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Red Dragon

Ventnor's page

350 posts. No reviews. No lists. No wishlists.


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3 people marked this as a favorite.

I'd say it applies, if only because Bombur is the best dwarf.


master_marshmallow wrote:
Nicos wrote:
There is no meaningful way to show what is the standard way to generate stats in PF.

Except that it is identified as such in the rule book, followed by classic and then purchase.

Standard Fantasy is the wording that exists in the book, to differentiate it from low fantasy, high fantasy, and epic fantasy.

The standard way to generate ability scores is 4d6 drop lowest.

My personal preference is Heroic, though I have never tried Dice pool and I think I may want to since it gives exactly as much control over your stats as point buy does.

But that is for another thread, point is, don't say that the words in the book don't exist to suit your needs.

This does not disprove the thread thesis that Combat Expertise is the worst.

There it does not exist.


Combat Expertise and Chaotic Evil have the same acronym.

Just saying.


I think they only made Bloodrager bloodlines in the ACG that matched Sorcerer bloodlines that were in the CRB. It's possible that somewhere down the line there will be a Stormborn bloodline for the Bloodrager.


1 person marked this as a favorite.

Plus, Studied Target makes Slayers better pickpockets than rogues are, since a bonus to attack rolls increases you CMB too, and CMB is used for the steal maneuver.


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Silver Surfer wrote:

I've made no bones that I thought several of the classes released in the ACG were poorly thought out and were very OP to the extent that a few of the core/base classes have now almost been made redundant.

Character concepts could have been far more easily achieved with simply providing more archetypes and tweaks through feats.... with the added benefit that classes were enriched rather than eradicated.

The question is.... in the future will we look back on the ACG as the point at which PF started on a downward spiral? Did character creation for the sake of character creation and profit hunger win out over common sense?

The point where Pathfinder began its downwards spiral was the CRB.

*Cue canned studio laughter*


There is a Bloodrager archetype in the Advanced Class guide called the Primalist. Primalists can trade away their Bloodrager rage powers for Barbarian Rage powers. So you don't need to multiclass at all to get Spell Sunder on a Bloodrager.


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Blackwaltzomega wrote:
Ventnor wrote:

Here's an idea. What if "A" decides that they want the Paladin to be happy in a way that only an unstable person can; A decides to kill all of X's family. Not X (that would make the Paladin unhappy, after all), just X's father, siblings, the whole family tree.

Obviously, X might appeal to the Paladin for help with the sudden murders of several of their family members.

That really doesn't strike me as the thinking of a neutral good character. That kind of psychology tends to ping on the ol' Detect Evil.

Murderous rage was mentioned as a possibility for this character's action.


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Here's an idea. What if "A" decides that they want the Paladin to be happy in a way that only an unstable person can; A decides to kill all of X's family. Not X (that would make the Paladin unhappy, after all), just X's father, siblings, the whole family tree.

Obviously, X might appeal to the Paladin for help with the sudden murders of several of their family members.


Ravingdork wrote:
Charon's Little Helper wrote:
The Improved/Greater Trip combined with Combat Reflexes & Vicious Stomp is mean.

It's meaner on a monk. This was actually one of the builds my friends and I tried to convert to brawler.

Ventnor wrote:

I thought the big advantage that Brawlers had when it comes to Combat Maneuvers is that they only need to have the feats for said maneuvers when they need them.

For example, if the party encounters a bunch of spiders, a monk or fighter specializing in tripping or disarming foes have basically wasted their feats. But if the party later encounters an enemy who relies on a flaming sword to do damage, the Brawler can quickly slot in some disarming feats and pinch the sword right out of the enemy's hands with little fuss the same as the monk or fighter could.

This is the biggest strength the brawler possesses, I think. Everything else he can do is outclassed by someone else.

If an opponent is too big to Vicious Stomp, then the feat is wasted in that combat.

Having a niche feat when you need it and only then is a pretty neat schtick.


Charon's Little Helper wrote:
LoneKnave wrote:
Quote:
Brawlers are better than the monk at going nuts with manuvers, with the exception of grapple.
They are only very barely above any other full BAB class in maneuvers... in fact, now that I think about it, just about everyone is better, unless you want to specialize in being able to do multiple maneuvers, I guess. Which is an okay thematic shtick, but kinda not a really great idea.

Three things make them better.

1 - They get inherent bonuses from manuver training, and can eventually get Greater Weapon Focus for that extra +1.

2 - They don't need a 13 Int to take Combat Expertise. This isn't much - but a few stat points saved at creation is nothing to sniff at.

3 - They can do them unarmed without extra cost. This again isn't huge - but it's an advantage. Disarming it lets them keep the weapon, trip combos with Vicious Stomp, and Pummeling Bully lets you do a manuver for free if you hit with any attack roll of your pummel.

The 3rd monks get as well - but I don't think that many would argue that the brawler isn't better at most manuvers than a monk. (Tetori beat them in grapple, and Manuver Masters with dirty trick.) Plus monks don't start proficient with any reach weapons, and AOOs are an important part of many manuver builds.

I thought the big advantage that Brawlers had when it comes to Combat Maneuvers is that they only need to have the feats for said maneuvers when they need them.

For example, if the party encounters a bunch of spiders, a monk or fighter specializing in tripping or disarming foes have basically wasted their feats. But if the party later encounters an enemy who relies on a flaming sword to do damage, the Brawler can quickly slot in some disarming feats and pinch the sword right out of the enemy's hands with little fuss the same as the monk or fighter could.


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I ban people who don't properly roleplay their characters.

If you play a wizard and you don't bring a bag full of bat poop to the game, you're out. I also expect people who want to play an oracle with the deaf curse to cut their ears off. Much more immersive that way.


Slayers aren't all combat; their Studied Target has out-of-combat utility as well. Improving bluff and intimidate checks can make their conversational skills not too bad, and improved disguises can have a range of uses.

All this with no magic at all.


Oly wrote:
BigP4nda wrote:
Found out something after rereading the death attack ability. Assassin has the wonderful gift of reusing his death attack. Where as slayer and ninja require 24 hours if they fail. Besides the DC for all of them is essentially the same since the others use half their level. They all cap at 10+10+ability. The assassin's actually progresses faster.

Slayers are stronger in a lot of ways, but not so roguelike in flavor. I understand wanting that flavor.

Ninjas have that flavor, only have to study for one round, can use ki to turn invisible to help remain undetected while studying their potential victim, and have no alignment restrictions.

What flavor do assassins have that slayers lack?


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Because they're big anti-climaxes.

"And then the villain died. The end."


Don't take the more situational Combat Maneuver feats like grapple or disarm as permanent feats. Only pick them up with Martial Flexibility; that way you have them available against the humanoid opponents they really shine against.


Pathfinder Design Team wrote:
Previewed Errata wrote:
The wielder of a weapon enhanced by this raging song counts as if she is under the affect of an inspired rage raging song for all purposes involving the skald’s rage powers.

"My sword burns with the rage of my ancestors! Literally!"


Thing is, I hate mind control in stories in general. It's generally a lazy way to get characters who would never fight each other to fight each other.


How about a Halfling archetype that's a master of using the Halfing Sling Staff? It could be a fighter, rogue, slayer, ranger, whatever would fit best. The important part is that it's an expert at using the Halfling racial weapon.


You might want to swipe the Oracle Curse mechanic. It's certainly got a "power at a price" theme going on.


Chess Pwn wrote:
Well if you take the archetype that lets you add metamagic feats and use highten spell then I guess you could opt to get a +6 on the DC. The biggest thing to me is I don't know what spells a bloodrager has that you'd be making sure the DC wasn't beaten.

Detonate, maybe? Exploding yourself to hurt your foes sounds like a pretty Bloodragery thing to do.


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Durngrun Stonebreaker wrote:
alternis sol wrote:

hmm I'd say yes for PFS because of this line

Pathfinder Player Companion: Varisia, Birthplace of Legends wrote:
Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon.
the bladed scarf dancer can wield the scarf as a one-handed weapon which is what the bladebound requires.
It has to be a one-handed slashing weapon (or rapier or swordcane), not simply wielded as one. Although I think it's perfectly fine as a house rule. I have even combined bladebound with staff magus to create a blackstaff character.

Was your blackstaff character's name Ebenezar McCoy?


If you want to use Ranger, the Witchguard archetype could be handy too in expanding the Ranger's spell list depending on which patron you choose. It stacks with the Woodland Skirmisher archetype too.


63) Each of the PCs has been visited by the same ghost. Said ghost wants the PCs to avenge his death.


I like it! Taking the "spit poison" concept and running with it is pretty neat.


Secret Wizard wrote:
Scavion wrote:

Senpai noticed me!

Now all they have to do is offer me a job...

That is an amazing gif.


Gazebo Golem.


I think my Nagaji Bloodrager request got overlooked with all the other posts in the thread, so I'm reposting it.


Since the Drow were originally elves, they should probably mirror them in some way. What if you had elves favor "elegant" magic such as enchantments and illusions, while Drow favor more "brutish" ways of using magic such as evocation and transmutation. Since they've settled next to dwarven territory, they've probably also picked up some dwarven culture too.

Perhaps drow in you setting are just beginning to experiment with magitech? Since they're uniquely caught between elvish magic and dwarven engineering, that could be a direction to go in.


How about Nagaji Bloodrager?


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525.) The Art of War

Written by a Tianien strategist named Sun Tzu, referencing this book gives its reader a +2 to any Knowledge Checks dealing with warfare.

526.) A Knife's Guide to Knives

This book details how to create and maintain daggers, including tips on how to sharpen, clean, and polish them. The book itself also radiates moderate transmutation magic, and if the proper command word is said, will transform into a +2 Dagger. Saying the word again reverts it back into book form.


3.) The God's Gravestone: This immense mountain has a large fissure running down its North side. Local legend says that the fissure spontaneously opened at the exact moment Aroden died. This made the mountain a congregation spot for some of Aroden's worshippers after his death, but these pilgrimages have all but disappeared as Aroden's church shrank.


Charon's Little Helper wrote:
Victor Zajic wrote:
Brawler flurry does seem to be missing that language, so if you are flurrying with a temple sword in each hand, your penalties increase.
Theoretically - but why would you? All you're doing is wasting gold on an extra sword and using up your off-hand. (For a brawler you should always use a shield. While it's debatable whether or not they're proficient - worst case they can use a darkwood shield at no ACP.)

Brawlers don't get their in-class AC bonus if they use a shield. And that bonus applies to Touch AC, which is pretty good.


It kinda needs to, considering the Kapenia Dancer forgoes armor proficiencies like the Kensei does. So, in fact, Dex-to-damage is probably the smartest way to go about making one.


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So, the Kapenia Dancer is a Magus Archetype that was released in the Varisia Player Companion. It's an archetype that specializes in using the Bladed Scarf, and it allows the Magus to wield a bladed scarf as a one-handed weapon and gives them weapon focus with it for free.

Add in that Bladed Scarves work with weapon finesse, and deal slashing damage, and finally the Slashing Grace feat from the Advanced Class Guide. A Human Kapenia Dancer could be using Dexterity as their damage ability from level 1. And you know what? It makes total sense.

Anyway, just thought I'd point that out.


36.) A big monster is attacking a city? Why? Who cares? Go kill it.

37.) You learn of a troll living under a bridge who eats people who cross over it.


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160a. "Hello my baby, hello my honey, hello my ragtime gal..."

162.) You have spent quite a while honing your sorcerous powers, inherited from some dragon ancestor. Then, one night, you receive a magical message. It seems that your draconic great-something-grandparent has finally passed away of old age. He decided to pass his vast hoard of treasure to the first of his descendants who can discover where he hid it. Of course, this is a dragon who has lived a VERY long time. As such, there are hundreds of claimants to the hoard now.


Lesser Spirit Totem might not be a bad call. You should have the Charisma to make it work, and an extra attack per party member could be pretty good.


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26.) Everyone has things about them that they wish to hide; negative emotions that they want to repress. However, facing your true self and accepting it can grant you a strength beyond anything you could imagine. After all, it takes a truly strong person to reach out to the truth.


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Out of curiosity, why doesn't Pushing Infusion work with Force Blast? It feels like that should work.


22.) The Phantom who is bound to you was a person who was deeply, obsessively in love with you. Whether you return that affection is another matter entirely, but they are devoted to doing everything you ask of them.


17.) One day, years after he had died, your best friend appeared to you in chains. He told you that you had to change your ways, or else you'd end up with his fate. Fortunately, he can change his fate by altering yours. So now the both of you have to redeem yourselves with acts of heroics.

18.) A mother's love can transcend all things. Even death.


20.) You REALLY should not have opened that box.

21.) You are a reincarnation of a great orcish warchief. And the greatest harpist of all time. And a dread pirate king. And who knows how many others? The point is, many of the worlds great people have reincarnated into you. At the exact same time. It can be kind of confusing.


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12.) There is an order of Spiritualists devoted to Sarenrae called the Dark Before. Their mission in life is to find spirits who have evaded being sucked into the abyss or sent down the styx, and do the impossible; redeem them. These are the souls, after all, of murderers and monsters. Is it truly possible to have them repent for what they've done?


Kolokotroni wrote:
Lord Mhoram wrote:
Cardz5000 wrote:
Kolokotroni wrote:
The kineticist screams for a monk archetype if you ask me. Heck, I want a full on hybrid class to be honet.
I've already been working on a character for a gestalt game.
So have I. :D
Will his hair change color when he takes burn? :P A gestalt kinetist/monk may be the character i have always wanted to play in my heart of hearts... Now i want to go back and watch a certain anime that was on saturday mornings when i was younger...

Unfortunately, taking on that burn requires 500 Full-Round Actions. :p


7.) The spirits that you channel are all ghosts with unfinished business. You help them fulfill the goals that they couldn't finish in life. Said ghosts depart for the afterlife once these goals are fulfilled. However, the next day another spirit seems to pop into your life; your reputation as a ghost-helper grows with each spirit you aid. There are a lot of ghosts who need your aid, after all.


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5.) It doesn't happen often, but sometimes an Eidolon DOES die. But death isn't always then end. Those Eidolons who had an especially strong bond with their Summoner will sometimes claw their way out of the realm of the dead to join the Summoner again. Things aren't the same, since the dead nature of the Eidolon alters the way that the Summoner can use magic. But it's worth it; that separation would be more painful than anything.


Just have you Telekineticist carry some daggers around. They're light objects, after all.


Can a Telekineticist specialist apply an Aetheric Boost to his Telekinetic Blast?


The ancestral weapon trait seems like an especially good fit, thematics-wise, for this class.

I think that a spells-known table would be a handy addition to the writeup.

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