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Goblin

blackbloodtroll's page

Pathfinder Companion Subscriber. Pathfinder Society Member. 28,666 posts. No reviews. 2 lists. 1 wishlist. 3 Pathfinder Society characters.


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Pathfinder Companion Subscriber

Both that, and the opposite, would work, RAW.

Now, how the unwritten rules handle it?

I don't have those in front of me, so I can't say.


Pathfinder Companion Subscriber

Monks do it.


Pathfinder Companion Subscriber

That's exactly what I was curious about.


Pathfinder Companion Subscriber
Scott Wilhelm wrote:
blackbloodtroll wrote:
You will need a Sea-Knife, or Barbazu Beard.
A Barbazu Beard is a Natural Attack, though, isn't it? Natural Attacks DO give you extra actions. If you have Bite and a Gore attack, you could swing your Greatsword, bite, and Gore, although you take significant penalties on your natural attacks for mixing them with manufactured weapon attacks. The penalty is mostly remedied by taking the Multiattack Feat.

Barbazu Beard is a weapon in Pathfinder Chronicles - Cheliax: Empire of Devils, and is legal for PFS.

Basically, a metal beard, you strap to your face.

It notes, specifically, that you can attack with it, as an off-hand attack, whilst using a two-handed weapon.

Similar wording is in the description of the Sea-Knife, but it is not PFS legal.

Well, not unless there is a Gillman boon.


Pathfinder Companion Subscriber

You will need a Sea-Knife, or Barbazu Beard.


1 person marked this as a favorite.
Pathfinder Companion Subscriber

Thunderdone? Is that the blase version of the Thunderdome?


Pathfinder Companion Subscriber

Well, that answers the the Spell Trigger question.

I, am not sure if that answers the Spell Completion question.


Pathfinder Companion Subscriber

I wouldn't go Bard.

If you must multiclass, I would go Seeker Wildblooded(Empyreal) Sorcerer.


Pathfinder Companion Subscriber

Why would Aasimar Reincarnated Druid not cover this?

That seems to be the perfect combo for it.


Pathfinder Companion Subscriber

That's not how Rangers and Paladins are worded.

Both have these:

Ranger wrote:
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

and,

Paladin wrote:
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

The Bloodrager has nothing similar to such wording.


Pathfinder Companion Subscriber

Basically, any Masterwork Weapon can be enchanted.


Pathfinder Companion Subscriber

I swear this was answered somewhere.


Pathfinder Companion Subscriber

You mean specific weapon, as you can enchant greatswords.

Well, there is Black Eagle's Blade, Executioner's Hand, Headsman's Blade, Rixbrand, Shearing Sword, Frost Brand, Blade of Binding, and Bloodlight.


Pathfinder Companion Subscriber

Well, a Bloodrager's caster level is equal to his level.

This, at least, has been confirmed.


Pathfinder Companion Subscriber

For example:

Can a 1st Level Bloodrager use a Scroll of Long Arm, without having to UMD it?


Pathfinder Companion Subscriber

I see both happening.

Sometimes, people will even put fluff text way above the rules descriptions.


Pathfinder Companion Subscriber
Gisher wrote:
Does Wespon Versatility even work with ranged attacks? Could you use it with a bow, for example?

According to everyone who rages at this feat?

Never.


Pathfinder Companion Subscriber

You no longer can take Arcane Strike with just a Spell-like ability.

That ruling was recently reversed in a FAQ.


Pathfinder Companion Subscriber

Dervish Dancer Bard, or Dawnflower Dervish Bard?

Either way, Azata-Blooded Aasimar rocks this.

The racial favored class bonus of +1/2 level higher when determining the effects of that performance, for Battle Dance, is just too good.

Also, the flat +2 Dex/Cha is right where you need it.


Pathfinder Companion Subscriber

I don't see the Barbarian dip as worth it.


Pathfinder Companion Subscriber

Well, you would be surprised.

Maybe not.


Pathfinder Companion Subscriber

Indeed.

The honorable thing of yesterday, is the dishonorable thing of today.


1 person marked this as FAQ candidate.
Pathfinder Companion Subscriber

Can a Bloodrager use Spell Completion items(such as Scrolls), prior to 4th level?


Pathfinder Companion Subscriber

It has no negative effect on a Paladin immune to disease.

Also, that line of thought suggest that a Paladin cannot use anything that hinders him.

Would a Paladin with levels in Bloodrager, be unable to use Bloodrage, as it decreases his AC, and limits his ability to use certain skills?

Remember, the drugs of today, were the medicine of yesterday.

So, would the Paladin need to never take medicine, as some of it may have side effects?


Pathfinder Companion Subscriber

Okay.

I was thinking of using this spell on an Adamantine Piton, to deal with the hardness of Animated Objects.


Pathfinder Companion Subscriber

Why is benefiting from spells, honorable, but drugs, are not?

Would that apply to all alchemical items?

Is the use of antitoxin, or smelling salts, "dishonorable"?


Pathfinder Companion Subscriber

Yeah, the Flurry write-up for this archetype is not as clear, as I hoped it would be.


1 person marked this as FAQ candidate.
Pathfinder Companion Subscriber

Would objects made of special materials, count as said materials, when used as weapons, under the effects of Refine Improvised Weapon?

Example: Adamantine Chain, or Mithral Frying Pan.

Here is the spell:

Pathfinder Roleplaying Game Advanced Class Guide wrote:

Refine Improvised Weapon

School transmutation; Level cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1
CASTING

Casting Time: 1 standard action
Components: V, S, DF
EFFECT

Range: touch
Target: one improvised weapon
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)

DESCRIPTION

You transform an improvised weapon into an equivalent simple or martial weapon of masterwork quality. This effect does not alter the weapon's shape or appearance in any way. For example, if this spell is cast on a chair leg, a butter knife, or a pitchfork, the items function as a masterwork club, a masterwork dagger, or a masterwork trident, respectively, but the items look no different than they did before the spell was cast.


Pathfinder Companion Subscriber

He could if he was a Monk of the Empty Hand.


2 people marked this as a favorite.
Pathfinder Companion Subscriber

Ninjas are masters of disguise.

The use of rouge, and other make-up, is part of their repertoire.


Pathfinder Companion Subscriber

Yeah, that "switch you grip" line makes many crap blood.

Weapon Versatility works fine with Unarmed Strikes, Bites, Dwarven Boulder Helmets, Armor Spikes, Boot Blades, Claws, Tail Slaps, etc.

If it helps, I usually see Rays, that require somatic components, as pointing a finger like a gun. So, maybe "switch your grip" is like doing the same thing, but with the hands sideways, like a gangsta.


Pathfinder Companion Subscriber

Half-Elf is for the Bonded Witch archetype.

Now, to ask a better question:

Are you choosing Quarterstaff for flavor, or do you intend to get a magical staff later? If so, I suggest the Quarterstaff of Entwined Serpents, for cool factor.

If it's just any double weapon, than why not a Boarding Gaff, as it is both Double, and Reach.

If it's just for a Quarterstaff/Spear-like weapon, then the Elven Branched Spear is a nice finessable reach weapon.


Pathfinder Companion Subscriber

Blunt Arrows deal Bludgeoning.

Boomerangs, Bolas, and Slaver's Crossbows deal bludgeoning.


Pathfinder Companion Subscriber

Inquisitor will make one of the best at Intimidation.

Now, another interesting option is an Undead Bloodrager, with the Coherent Rage trait.

This will allow you to deal scary damage, leave opponents shaken, and still be able to slip into the shadows stealthily.


Pathfinder Companion Subscriber

Rays are considered weapons.

If you are dealing Bludgeoning with a Ray, then you you are dealing it with a weapon.


Pathfinder Companion Subscriber

Nightmare Weaver. Soulless Gaze.


Pathfinder Companion Subscriber

Indeed.

I like Soulless Gaze, as it ups the condition.


1 person marked this as a favorite.
Pathfinder Companion Subscriber

Ray of Frost, Weapon Focus(Ray), and Weapon Versatility.

Now, this is disputed RAW. Check with you DM.


Pathfinder Companion Subscriber

Hospitaler Paladin is a decent choice.

Hex Channeler Witch does this alright as well.


2 people marked this as a favorite.
Pathfinder Companion Subscriber

Skull and Shackles handles this too:

Skull & Shackles Player's Guide wrote:

PEG LEGS & EYE PATCHES

This optional rules system gives GMs a way to assign scars and major wounds to their PCs. Before implementing this system, consider these rules carefully. Major wounds can have major effects upon play, and some groups may not appreciate such debilitations, preferring the threat of death and an unscarred resurrection over a thematic crippling.
These rules are a variation on the optional massive damage rule found on page 189 of the Core Rulebook.
Whenever a character takes damage equivalent to massive damage, he must make a successful DC 15 Fortitude save or be reduced to –1 hit points and gain a permanent debilitating scar or handicap. These effects are randomly determined by rolling 1d20 on the table below. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or don’t make sense—such as a character losing a hand two or three times. The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.
Rules for eye patches, peg legs, and prostheses to cover injuries and replace lost limbs may be found in Pirates of the Inner Sea.
d20 Battle Scar or Amputation
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9–10 Major scar—severe cut on face (–1 penalty on
Charisma-based skill checks**)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (–4 penalty on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items*)
20 Loss of arm (–1 Str, cannot use two-handed items*)
* Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components.
** At the GM’s discretion, characters with major scars may also be granted a +1 bonus on all Bluff, Diplomacy, or Intimidate checks against other pirates, as the scars of battle are much admired by pirates.


Pathfinder Companion Subscriber

I prefer the Reformation Inquisition.

It get's you basically, the same effect, plus, allows for you to roll two Intimidate checks, and take the better roll.


Pathfinder Companion Subscriber

I want to know, specifically, if this effects Spiked Shields.

Especially, Bashing Spiked Shields.

I feel I should repeat:

I really want this to be specifically addressed.


Pathfinder Companion Subscriber

I think I should address a few things:

1) You can already two-weapon fight with one weapon. Double Weapons, and the Unarmed Strike.

2) There are still legal combinations of two weapon fighting with a two-handed weapon, and a non-handed off-hand weapon. These include the Sea-Knife, and Barbazu Beard, which explicitly allow this combination.
This has been Developer confirmed as well.


Pathfinder Companion Subscriber

Well, does a PC who uses Power Attack before attacking a square he suspects contains an invisible opponent, not gain the penalty to attack rolls, if no one is in the square?


Pathfinder Companion Subscriber

Total Defense prevent making AoOs.


Pathfinder Companion Subscriber

Whatever anyone's issue is with two handed weapons, and two-weapon fighting is, it isn't balance.

Also, your example, isn't two-weapon fighting.

Ninja'd.


Pathfinder Companion Subscriber

A Paladin of Torag, that cannot drink?

A Paladin, cannot take drugs, in a religious ceremony?

Some laws may make some drugs illegal in some places, but nothing else in their use conflicts with the Paladin code.

Only cultural norms would make their use taboo, and even then, that alone, would not violate the code.

Only a DM ignoring the text of the code, and using current day, real-world cultural norms, and religious codes, would find reason to do so.

At that point, he/she is making a houserule, or ignorant of the rules, or even willfully ignorant of the rules, for personal reasons.


Pathfinder Companion Subscriber

Attacking an object, is still an attack.

You could attack the grass.

You could even attack an object, that is immaterial, or non-existent(such as an illusion).

So, you could have a Dancing Lights spell going, and then continuously attack the glowing spheres of light.

Nothing about Combat Expertise notes that you must attack, a corporeal creature, that truly exists.

Can you imagine one ruling that you could not Sunder, and benefit from Combat Expertise, or attack a Silent Image, and not benefit?


Pathfinder Companion Subscriber

Strangely enough, the penalty for improvised weapons, seems to be a non-proficiency penalty.

To quote the PRD:

PRD wrote:
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.


Pathfinder Companion Subscriber

Let's keep this to one weapon at a time.

It is much more likely to be answered that way.

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