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What Spell-Like Abilities would you recommend for the character. I am not sure what to select. A small list would probably be best if possible.
Also, thank you all for the amazing advice. In a platonic way, I love you all.
Undead Raisers, give me your Wisdom. (Or Charisma in some cases.)
I am looking for the best builds for Necromancers. I am mainly looking for Divine Casters, as they have the better mix of Necromancy spells, but if you do have a good build for an Arcane Necromancer, please contribute it.
I am mainly looking for Necromancers builds that favor controlling undead hordes and debuffing opponents.
It states under the Magus' Spellstrike ability: "If successful, this melee attack deals its normal damage as well as the effects of the
Does that opponent struck still get the save DC for a spell or not? It seems like that that but I am pretty sure they still do.
Just looking for a bit of confirmation
My favourite build for an Alchemist is using a Longbow and Explosive Missile to long-range bomb people.
I recently discovered that Vital Strike applies to ranged attacks as well.
I was wondering if I apply Vital Strike to a single Explosive Missile attack (which has been OK'd by my GM).
Would the Vital Strike apply to both the Arrow damage and the Bomb Damage.
According to the Vital Strike rules, it doesn't increase damage of precision-based damage (sneak attacks, etc.) or weapon abilities (flaming, shocking, etc.). The bomb damage is neither.
I love the idea of taking into account previous effects, and current effects to make things interesting.
Fortunately, with a bit of practise, you can pratically free-form this without making a complicated system for it. GM it up and say what happens.
The only downside is that you would need to rethink the dynamics between your monster's weaknesses, the PC's abilities/gear and the terrain they are fighting in.
Otherwise, go for it. I do it and it proves to be really fun.(Having the wizard cover the floor in water, then cast lightning bolt to hit anyone standing in the water)
Hope this helps
I am new to Pathfinder Society, but not Pathfinder itself and I was wondering about the retrain feature.
It says under the retrain part of Chapter 2:
Does this mean I can retrain my race and traits or does this only apply to retraining skills and classes?
When creating an item, you can use a Metamagic feat in conjunction with the spell, but all the normal restrictions remain the same in that you must be able to cast the spell like normal.
A good way to explain it is using my Dual Disciple Psion (Dreamscarred Press). I wanted to create a quick defence item to kill off opponents that get too close that I couldn't kill with my powers.
I use this example because it givesyou the numbers to work with.
You can travel to the demi-plane but there are certain restrictions:
1. You must be aware that it exists
I hope this helps. I have played a Psion that has a power that creates a demi-planes, so I have dealt with this before.
This is the sort of campaign where the party will make a choice whether to side with the landowners or the serfs.
Tell your Paladin player that because both of them have valid sides and both have commited crimes, he doesn't need to worry about which side to go on. The serfs are trying to gain a better social standing but are murdering people to get there. The landowners are legally right but have been commiting crimes within the law.
Long story short, if your paladin complains about being picked on, tell him this. It should explain it pretty well.
I have always just made up my homebrew one.
Goggles of Vision (Version I, II and III)
Most games the I play let me use this since it is pretty fair for the cost.
Krass Kargoth wrote:
This is supposed to help people run this style of game not say it is a terrible system for it
A friend of mine is also running this style game, so it is for his benefit also.
In the game, the fighter may have his greatsword broken but the wizard still needs his spell components, which will put a cramp on his ability to cast high level spells.
At the moment we have the following characters which will need special attention:
2. Shinigami (Bleach Homebrew)
How can we control these characters?
The advice has been great, especially from Psion-Psycho and Laarddrym
I am trying to run a game where the characters are marroned on an island with danger all around them. I want some rules to make the game more realistic.
I have come up with the following rules:
Does anyone have any other rules like this to add to the realism of the game?
I am an dedicated player of the Alchemist class. I like to focus on using bombs because I like to blow enemies and buildings up.
Unfortunately, I can find only 1 archetype, the Grenadier from Pathfinder Society Field Guide, that actually supports the use of bombs.
Has anyone know of any books that have a bomb-focused Alchemist Archetype or have made one themselves.
I am a constant GM and here is my advice:
1. It only applies to the shaken condition.
2. The attacker must make a Perception check against your Stealth Check. If he beats your check, he cannot see you and cannot attack you.
3. The spirits are very visible and having the totem spirit activated is like having a searchlight at night.
4. Concealment and Miss Chance are rolled seperately
To run this style of game, you need to right down a small rulebook that you can give to your players so they know what they are doing, becuase in this scenario, they may ba killed very quickly. If you need a reference guide, look at the d20 Modern Apocalypse supplement. It has a lot of helpful information, it just needs to be converted to the Pathfinder system
My opinion on Overhealing is as follows:
1. When Overhealing occurs, the player has the highest negative effect removed.
2. If there are no negative effects on the player, they gain temporary hitpoints equal to the number of hitpoints that put them over 100% health.
3. Overhealing cannot occur with a character above 75% maximum health. If I allow this to happen, people just heal themselves to gain extra defensive ability.