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Durkon Thundershield

coyote6's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 176 posts. 1 review. No lists. 1 wishlist.


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Deadmanwalking wrote:
Agreed, I'm probably using House Rules to make Charmed Life actually really good to make them more viable.

What were you going to do with charmed life? I think it needs to change, but I am not sure how (more uses? No action to use, rather than immediate action? Replace with flat "add Charisma bonus to saves"?).


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Duraxis wrote:
I'd house rule that you start with repeating crossbow proficiency (edit: possibly even hand crossbow proficiency, so they can use one something one handed) instead of firearms, and rapid reload instead of gunsmith,

That's what I was going to do, basically. I might just make it "all crossbows".


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Zark wrote:

Still doesn't work properly and is not intuitive. I'm on a Samsung so and can't get access tables on right hand on old stuff such as the sorcerer and bard. Fix this please or people will turn to d20pfsrd.com.

I see the same thing, FWIW. The class tables aren't scaling to match screen size, so that the right-hand portions are off the edge of the screen and unviewable. I have a Samsung Galaxy S4, and am using Chrome to view the site.

The rest of the pages seem fine -- it's just tables don't scale. I can rotate the device to landscape, and see a bit more, but the whole table still isn't viewable.


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The nature spirit's True Spirit ability turns the familiar into a combo familiar-animal companion. That doesn't kick in until 16th level, though.


2 people marked this as a favorite.
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Master of many misses?


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Roelandt wrote:


You missed the point, Necro. Wiz/Sorcs don't have hexes, so why are they listed as able to cast this spell? That's an error.

Screw the hex thing, the spell lets you plant a fog cloud that the caster can see through. Play an arcane trickster, drop a barrow haze, and begin sneak attacking. Neutralize a bunch of enemy archers, while still being able to nail them with your spells (or arrows, should you be an arcane archer).

Also, the spirit whisperer is a wizard archetype that gets hexes.


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angellus00 wrote:
Is this going to be added to the PRD?

Next month, I believe.


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There's no rule that I know of that says you can't have warrior as favored class. The guard lists 3d10+6 as HD. That's consistent with 3 levels, plus 3 for Toughness, plus 3 for favored class.

The buccaneer on the same page has 16 skill points spent, which is only possible with favored class bonuses applied to skills.


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The rouge (rogue/expert) - mentioned so frequently, everyone must want one!


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I had one character beat his head against a stone column.


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j b 200 wrote:
Melkiador wrote:
The shield brawler doesn't seem to have the weapon proficiencies for shield. I find this sad.
Some one already mentioned this, they get proficiency with a shield through the "close" weapon group.

Nope. Shield champion replaces all armor and weapon proficiencies of the base brawler, and only gets simple weapons. No close weapons group.


3 people marked this as a favorite.
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That fly is Mikaze: Hell's Rebels.

Warm up the AC/DC soundtrack!


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With the right players, you might not even have to tell them "ACG only" -- my Wrath of the Righteous campaign has one paladin PC, and four ACG PCs. The paladin player was considering a brawler, too.


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The PDF has the correct logo.


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Maybe they're going to adapt the system in Pillars of Eternity to reflect Pathfinder classes, and use it.


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Adam B. 135 wrote:
Shisumo wrote:
Adam B. 135 wrote:
Did you seriously just say that Greater Weapon of the Chosen has to be with your deity's favored weapon? Is this debate about to be revived? I really hope that was a miss-type because I was incredibly excited for a second there.
The entire chain is about enhancing your use of your deity's favored weapon, so yes.

Guess what I'll be asking for an errata for when I get my book? All those posts many people and myself made in the Warpriest thread should not have been for nothing. Pharasman warpriests should not be using their ceremonial daggers for this. Gorum should not care about what weapon a warpriest wields. Rovagug cares not for your implement of destruction, just the destruction caused by it.

I am with Rynjin on this one. I feel like a lot of good feedback was ignored. Totally logical arguments thrown out the window. Actual combat data swept under the rug.

I think there is some confusion.

Weapon of the Chosen is a feat (a three feat chain, actually). It wasn't in the ACG playtest.

The war priest class ability is Sacred Weapon.

The feat has to be for your deity's favored weapon.

The class ability works with whatever weapon(s) for which you have Weapon Focus.


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Ritual magic would be <sunglasses> off the chain.


5 people marked this as FAQ candidate.
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The Bolt Ace as written retains proficiency with all firearms and the Gunsmith class ability, meaning they get the Gunsmithing feat and start with a battered firearm of some sort.

Is that intentional, or should those things have been traded away, too?

(I think I'll give them proficiency with all crossbows, and some other feat or ability.)


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Lukas Stariha wrote:
This may be rules discussion outside of the scope of this thread, but does anyone know if the Bolt Ace and Gun Tank archetypes stack?

Looks like they're compatible.

Amusingly, it seems like the Bolt Ace retains proficiency with all firearms, and keeps the Gunsmith ability - so they get he Gunsmithing feat, and get to start with a gun.

I smell a house rule! Or maybe some errata.


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Gisher wrote:
I don't think I've seen anyone mention the White Mage archetype for the arcanist. Can anyone give us a quick overview.

It swaps out the 1st & 9th level exploits for the ability to spend 1 or 5 points from the arcane reservoir to cast any cure spell or breath of life (using an appropriate spell slot), and adds a greater exploit that lets the white mage spend an arcane reservoir point to use a spell slot to give allies fast healing for Charisma rounds.


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Armor check penalty and max Dex are different things. What the max Dex entry says has nothing to do with what ACP does.


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Axial wrote:
John Kretzer wrote:
Axial wrote:
John Kretzer wrote:
Axial wrote:
So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?

They get the swashbuckler's Weapon Finesse ability (called Champion't Finesse along with the Panache pool and some deeds...and the Swashbuckler' capstone ability. Pretty much (I think they might be some slight variation).

[...]
Ohhh. I guess that means I'd have to use a dex weapon if I was a Daring Champion.
It would help...also I forgot to mention they loose heavy and medium armor prof....
Not too much of a cavalier then. :(

More this kind or this kind of cavalier, rather than this kind.


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For what it's worth*, somewhat relevant to the conversation: the Advanced Class Guide seems to have Annevia's elixir in it: elixir of sex shift. Instantaneous, irreversible (except via another dose of the elixir), recognizably the same person.

*2250 gp.


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Besides being a publisher, Paizo also runs a web store, where they sell all kinds of stuff. Wizards doesn't.

Hence, Paizo will sell D&D (and always has, as I recall), I don't think you can buy anything directly from WotC.


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Alchemists need metamagic swizzle sticks.


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Fergurg wrote:


So is there a reason why an adventurer would not choose to have physical gender match up with chosen gender?

Money? Lasting magic effects that can't be dispelled tend to be pretty expensive. So NPCs might not be able to afford it (see: Wrath of the Righteous, where someone sells a magic weapon to afford it), and PCs would prefer to spend the gold on magic power-ups.


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William Ronald wrote:

The changes sound interesting. I would like to see more about archetypes. Is there an archetype that replaces the animal companion with something else?

The article says, "the the feral hunter trades out the animal companion to gain permanent bonuses, wild shape, and boosts to summoned allies," so the answer is "yes".


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James Jacobs wrote:
AlgaeNymph wrote:

Seriously? You're going with "It's magic!"? That's right up there with prophecy. From this and other answers you’ve given, I get the impression you seem to care about Story! more than plausibility. [...]

[...]

Frankly, the aging rules are pretty shaky as it stands, if you ask my opinion—increases to mental stats don't really model senility or the like quite well at all, and there's a lot of really strong, healthy, or agile elderly folks out there.

Yeah, "plausibility" and "PF/D&D aging rules" aren't concepts that go together for me. :)

See also this comic.


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So,

Spoiler:

does this mean that Howard the Duck will be the Nick Fury of the remaining Phase II movies?


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Crystal Frasier wrote:
pH unbalanced wrote:
TheAntiElite wrote:
The lit area of her face (where she is not shaded by her headdress) was on initial glimpse vaguely mustache-esque. Which was almost snark-worthy at first, but then made me sad after the full read and grok.

Oh sweet Torag -- Dwarven electrolysis! Now that's some pain.

Proof positive that Shardra is the toughest iconic yet.

Shocking grasp and a leather strap to bite down on. Shardra's prime stat is obviously Con.

Some enterprising soul could make a fortune with the jolt cantrip.


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Dennis Baker wrote:


Also, the familiar rocks!

I see what you did there.

This writeup has reminded me I need to do more with the shaman's familiar in my Wrath of the Righteous game.


2 people marked this as a favorite.
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I'm going to say I'm glad y'all went with the tuatara. :)


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I really miss some of the concepts and gear from the Magic Item Compendium, especially the rules that made combining "Big Six" effects with other magic items cheaper (and thus made it likelier for players to keep a [i]cloak of some minor ability[\i] rather than sell it in favor of yet another cloak of resistance).


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Mark Seifter wrote:

So, to use a hypothetical example of a class that isn't under current discussion for Unchained, a theoretical unchained druid would probably not trade out all her spells, wild shape, and animal companions for the ability to shoot a bow with her feet, reliant on her dinosaur pool, a personal pool based on 1/2 druid level + Wis modifier that allows her to transform her foot-bow arrows into dinosaurs midflight (scaling dinosaur type by druid level) with a special feature called Plant Mastery that allows you to gain combat bonuses based on going into your local forest or arboretum in real life and collecting a variety of leaves and other flora that you bring to the game session, each one granting a unique boon (with a sidebar for equivalencies of plants if you play on different continents).

Foot-bow powered dino druids: confirmed for the August 2015 hardback!


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James Jacobs wrote:
xavier c wrote:

what would make a outsider that terrified of a mortal anyway?

[...]

Depends on the outsider. Just as different things make different people frightened.

Something like a CR 4 schir demon hearing, "Hello goat demon! I am Kassandra Tienoore, twentieth level mythic paladin, and this is my holy avenger. Augury is not a paladin spell, yet I feel you are going to have a bad day."


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I liked it. It looks like it might be easier to teach to my friends' 9 year old daughter, and my various nieces, nephews, and in-laws who may be interested in trying tabletop, and still familiar to the grumpy current players who dislike trying new rules.

I'm not cancelling my Pathfinder subscriptions, but then I GMed Adventure Maximus last Sunday, GMed Shadowrun 5e last night, will be playing Mutants & Masterminds 2e tomorrow, possibly GMing GURPS 4e tomorrow, and GMing Pathfinder on Sunday. I'm perfectly okay with having, liking, and using multiple rule sets. :)


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The PCs just made it back to the surface of Kenabres, and to 3rd level. They are:

Cedrick Warmshade: a male Kellid shaman who worships Iomedae, Touched by Divinity
Kass Tienoore: a female half-elf paladin of Iomedae; Stolen Fury
Len the Grim: a male human war priest of Iomedae; Stolen Fury
Nisha: a female tiefling slayer that worships Desna; Chance Encounter
Ruarc: a male angelkin aasimar bloodrager who worships Desna; Exposed to Awfulness


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Dustin Ashe wrote:

I still can't get over the fact that every time I look at 'bloodrager' my mind separates the syllables between the 'o' and 'd', instead of the 'd' and 'r'. And then my mind fills in the blank and I read 'blue ranger' every single time.

And I think, 'Oh, no, not the 90's! Not again!'

I keep parsing "warpriest" as "warpiest" or "warpist".

I am just going to keep calling it "war priest".


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Bummer. I was hoping the scaling damage would get dropped or modified/nerfed, and they'd keep the pseudo-full BAB.

I suspect the guy playing a war priest in my WotR game is going to be really disappointed.


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Regarding path of glory: does this happen every time it's cast?:

https://www.youtube.com/watch?feature=player_detailpage&v=Zi_XLOBDo_Y#t =112


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Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.


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Kekkres wrote:

the class really has nothing to do with blood at all, it has to do with heritage, which doesn't really come through in the name. so from where im standing its name is half descriptive and half not.

I thought the "blood" in the class name was blood as in heritage, like "bloodline", "blood will tell", and so forth.

Bloodrager does sound and feel like a D&D 4e class name, but it is evocative. Berserker doesn't sound like an arcane spellcaster, nor does tempest. I can't think of anything better.

Warpriest, though, I hate. As a two word class name (war priest), it would be okay, except I think it would be the only two word class name in Pathfinder. Shoving the words together into a clumsy portmanteau is ridiculously annoying to me, for some reason. I think I will pronounce it "warp-ri-est" in protest. ;)

Maybe it is because there are better options for it. "Templar" is a perfect class name for a fighter-cleric hybrid.


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Initial $0.02: I'd like to see the Slayer get 6 skill points a level, too. I'd also like to see Uncanny Dodge as a talent.

On the other hand, I don't think Trapfinding is necessary for a base slayer; they are killers, not looters. However, a trapmaking & disabling slayer archetype would be awesome. It might be doable as a set of talents, but the traps would probably have to be pretty weak. I think a full-out archetype could be interesting, focusing on laying traps and ambushes rather than killing in simple fights.


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Dave Gross wrote:
Lilith wrote:
Troy Taylor wrote:

Korvosa seems like an ideal locale for a sweeping swashbuckling tale.

I think we need a female adventuring pair as a counterweight to Rad and Varian.

I love this idea. :D

Me, too. Their names are Azra and Malena, and they've been waiting patiently in my idea folder since I turned in Prince of Wolves. I would love to revisit them one day, but the stars have not yet aligned.

Yes! Fourthed. Azra & Malena, and then Keren & Zae. Or vice versa. Or at the same time!

Nah, on second thought, save the team up for a sequel.


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"I hope you'll remain confident of your strength, intelligence, and highly developed skills as a professional warrior, whatever ordeal you find yourself facing."

- from a letter written to then US Army Captain Jason Amerine by his father, quoted in The Only Thing Worth Dying For, by Eric Blehm


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brock, no the other one... wrote:
Mead Gregorisson wrote:

So, does anyone have a better name?

Halfbreeds or halfbloods would have been fine. As would dualborn or mongrels.

I'm pretty sure "halfbreeds" and "mongrels" would be way more objectionable than "bastards" here in the US. When applied to people, those terms have a history of bigotry behind 'em, at least to me.

For me, the title reminded me of Scott Lynch's Gentlemen Bastards books. I'm still hoping for some scoundrelry in the book.


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therealthom wrote:
Knight Magenta wrote:
Incorporeal creatures can't go through walls wider than 5 ft. They have to always be touching an outside surface. The shadow-apocalypse is stopped by thick doors and roofs. Though interestingly, this means that hamlets in isolated areas have thick bales of hay or some other such material padding out the outsides of their homes :)
Citation?

It's in the UMR:

The PRD wrote:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own.


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Diego Rossi wrote:


Actually:
...
10 for having a forge and working in it (Ultimate Campaign)

Where in Ultimate Campaign does it say that? I see where you can spend 1 point of Labor to get a +2 to a Craft check (p. 84), but you have to have the capital. A Forge room gives you a +10 to generate gp or Goods, but that's not the same as crafting a specific item, AFAICT.

You can also spend capital to boost a skill check by up to 5, per the box on p. 81, but I'm not sure how that's supposed to interact with the Craft Mundane Items procedure on p. 84.

Also not sure if p. 84 is intended to limit you to just spending 1 pt to get a +2, or if it's limited by settlement size (in which case, if you had enough Labor points and were in a metropolis, you could spend 65 Labor and get +130 to your check!).


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Matthew Downie wrote:
Assuming your GM allows you to cast Bear's Endurance on someone who is currently dead...

Bear's endurance says "Target creature touched", and breath of life says "Target creature touched". So if you can't cast bear's endurance on the someone, the same circumstance would seem to indicate you can't cast breath of life on the person either.

I hadn't thought of that before.


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Monkplayer wrote:

I was thinking it was something with it's HD + CHA but wasn't positive. So this means the calculation is as follows:

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.

He is a 7 level fighter +Graveknight+CR2=HD 9/CR8

His charisma is an 18/+4

!0+4.5 (HD)+4 (cha)=18 reflex saving throw or do you round up so a 19?

Not quite. This graveknight was a 7th level fighter; he thus has 7 hit dice. The CR increase from being a graveknight doesn't increase his hit dice, it just increases his CR.

You also always round down.

So his Devastating Blast save DC is 10 + (7/2) + 4 = 10 + 3 + 4 = 17.

Edit: also, the graveknight template changes racial HD to d8s. The hit dice from levels of fighter aren't racial HD, they're class HD, so they remain d10s. Humans (and elves, dwarves, halflings, etc.) don't have any racial HD.

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