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Red Dragon

Ventnor's page

633 posts. No reviews. No lists. No wishlists.


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A halfling champion actually sounds like a pretty neat way to go because of the Favored Class bonus. Pretty sure no one would complain about an additional +6 to all non-spell damage rolls.

Halfling archmage medium blasters sound pretty good too, actually.


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Imbicatus wrote:
So do monks. Ki leech, ki mat, channel focus, ring of ki mastery, there are plenty of ways to recharge ki.

But Gunslingers and Swashbucklers don't need to shill out money on those things. They just get their pools back automatically as a part of their class.


The tastes of high-level adventurers are obviously refined.

So the party must go adventuring to places like the Elemental Plane of Papayas, the Lost Empire of the Golden Pineapple, and the Hidden City of Guava to search out the best ingredients for their poolside bar.


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Phrenology also doesn't make much sense in a world where some of the most intelligent beings are evil psychic fishes, giant flying fire-lizards, and literal hellspawn. Do aboleths even have skulls?


Imbicatus wrote:
Snowblind wrote:
Rynjin wrote:
FLite wrote:

I like the paragon surge nerf.

whatever you use it for the first time each day, that is the benefit you get for the rest of the day. Still useful, but not "every spell every time you cast it."

That was actually a FAQrata from a while back.

And they didn't errata it to stop Versatile Spontanaity breaking it again, so y'know...the more things change...

At least they screwed Wyroot into the ground. Image what horrors could await if Unchained Monks got to actually use most of their class features. Nope, looks like the Ki pool is for Barkskin, an extra attack here and there, and nothing else of significance.

Unless you take the ki leech power, which all umonks have access to.

Ki Leech is also [Evil], so...


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LazarX wrote:
Ventnor wrote:
LazarX wrote:
Terminalmancer wrote:

The sad part is that this isn't something Paizo just made up, it is a belief that was once considered scientific fact. It's not normally the kind of thing I want in my fantasy game, but Occult Adventures pulls from a lot of 17th and 18th century quackery, so it's... in scope? Sort of?

Do you look at alchemy in the same way? If not, aren't you setting a bit of a double standard? Alchemy was as much pseudo science as phrenology and Lysenko.
Except phrenology was used to justify horrible racist and sexist philosophies.
True, but irrelevant. Alchemy no doubt, had plenty of abuses and scams of it's own.

I'll admit that as a Psych major I have a personal dislike of the whole subject.


By chance, did anyone get a look at the Elongated Cranium feat?

Apparently people with conical heads are very likable.


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LazarX wrote:
Terminalmancer wrote:

The sad part is that this isn't something Paizo just made up, it is a belief that was once considered scientific fact. It's not normally the kind of thing I want in my fantasy game, but Occult Adventures pulls from a lot of 17th and 18th century quackery, so it's... in scope? Sort of?

Do you look at alchemy in the same way? If not, aren't you setting a bit of a double standard? Alchemy was as much pseudo science as phrenology and Lysenko.

Except phrenology was used to justify horrible racist and sexist philosophies.


How about this one I just made up on the spot?

Mighty Muscles
You've trained your whole life for adventuring, and you know you will not fail.

Prerequisites: BaB +5, Power Attack, Cannot cast spells
Effect: You gain a bonus to saving throws equal to your Strength modifier. Temporary bonuses to Strength (such as Rage or Bull's Strength do not modify this bonus.


Is a Sacred Fist worth it if you use the Unchained Monk's Flurry of Blows rather than the Core Monk's?


In honor of the release Occult Adventures in a week...

161.) The PCs learn that a great blacksmith, a Pyrokineticist who heats his forge with his own flames, has been kidnapped by a group of heretical Gozrites who believe his work is an abomination and wish to drown him. Can the PCs save him in time?

162.) While resting in an inn, someone approaches one of the PCs. They claim to be a Medium, and that they're channeling the spirit of one of the PC's deceased loved ones. Said spirit requires the PC to do a task, naturally. But is the Medium just fleecing the PC, or are actual spirits at work here?

163.) The PCs arrive in a town, only to discover that all of the townspeople have been hypnotized into following a young child who awoke their mind-bending powers. Said powers are being used by the child's cynical parents to enforce their will on the townspeople, something that the child doesn't want to do at all. Can the PCs help the young mesmerist control his power? And how will the townspeople react once the spell is broken?

164.) The PCs learn that a particular relic that they need is in the hands of an Occultist whose known for his power and greed. He also lives an annoyingly far way away from anything resembling civilization.

165.) The PCs all receive a strange dream in which an elderly woman cries out to them for help. She claims that her psychic powers are fading, and its all she can do to contact them. Great. So... now what?

166.) The PCs are confronted by a Spiritualist who claims that the phantom he's bonded wants revenge upon them.


Oddly enough, it sounds like Hobgoblins are going to make great kineticists.

Though a corps of hobgoblin geokineticists whose job in an army is to create fortifications for the main hobgoblin force does sound quite plausible now that I think about it.


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Larkos wrote:
Did Yoon ever accidentally burn Gom-Gom, I wonder...?

Of course not! The fire is Yoon's friend, and it would never do anything to make her sad.


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Manwolf wrote:

29. Faerie, Fire! : A brownie appears and begins shooting you with a tiny bow and arrow for 1 min/level. The arrows do no damage but count as a distraction preventing you from taking 10 and requiring you to make a concentration check to cast spells.

31.) Fearie Fire: You summon a helpful brownie who immediately catches on fire. The fire cannot be put out.

You monster.


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LazarX wrote:
Ventnor wrote:

So, in the core rulebook, Clerics can dedicate themselves to an ideal rather than a God. Let's then, say that an ideal we can dedicate a cleric to is the idea that there are no such things as gods (just very powerful celestials/fiends). How would one build such a cleric? What domains and such would one use?

This can, of course, apply to any divine class that can dedicate themselves to an idea like Inquisitors and Warpriests. Also, such characters wouldn't work in settings like Forgotten Realms or Golarion, where God worship is mandatory.

That's about as contradiction in terms as you can get. To be a divine caster you have to have SOMETHING to believe in to ground your faith. Without faith, you can't be a conduit for divine power.

"That's what the so-called Gods want you to think. They say that we must kiss the ground on which they walk and not question ideas they have that could be wrong. True divinity is unshackling yourself from these dictators and embracing the power of creation that flows through the cosmos. It is knowing that they have all lied to you. And finally, it is in the conviction that once you have rejected their false promises of salvation, you yourself will be saved." - Brother Ides, former priest


24.) (Literal) Divine Favor: Upon casting this spell, you immediately owe one favor to a random deity who can cash it in at any time.

25.) Feast Shape: The caster of this spell can assume the shape of any food they want. While they are a food, they cannot move, speak, cast spells, and are completely delicious.

26.) Blunderstomp: The caster falls prone.

27.) Mage's Magnificent? Mansion: The mansion conjured by the spell is serviceable as a place to rest, but the food tastes bad, the invisible servants are barely competent, and everything smells of rotting owlbear.


So, in the core rulebook, Clerics can dedicate themselves to an ideal rather than a God. Let's then, say that an ideal we can dedicate a cleric to is the idea that there are no such things as gods (just very powerful celestials/fiends). How would one build such a cleric? What domains and such would one use?

This can, of course, apply to any divine class that can dedicate themselves to an idea like Inquisitors and Warpriests. Also, such characters wouldn't work in settings like Forgotten Realms or Golarion, where God worship is mandatory.


You could try to nab a Belt of Mighty Hurling.


Epic Hoagie wrote:

[EDIT/ADDITIONAL QUESTION]

The Skill Unlock for Stealth says that, at 15 ranks, "If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn." Sneak attack specifically says "The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC".

Does that mean that, if I were stealthed up before I made a full-round attack, each hit would proc Sneak Attack damage? If so, that's way broken. hahaha

At 15th level? Not really.


Vic Wertz wrote:
Ross Byers wrote:
So this is the Nale to Lem's Elan.
You can call him Mel for short. But don't call him short, or he will own you.

So, extrapolating on this, I guess that means that Lem and Mel's father is the one pulling the strings on the House of Thrune.


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Evan Tarlton wrote:
Damn. Alain has just been displaced as the biggest dick.

You forget, Meligaster has psychic powers with which to enhance his dickery. Alain's a-holery is done with pure grit and gumption.


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Wow. That's pretty grim. Excellent, but grim.


What if the Avenger got the ability to impose fear conditions on enemies that normally are immune to those conditions?


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36.) A Bhaalspawn.


Could a Trapper Ranger, with all of the supernatural traps flavored as various spells, work for this concept?


Eye for Talent wrote:
Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Okay, so quoted above is the Eye for Talent alternate racial trait for humans. Pretty neat if you're a Cavalier or Hunter who wants a stronger or smarter beast buddy.

But let's say you're a Cavalier with the Huntmaster archetype or a Hunter with the Packmaster archetype, which grant you multiple animal companions at once (albeit, with your effective Druid level divided among them). Does the +2 bonus to any ability score apply to all of your companions, or only one of them?

I think it applies to every companion you have, but this sounds like the kind of thing where it could be ruled either way.


It would be an interesting way to build a Monster with class levels without having to actually add class levels to them.


DM_Blake wrote:

I never said Paizo was going to rewrite Prestige Classes. Or really even that they should.

What I am saying is games are usually better without loopholes. Playing games is usually better without having players (or GMs) looking for ways to exploit the rules and break the system.

Sure, not everybody agrees with that (mostly the people who like exploiting rules and breaking systems), but I think, probably, EVERY game designer in the world would agree with that (except maybe the guys who designed Paranoia).

Maybe it's time for the vocal minority (that's us, here on the forums) to speak up and make it known that we want a great game, not a good game full of broken, outdated, or obsolete mechanics. Fix the game, balance the unbalanced, and for crying out loud, fix the exploits.

Or, at least, if not that, then certainly not the opposite - let's not invite more exploits...

Isn't the entire 3.x engine predicated on the fact that people are going to find loopholes and combinations of feats/classes/spells/etc. that make them extremely strong?


Rageshaper Archetype is a good idea for this kind of build.


Hazrond wrote:

i just like to mention that there is an archetype that lets you split your levels up over multiple companions, so with enough work yyou could probably have 3 animal companions at a decent level (also gonna mention that you can have a Velociraptor animal companion, you use the Deinonychus stats)

;)

You'll probably want the Boon Companion feat for that kind of character.


Or you could just flavor your lizard as a young psuedodragon who hasn't yet come into his full maturity until you take the improved familiar feat at Level 7.


Mark Seifter wrote:
Evil Midnight Lurker wrote:
Shikigami and ofuda... instead of "kami medium," why not call this archetype "onmyouji?"
Because there's already an onmyouji archetype in the book; time to make an adventure where the two archetypes team up as a PC tag-team!

One is a young gun who channels the spirits. The other is a veteran who also channels the spirits. Together they fight crime!


Out of curiosity, what is your favorite of the final Medium's spirits, Mark?


It sounds like the Medium has lost a lot of the moving parts it had in the playtest, which is just fine with me. I liked the flavor, but couldn't wrap my head around the way the spirits interacted with each other.


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Headfirst wrote:
LoneKnave wrote:
OP, maybe you should take your own advice and stop trying to win this argument.
That's my secret, Cap: I'm never trying to win. Just trying to give advice, and here it is again (minus the tiny dash of edginess that clearly sends some people into a defensive rage):

I hear this less as advice and more as "Heh, stupid minmaxers don't enjoy this game as deeply as I do." Said with the smuggest grin imaginable, of course.


There's a feat that I linked to in my earlier post that let's your wield the Dorn-Dergar with one hand.


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Sounds like a good fit for your character would be a Dwarven Dorn-Dergar with the Dorn-Dergar Master feat.


Cohorts & Companions has the Construct Rider archetype, which might give some of the flavor you're looking for. You could also try and flavor some of your extracts as being gadgets instead of drugs.

For example, a shield extract becomes a force-field generator, and jump is a modified pair of boots.


Just class features.


Kchaka wrote:
Stockvillain wrote:

But . . . how do you wipe?

I'm assuming you also never take off your spiked gauntlet either, just in case.

Magic.

Let's just say that Prestidigitation is very useful for a wide variety of life's problems.


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Imbicatus wrote:
You are a ranger and thus have endurance. Never take the shield off your arm, even when you sleep.

"You know, you're in the middle of a fortified castle with no chance that anyone could reach your room. Why do you have your shield on?"

"I MUST ALWAYS BE READY!"


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Oceanshieldwolf wrote:
Arachnofiend wrote:
Icyshadow wrote:

Her tale is an interesting one, and the art looks nice.

As for that earlier cheesecake debacle, I say let people have their opinions.

You don't have to agree with them, but you shouldn't deny them their freedom to express it either.

I think the clothes she wears suit her just fine. And really, if people want to draw her in less, they probably will do so.

Privately owned forum, you don't have the freedom to express yourself in a way that Paizo's moderators disagree with. And thank god for that.
Thank who? ;)

I'm pretty sure at least one of Vudra's gods is the patron of people who don't want to listen to other people's crap.


I think having it be an artifact that possesses people would be pretty cool. I also think that at first it should appear that the sword itself isn't the bad guy. There should be rumors that the sword is needed to perform some kind of terrible ritual, with no one knowing that the sword is forcing its wielders to perform the ritual against their will.


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You could do worse then modify a few of Zapp's lines.

"Listen, all we need to do is kill that (insert boss monster here), and all the dominos should fall like a house of cards. Checkmate."

"Stop exploding! That won't help at all!"

"Ah, yes, I remember defeating that golem. He just kept punching my face until he reached his punch limit and shut down. It was a great victory for justice that day!"


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Zapp Brannigan feels your pain.


Dragon78 wrote:

I would like to see spells put into two groups, combat spells and rituals.

Combat spells
-They are standard action casting time or less and do not provoke AoO.
-Can be used at will but are weak unless empowered by a mana pool like mechanic.
-Spells are still memorized(wizard) or known(sorcerer) but are not lost when cast.
-Common spell effects such as evocation, personal or small group protection spells, healing, enchantments, most illusions, weak summoned creatures, etc.

Example would a 9th level wizard could cast a at will fireball that does like 3d6+Int mod damage or use some mana and make it 9d6+Int mod damage instead.

Rituals
-Casting time at least a full round and does provoke AoO.
-Can have more then one caster for a single spell to make it stronger.
-Used to create more powerful or longer lasting(even permanent) effects.
-More limited resource maybe x/day or cost a lot of mana.
-Common spell effect like powerful summoning creatures, powerful barriers/wards, magical traps, raising the dead, creating undead or constructs, etc..

I think all damage dealing spells should get the casting stat mod added to damage.

So Dresden Files magic, then? I can dig it.


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RDM42 wrote:
EntrerisShadow wrote:

Gnomes. 100% Gnomes. I want to play a game where everyone rolls a Gnome.

Not really that people hate Sorcerers, per se, but I greatly prefer Sorcerers to Wizards. If I'm gonna cast spells, I wanna look sexy doing it.

Bards.

Cavaliers and Paladins. ESPECIALLY Paladins.

I like restrictions for the purpose of a coherent theme. A prehistoric game with Shamans and Druids only. A steampunk game with alchemists and gunslingers. It's a story telling game and I think stories are better told when there's a cohesive narrative structure. Even if that means this game isn't the one where I get to roll up my Beastmorph Alchemist.

Gnome-rolling is a time honored orcish sport, right before dwarf tossing ...

With the kind of will saves most orcs sport, they probably think they're rolling gnomes...


Ask your GM if you can let Rapid Reload apply to your slingstaff like it does to Crossbows or Guns.


Chengar Qordath wrote:
I think that, as often happens in alignment discussions, people are making the mistake of assuming that only the most extreme imaginable case of the alignment applies. Obviously a society of total law or total chaos would be completely unworkable, but if you that only the most extreme interpretation applies that 99% of societies are neutral.

That's what the Shin Megami Tensei rule is for. Law and Chaos are out to screw you, so kill them first. By killing God and the Devil, I guess.


Epic Meepo wrote:

Sorry, but I absolutely DO NOT WANT a base class that forces me to use an origin story I didn't write myself (with input from my GM). If someone wants to design a prestige class that can only be gained by an orphan whose parents were murdered, I'll grudgingly tolerate it because prestige classes have pulled that sort of stunt since day one, but I don't ever want to see a base class using that same design philosophy.

It's bad enough that most of the character traits in the game come with mandatory origin story dribble that invalidates alternative thematic concepts. ("No, your trait bonus to initiative can't be the result of a distant quickling ancestor. You can only get that bonus if you were bullied as a child. Unless you house-rule it, that's the mandatory origin story for that bonus.")

Also, what happens if I'm a 10th-level rogue who wants to multiclass into vigilante? I already have ten levels worth of origin story. If the vigilante specializations are origins, do I have to pick one that matches events which occurred over the past ten levels? If I want the class features tied to a different origin, do I need to go on a side quest to justify the mandatory back story that never actually happened across ten full levels of play?

Origin stories are cool... when I get to write them from scratch for my own character. I don't want my base class telling me what events occurred during my character's early life or dictating my character's reasons for adventuring.

I think the idea here is to make the origins broad enough that they can apply to many different kinds of stories.

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