aspects need clarification? Basically what do I need to expand on?

One thing that springs to mind is: will there be Divine Magic and if so: where does it come from / where do people think it comes from?


VRMH wrote:
all classes can now create wands of Hostile Justaposition.
TheBulletKnight wrote:
Why would all? Only the summoner gets it as a 4th level spell. Everyone else gets it as a 5th level spell, meaning no wands for them.

Other classes may get the spell as a 5th level one, but that doesn't matter to the wand.

"A wand is a thin baton that contains a single spell of 4th level or lower." And even though it's only the Summoner that can cast it at that level, Hostile Juxtaposition is now a 4th level spell.

That's my interpretation anyway.


Yes. Actually, all classes can now create wands of Hostile Justaposition.


7. Easy mode latrine duties.


Use it to swing from the ceiling.


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4. Humiliate a foe by having to jump away every time you create another pit under them. "Dance, you Demon. Dance!"


Undead Anatomy wrote:
you can assume the form of any Small or Medium corporeal creature of the undead type

Shadows don't qualify as an acceptable form, lacking the corporeal quality.


Gwiber wrote:

“A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process”

Is the component of a beneficial spell used up when the target of the spell is not able to have it used on them?

If the intended Target is somehow invalid, the spell never actually "fires" and the Material Component remains as it is.

If the intended target cannot actually benenfit from the spell, that's just tough luck. The spell was cast, and the Material Component is used up.

Quote:
if the party DOES manage to go through the process of liquidating, finding a caster, and bargaining for a new True Resurrection spell; will the extraordinarily valuable diamond simply go away and the spell fail?

The spell will fail, the diamonds go to waste. That's why before casting an expensive spell like this, you first cast a divination to make sure the dead PC is actually able (and willing) to be resurrected.

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