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Red Dragon

Ventnor's page

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You could go for a Mauler Familiar and have a battle buddy instead, if you want.


They're cool.


Gilfalas wrote:
hotsauceman wrote:

So, my friend started a Dark Sun campaign and I want a Halfling cavalier.

The only problem is, I cant has the normal mounts available
I had to find a suitable mount.
Does anyone know where i can find such a thing? What publication?
Haflings in dark sun rode medium sized dinosaurs like velociraptors if I remember right. Though there were absolutely nothing close to Cavaliers in Athas I am sure they can be made to fit with the right orders, probably in service to one of the sorcerer kings.

I thought halflings on dinosaurs was an Eberron thing?


So, it seems to be agreed upon that Dwarven brawlers, while okay, are generally a little too slow to be as good at the job as humans or half-elves are.

However, thinks to a feat called Shatterspell in the Advanced Race Guide, they can literally punch magic until it breaks. It gets even better if they can use the Stamina Rules in Pathfinder Unchained, since that allows them to use Stamina to punch even more magic.

So, yeah. Dwarves, man.


3 people marked this as a favorite.

I wonder if a simple fix for this is to simply remove the attack penalty. I don't think its going to all of a sudden make rogues into War Gods if you do that.


Jaelithe wrote:
Ventnor wrote:

75.) Building an entirely new town is hella expensive.

You'd do it for Randolph Scott.

I have no idea who that is.


74.) Jim the bartender gave you a free drink once a week. And Lily the tailor always makes sure that your coat is in perfect repair. You've got to return the favor somehow.

75.) Building an entirely new town is hella expensive.


TriOmegaZero wrote:
Rich Parents seems like a good trait for the new Vigilante class.

I actually don't think Rich Parents would work at all, for one simple reason.


wraithstrike wrote:

I am just typing as I am reading.

The Gladiator trait is weaker overall than the one for stealth. A +2 bonus and making it a class skill is pretty good. +1 to attack of opportunity and to performance based combat checks, which are an optional rule that may never get used are not all that great.

Silt Sailor is giving a +2 trait bonus to two different skills. Is the goal here to go beyond the normal power of traits. Well then again they don't become class skills, and they don't upgrade so it seems legit.

I really like the Veiled Alliance trait, but the game has no general rule for using the bluff skill to disguise arcane spells. Does this mean you get a +2 when lying about not casting an arcane spell, or will bluff be used to make spellcraft checks more difficult to deal with?

They were all first drafts.

Bodhizen wrote:
wraithstrike wrote:
I really like the Veiled Alliance trait, but the game has no general rule for using the bluff skill to disguise arcane spells. Does this mean you get a +2 when lying about not casting an arcane spell, or will bluff be used to make spellcraft checks more difficult to deal with?

I would imagine that it would mean that you can use Bluff to convince others that what you just did was not cast an arcane spell, but it was instead a psionic power, or something. Most arcane casters now receive Sleight of Hand as a class skill to conceal their spellcasting anyway.

Perhaps we need to codify this more. Wraithstrike, do you want to take a swing at some rules for spotting when an arcane spellcaster has cast a spell?

Ventnor: Thank you for the traits. I was able to use all of them in some fashion or another except for Templar, because that one doesn't actually do anything except give a +1 trait bonus to Intimidate. Intimidate is a class skill already for all templars, and you never answered my question about the badge.

Thanks, everybody. I'm going to need to get some names of folks who have contributed to the success of this conversion for crediting purposes. Please message me privately with your information if you would like to receive credit for contributing an idea or some material.

Glad I could help!


I don't think "overpowered at first level, worthless at second and beyond" is a good way of balancing a trait.


cnetarian wrote:
LazarX wrote:
xavier c wrote:
Calistria IS Chaotic Neutral.
I've always wondered how are elves considered a "good" race if she's the main diety.
Calistria is the Godess of lust and revenge who is worshiped by the elves among others, but is not the main deity, at best she is the goddess of the core pantheon most closely associated with elves. The elven pantheon has 3 exclusive members (Findelara CG, Ketphys CG, and Yuelral NG) and 3 members that are also part of the core pantheon (Calistria CN, Desna CG, and Nethys TN). Of these 6 the closest to a "pure" Elven deity is Findelara, however which deity is the "main deity" probably varies from community to community with the 'main deity' mostly being one of the three gods exclusive to the elven pantheon.

Pretty sure Nethys was a human wizard-pharaoh who wizarded so hard that he broke his mind (and reality) and became a god.


Well, Druids are by default proficient with Scimitars, so there's that. You could also play a Half-Orc to be automatically proficient with Falchions, which is one of the best 2-handed swords there is.


Here's a few more!

There is a shadow on the fray,
Which hides evil in the grey,
I now keep the night at bay,
By calling forth the Light of Day!

In reality's shadow you lurk,
And its rules you now shirk,
But now your plans are in the murk,
As your magic shall no longer work!

Now to the heavens cast your eyes,
See danger coming from the skies,
The young and old, the fools and wise,
In falling fire, everyone dies!


1 person marked this as a favorite.
Gorbacz wrote:
Wake me up when the OP accumulates more than three temp bans, two threats of physical violence and one threat of a lawsuit. And gets on magnuskn's ignore script.

Oh, you're playing Paizo Forums Bingo too?


Here are some Social traits for people on Athas, Bodhizen. You can use them as-is, tweak them, or ignore them entirely.

Athasian Noble: You have lived a life of wealth and privilege in one of the seven cities. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility) and Knowledge (History, and one of those skills becomes class skills for you.

Desert Traveler: Whether you are a member of an elven tribe, a Thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.

Disciple of the Way: You are a student of Psionics on Athas, known as "the Way." Your study of this cerebral art, whether or not you managed to manifest powers of your own, has taught you how to shield your mind against outside influence. You gain a +1 bonus to Will saves against Mind-effecting and Fear effects.

Forest Ridge Denizen: You originally came from the Forest Ridge, beyond the Ringing Mountains. Your time spent in one of Athas's last remaining green places, which has all manner of deadly predators in it, as taught you the value of going unseen. You gain a +2 bonus to Stealth, and Stealth is a class skill for you.

Gladiator: You've spent your life fighting both men and beasts in Athas's arenas, either voluntarily or as a slave forced into the roll. During those fights, you've become especially handy with some especially crowd-pleasing weapons. Choose one weapon with the performance quality. You gain proficiency with this weapon, a +1 trait bonus to Opportunity Attacks with this weapon, and a +1 trait bonus to performance combat checks with this weapon.

Silt Sailor: You have spent a lot of time sailing on the sea of silt. If you didn't quickly learn about the dangers of the sea, you would have ended up dead rather quickly. You gain a +2 trait bonus to Knowledge (Nature) and Knowledge (Geography) checks concerning the Sea of Silt, and you can make those checks untrained.

Templar: You are a member of the Templars, the vicious enforcers of the Sorcerer-Kings. Anyone who lives in the Tablelands knows and fears the authority that you wield. You gain a +1 trait bonus to Intimidate checks, and Intimidate becomes a class skill for you. You also start play with a badge of office that indicates your position as a Templar.

Veiled Alliance: You are a member of the Veiled Alliance, a group of renegade preservers who oppose the Sorcerer-Kings. Your time spent in this group has taught you how to disguise the spells you cast. You gain a +2 trait bonus to Bluff checks to disguise the Arcane Spells you cast as psionic powers, and Bluff becomes a class skill for you.

Voice of the Elements: You are a conduit for one of the great elements of Athas. This connection has granted you insight into ways that element manifests on Athas. Choose Fire, Water, Air, or Earth. You gain a +1 trait bonus to Knowledge (Planes), diplomacy, and intimidate checks with outsiders that have the subtype that you chose.


2 people marked this as a favorite.

Delicious fruit.


Milo v3 wrote:
Ventnor wrote:

So, Auras work on the Green Lantern colors=emotions idea?

I can dig it.

Auras work on the Jainism and Hinduism linking of Auras with Colours. Green Lantern came out... a fair bit after those :p

Psh, yeah right.

Next you're gonna tell me that elves and dwarves pre-date Tolkien!


1 person marked this as a favorite.
kestral287 wrote:

VMC Magus is also hilarious for Unchained Rogues:

-As a Dex-based class with no required mental stats, the Rogue can easily pick up a second primary stat and buff up their Int.
-Access to Arcane Deed for Precise Strike is very strong on a Dex-based class, and lets the Rogue be competitive offensively without going for TWF (to-hit problems) or THF (may or may not work with their Dexterity setup)
-The Arcane Pool is an accuracy buffer on a class whose only native accuracy buff occurs after they hit you. That's a pretty big deal.
-The Rogue is relatively feat-lite and can pick up a few early combat feats with Talents if need be, so they're not crippled by the five-feat loss.
-No native requirements for a swift action makes supporting most of the Magus arcanas very easy.

Spellstrike is dead for them, of course, but the rest is awesome.

If I was the GM, I'd totally let that rogue Spellstrike with the spell-like abilities that they get through Minor Magic and Major Magic.


So, Auras work on the Green Lantern colors=emotions idea?

I can dig it.


1 person marked this as a favorite.
Falcar wrote:
You could look at Grendel from mythic adventures. He has an ability to rip limbs off based in a grapple check. His strength however is quite high (36 if I remember correctly)

Why would Grendel have that ability? He's the guy who gets his arm torn off, not the arm tearer.


Because science is magic!


Perhaps you could include a "Gladiator Champion" Brawler archetype that focuses on using performance weapons, including getting the scaling damage dice.

To further integrate this theme, you could class all the arena weapons in Dark Sun (dragon paw, lotulis, singing sticks, the lot) as performance weapons.


2 people marked this as a favorite.
BigNorseWolf wrote:
Ipslore the Red wrote:
The peasant railgun does not actually work due to similar purposeful misunderstandings of the rules, so I doubt it.
It also doesn't work because D&D has no rule for momentum. You can't violate all the other laws of physics because "the game says so" and then suddenly click on real world logic. The staff is passed around the planet at the speed of light and then simply stops and falls to the ground when the last peasant lets it go.

I'm imagining now that "rail-line" is an actual job that a lot of people in this world have. They get up at 6, stand at their place on the road, and just pass objects along at the speed of light for 8 hours, before heading home to sleep.

"Me father and grandfather were railsmen, just like me. It ain't a pretty job, but someone's got to move goods from East Town to Westton. It's an honest profession, it is."


Why does it take a million feats just to fake someone out?


137ben wrote:

The creature type names are also obviously biased.

In Elvish, we'd be called Elfoids with the Chimpfolk subtype.

This made me chuckle.


You could have a God of wealth who got his fortune from buying ladders and selling 10 foot poles.


Be an Unchained Monk. Get Hydraulic Push ki power (it's a Qinggong power). Get Hydraulic Maneuver. Trip and blind enemies from across the room.


I think the Aldori Swordlord in Paths of Prestige allows you to use dex for damage with an Aldori Dueling Sword.


Esoteric Components?


104 people marked this as FAQ candidate. Answered in the FAQ. 5 people marked this as a favorite.

So, in Pathfinder Unchained, Rogues get Finesse Training which lets them use Dexterity instead of Strength for a few select weapons of their choice. Let's say the weapon that the Rogue chooses is an Elven Curved Blade, which is a 2-handed weapon which can be used with Weapon Finesse.

Would the Rogue add 1.5x Dexterity on the damage, as is the case with normal 2-handed weapons that use Strength?


Imbicatus wrote:
Ventnor wrote:
Here's a twofer. One is an aasimar summoner with the sacred summons and summon good monster feats. The other is a human warrior who has put maximum skill ranks into ride and has taken skill focus (ride) feat.
Angel Summoner & BMX Bandit

Correct, but you forgot the link.


Here's a twofer. One is an aasimar summoner with the sacred summons and summon good monster feats. The other is a human warrior who has put maximum skill ranks into ride and has taken skill focus (ride) feat.


2 people marked this as a favorite.
Lemmy wrote:
Starbuck_II wrote:
Anzyr wrote:
Healing being inefficient in combat (with notable exceptions like Heal) is just math. There's no point in being upset that 2 + 2 = 4. Being upset won't make 2 + 2 add up to 5.
Um, 2+2 =5, if we are using vector math. Stop thinking on 2 dimensional in your math (sarcasm but still fits).
Not to mention that 2+2=5 for sufficiently large values of 2.

There are only two values of 2. My value of it, and the wrong way to value it.


Catfolk. Ratfolk. Lizardfolk. Dark folk.

Am I the only one who finds the practice of appending the suffix -folk to the end of words to be lazy and uninspired? I mean, if we're doing that, then why not call dwarves "beardfolk?" Or half-orcs "tuskfolk?" Races with names like that just feel bland to me.

And it doesn't have to be this way. Grippli sounds much better to my ears than "frogfolk" ever did. Instead of "snakefolk," we have Nagaji. Vanara instead of "monkeyfolk." And I know "kitsune" literally means fox in Japan, but I like it a lot better than just calling them "foxfolk!"

Anyway, I'm kind of curious if I'm the only one who shares this particular pet peeve.


Bodhizen wrote:
Ventnor wrote:
Out of curiosity, are you going to throw in some Athasian traits as well?

That wasn't on my radar, but it is now! Thank you!

Do you have any suggestions?

Well, most traits give small skill bonuses as well as add a certain skill as a class skill. Though they're not limited to this.

Perhaps, for example, there could be an Athasian Gladiator trait that grants proficiency with 1 performance weapon of choice.


I'm just sad that there's real way to Hadoken with the monk.

No, I don't want to wait to 18th level to smack someone from across the room with a ki blast.


Feature 1: 1d100 ⇒ 6 = Rich in natural resources
Feature 2: 1d100 ⇒ 28 = Melting pot of many races peacefully coexisting
Feature 3: 1d100 ⇒ 75 = Anomaly that seems magical but has a natural explanation
Feature 4: 1d100 ⇒ 57 = Something that can reveal the truth behind a famous mystery
Feature 5: 1d100 ⇒ 87 = Subjugated local population

The town of Greensdale appears at first to be the perfect place to live. It is built into the side of a large hill with a large forest growing on it. The town was formed as a joint venture between the dwarven Ironhelm Clan and elves of the Evergreen Circle. Soon, all kinds of races came to live in the prosperous town, and were welcomed in the spirit of cooperation and brother- and sisterhood.

One local mystery that is located near the Ironhelm mines is a constant wailing. The dwarves say that before the town was founded, they fought a great battle with an underground evil and locked it within the earth, and elven wizards of the Evergreen circle back them up in this interpretation. The wizards also discourage anyone from investigating the "Imprisoned Wail," as it's called.

The reason they do so, of course, is because of the actual cause of the wail. Living on the hill before were a tribe of orcs, which was defeated by the overwhelming might of dwarvish steel and elven magic before the town was founded. Those orcs who were not killed were set to work in the mines that the dwarves dug, slaves in all but name.

The ruling council of the city, of course, does not want this secret revealed. Sure, their claims that they have found a use for inherently evil and violent creatures might go over well with some other dwarven clans, but many other clans and almost certainly most of the other elven groups would look down on orc enslavement.

The problem is, of course, that the reason that Greensdalian Steel is so cheap to make is because slave labor significantly cuts down on the cost. Aside from the price, the metal isn't really that much better than any other metal. And the economic opportunities afforded by such cheap steel have allowed Greensdale to prosper as an example of inter-species cooperation. Dwarves and elves, humans and halflings, gnomes and tieflings are thriving together as never before. So what if a few orcs have to suffer to the betterment of everyone else...


Out of curiosity, are you going to throw in some Athasian traits as well?


Helix7901 wrote:
Ventnor wrote:
Arbane the Terrible wrote:
Ventnor wrote:

No one's still managed to figure this one out yet...

Ventnor wrote:

Hm... here's another one.

This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.

* Well, he kind of looks like a goblin anyway.

I could've sworn I'd answered it already. Ash Ketchum, I choose you!

----

In a rather odd sci-fi game, the character are:
A male medium-sized Ettin Aristocrat with an Alchemist discovery or two.
An Android Expert who can't gain any positive emotion effects
A male Human (close enough) Bard writer
A female Human Expert and a male Human Commoner.

Nope, not Ash. Pretty sure he's not small and green.
I could be wrong, but it kinda sounds like Babidi from Dragon Ball...

You are not wrong. Correct!


Arbane the Terrible wrote:
Ventnor wrote:

No one's still managed to figure this one out yet...

Ventnor wrote:

Hm... here's another one.

This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.

* Well, he kind of looks like a goblin anyway.

I could've sworn I'd answered it already. Ash Ketchum, I choose you!

----

In a rather odd sci-fi game, the character are:
A male medium-sized Ettin Aristocrat with an Alchemist discovery or two.
An Android Expert who can't gain any positive emotion effects
A male Human (close enough) Bard writer
A female Human Expert and a male Human Commoner.

Nope, not Ash. Pretty sure he's not small and green.


1 person marked this as a favorite.

No one's still managed to figure this one out yet...

Ventnor wrote:

Hm... here's another one.

This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.

* Well, he kind of looks like a goblin anyway.


Spell Sunder better not be gone. It was basically the coolest rage power, on both a thematic and mechanical level.


1 person marked this as a favorite.

Slayers can get the rogue trapfinding goodies (including Disable Device as a class skill) with a Slayer Talent. Plus they have an archetype that lets you sneak attack enemies from farther than 30 feet away.


1 person marked this as a favorite.
CosmicKirby wrote:

I'll throw one out here.

NG Human Male Fighter, specializing in two-weapon fighting.
LG Human Female Heavens Oracle, Foretold curse. Loves dogs.
CG Half Elf Male Sorcerer Arcane Bloodline, Arcane bond with a toy.
CN Aasimar Male Ranger, Sword and Shield style. Hired help.
LG Half Elf Female Ecclesitheurge Healing domain, related to the Sorcerer.
NG Human Female Master Summoner. Acts like a ninja.
N Human Male Demagogue Bard, Sword and board, womanizer.
N Human Female Fighter, specializing in two handed weapons, dumped CHA.
LN Human Male Monk with Vow of Chains. Only uses their feet.

Pretty sure someone did the cast of Tales of Symphonia already. But...

Lloyd
Colette
Genis
Kratos
Raine
Sheena
Zelos
Presea
Regal


The scorpion whip makes no sense.


1 person marked this as a favorite.
Mark Seifter wrote:
Yeah, I was considering that feat when I suggested the increased daily uses of those talents. It seems like a pretty fun combo!

'

Out of curiosity, if you had the space, would you have Unchained the Minor Eldritch Magic and Major Eldritch magic talents in the Advanced Race Guide?


What if instead of inventing a Furycrafter class, one used a Kineticist from Occult Adventures?


Can there be a style strike that involves doing a spinning piledriver of some kind?


The minor and major magic buffs make the Bookish Rogue feat from the Advanced Class Guide very enticing, I'd imagine.

Advanced Class Guide wrote:

Thanks to your preparation, your arcane ability is more varied than most.

Prerequisite(s): Minor magic rogue talent.

Benefit: By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again.


Race 1: 1d100 ⇒ 63 = Grindylow
Race 2: 1d100 ⇒ 31 = Duergar
Race 3: 1d100 ⇒ 82 = Changeling (Doppleganger-kin)
Race 4: 1d100 ⇒ 95 = Plant-Based Humanoid
Race 5: 1d100 ⇒ 27 = Strix

The Floating Island of Luw hovers above the middle of a vast ocean, and can be seen for miles around. The most common race seen here are the strix, who fly from their homes in the floating island's trees to harass and raid any boat that comes near the island.

The strix also come into conflict with the duergar, who have created a network of tunneling passages throughout the island. The duergar arrived on the island nearly a decade ago using teleportation magic, and the conflict started almost immediately. The strix believe that if the duergar dig away too much, they will cause the island to fall, while the duergar don't care about the ultimate fate of the island, only what they can do with the rich veins of ores found beneath its surface.

In the shadows of the great trees of the island is a large river that spills off of the edge into the sea. Grindylows prowl these waters, opportunistically attacking any duergar or strix who get too near to them. The grindylows tend to leave the Fernlians, a group of small humanoids with leafy hairs growing on them, alone.

Finally, a small group of changelings have made it onto the island. Believing that their God has sent them here, they have begun systematically infiltrating the other groups on the island in an attempt to play them against each other in the hopes that the changelings will be the last ones standing. Only time will tell.

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