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3,661 posts. No reviews. No lists. No wishlists.


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Perhaps a Bard? They're significantly different in "feel" from Ninjas, but can mimic a Ninja-style of play just fine.

And no-one ever suspects the fop...

No love for the Flumph?

Rysky wrote:
Pssst! You just linked back to this thread :3

Gah! Okay, let's try that again.

Here we are. It's actually called "Taldan Knight" and it's indeed a 3.5 feat.

Guess you'll have to restrict yourself to an Aide-de-camp and a Squire. And maybe an Apprentice. And some evil minions. And perhaps a Familiar, Animal Companion, a few constructs, some Zombies...

Much to my surprise, this looks quite legal.

Tyinyk wrote:
Imperial Knight says "As if you had selected the Leadership Feat" Does that mean neither actually count as the feat

They both specifically say that the cohort acts as if you had taken the feat. Not the PC, who should still be free to take Leadership (or in your case Greater Leadership).

The book with Imperial Knight feat in it: "Taldor, Echoes Of Glory", isn't that 3.5 though?

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Something that looks like a Symbol spell.

Or Lego bricks.

Rules aside... how does one "stare" at something that cannot be seen?

That said, there just isn't any rule for what happens when targets (or in this case sources) of spells cease to be valid after the spell has been cast. So ask your GM.
But be prepared to be ridiculed. ;)

Gisher wrote:
An Alchemist or Investigator can make Extracts of True Strike if they have True Strike on their Formula List.

'fraid Not. It's on their list, but...

SRD wrote:
Extracts cannot be made from spells that have focus requirements

Maybe trade ships with a captain who wants to go on account? Then the both of you are still tracked of course... just by people neither cares about.

Tarantula wrote:
Alchemists can use wands for spells on their list.

Quite correct of course. It's just a pity they:

A) Can't actually make wands, not being casters.
B) Have spells on their list that can't be made into wands, extracts, infusions or potions and thus are useless.

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  • Buy Homunculus Clay.
  • Use a drop of a PC's blood on it.
  • Kill the resulting Homunculus.
For the small, small price of 750gp a pop you're doing 2d10 points of damage to a PC, at any distance.

"the eidolon stuff"?

Please don't inflict realism on your players, or on the game. Things just work, because the rules say so. Unless you have a good explanation for Fireballs too...

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A Changeling commoner could add +1 to your CL with the Coven Caster feat, though she'd need a Charisma or Intelligence of 28 to do so reliably.

A Changeling with the Adopted trait can take the Azlanti Inheritor trait, and grant +2 CL. I guess ma Sea Hag bagged herself a Gillman.

(+3 with a Ring of Tactical Precision.)

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Ah, right. Guess we'll have to pilfer from strongboxes then.

Sepia Snake Sigil springs to mind.

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Daedalus the Dungeon Builder wrote:

If you can hide your spellcasting, it's a great way to pickpocket.

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It would make sense for such a ship to have a literal "Skeleton Crew", after the ship ate away their soft organic tissue for its own nourishment.

It could be some sort of long-distance "sleeper ship", which picks random passengers to feast on while the others wake up at their eventual destination - unless the ship goes rogue and just keeps eating them all, one at the time.

(Just a few ideas you may want to consider.)

Pyrite Pinchbeck and Whiff.

I've no practical suggestions.

Swamp gas balloons.

Whispering Way: yes.
Four Horsemen: No. Or rather: <expletive deleted> no!

Useful info on either can be found in the Golariopedia, among others.

Azten wrote:
"Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."

Ah, but the trick here is: they're not different classes. It's the same class.

The intent of the rules is clearly not to allow "super Familiars", but the RAW does permit it in my opinion.

If your Familiar is important to the character's concept, you may wish to consider the Figment archetype. It's not very potent, but there's something to be said for the immortality your Familiar gets.

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The Polymorphamory guide should have all the info you need on that subject.

Also: hone your skills with a Soulbound Doll - they're a lot cheaper.

CraziFuzzy wrote:
I was under the impression that the words of this spell stating the you can make a knowledge check was overriding the DC 10 limitation.

Perhaps that was indeed the intent. But I doubt it myself.

It's 318 now anyway. Onwards to 327!

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Maybe it can flap its masts? Really fast?

No. Compare it to a Homunculus, which also can't speak but still has Telepathy.

Yes, added equipment bumps the DC of an NPC encounter. On the other hand, it also adds to the reward so I wouldn't worry about it too much. Just consider for a moment what the PCs might do with the stuff first, apart from just selling.

Perhaps you were thinking of Gloves of Pulverising?

This thread had one foot in the grave. And a hand.

Wanna play cards? Oh come on, just one hand.

Bigsby took it, alright?

You may want to start by replacing all weapons, armours and shields with Masterwork versions, that's never a bad idea.

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Implanted Alchemist's Bombs can set off a chain reaction of exploding people. That'll give you more time to describe the carnage.

Wasn't Poog a fruitcake?

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Interesting arguments on both sides. FAQing.

45ur4 wrote:
There are also the Arithmancy feat

I think most of us are trying to forget it exists.

There are also Fuse Grenades, Pull-cord Grenades, Slime Grenades(!) and more Alchemical Splash Weapons than you can shake a stick at.

You can make them all more "interesting" with a Launching Crossbow or Flask Thrower to get more range.

A pointer stick. "I could stab you there. And there. Like so. But I won't, I'm not a violent... why are you bleeding all of a sudden?"

kyrt-ryder wrote:
You want a very sharp knife, a means of keeping him from struggling, optional anesthetic or analgesic, and a means of sealing the incision. I recommend cauterization.

Let me guess... you're a veterinarian?

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1. Give low level spell slots. Take away high level spell slots.
2. Agreed, but given that a Wizard has a focus on Intelligence anyway, it's not something that needs fixing. Besides: it's a Wizard! You want to do something? You cast a spell that does it for you.
3. Wizards have pretty good survivability - provided they use their spells for it. See also point 1.

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Rysky wrote:

"Would you like some wine?" said when the PC's are looking at his partner.

There, spell cast.

And all the PCs get their spellcraft check, because... reasons.

The Bloatmage PrC has some rules for being morbidly obese.

There's Homunculus Clay, which does pretty much the same thing minus the murdering.

And with the right tools they're useful spies or infiltrators.
And don't forget they have hands and can fly. Give one a bow, and you'd have the most demented "Cupid" ever.

dragonhunterq wrote:
well spotted sir, seems like you want to fail that first save then.

That was my guess. In fact, you can safely fail the second one too: a single point of nonlethal damage is guaranteed to be undone by the healing done once you do make your safe.

Still, it would be nice if the DC could be lowered - poisons are more easily applied/shared/created than CLW potions, and 6gp per hitpoint healed isn't all that bad.

It has 10 hitpoints, and no way to regenerate those. So... once it takes those ten points of damage in your stead, it's gone. Over. Kaputt. Finito.

Bane Wraith wrote:
Am I missing something?

No, you're not - I guess the creator of that spell never considered the issue.

There are worse "offenders" though: Once you're hypnotised, you stay that way... forever! *cue thunderclap*

Personally I'd say you get free and full use of your extremities for the duration of the spell... but the manacles stay on.
Exactly how that would work though, I'm not sure.

Snake Oil:
This mildly toxic liniment numbs flesh and can soothe injuries. Though the tincture is actually poisonous, an imbiber who avoids becoming poisoned recovers from minor injuries.
Type poison (contact); Save Fortitude DC 12
Onset 1 round; Frequency 1/minute for 5 minutes
Effect On a failed save, snake oil deals 1 point of nonlethal damage. However, on a successful save, the toxin heals 1d6 points of nonlethal damage; Cure 1 save

It's an interesting thing, this poison. Having a beneficial effect on a successful save is, afaik, unique. But on which save does it do that? On the initial one, as you then "avoid becoming poisoned"? Or on the next save, as that's when a poison would start to have an effect?

And while on the subject: is there any way to decrease a poison's DC? Or increase it's potency without increasing the DC?

Klorox wrote:
there's no reason to believe they won't work together.

...apart from the fact that the breath weapon isn't actually a bomb any more.

Back where?

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