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Boggard Hunter

darth_borehd's page

RPG Superstar 6 Season Star Voter. Pathfinder Society Member. 1,978 posts (2,787 including aliases). 1 review. No lists. 1 wishlist. 7 aliases.


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Menacing Shade of mauve wrote:


Read the descriptions of Burst and Spread, then see if your spell is one of those.

I did read those. I didn't find them illuminating.

The spell description does not actually say either way.

Yes, I meant the pun.


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Control the direction of Deeper Darkness:

1. Cast Deeper Darkness on a coin.
2. Put the coin in one end of a scroll case.
3. Point the unopened end of the scroll case to create a 60' cone of darkness.
4. Point the cone at enemies and away from allies to put them in darkness while keeping everybody else in the ambient light level (or vice versa as desired).

Is this valid in the rules? Does Darkness and Deeper darkness work that way or is it more like "fog" in that opening one end of the tube puts everything in darkness in a 60' radius?


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I just want to say with about 40 classes and several archetypes and options inside each class, everybody should be able to make nearly every fantasy character they want. That's pretty impressive.


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Call me a conspiracy nut, but I think they threw in the "unchained summoner" list as a plug to sell more Pathfinder Unchained books.


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thorin001 wrote:
Endency wrote:
Am I the only one who's thought immediately went to Heman and Battle Cat with this one?
I certainly hope so. :P

I did too.


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What I do is succeeding on a natural 1 means you "succeed with a problem." For example, yes, you Bluff the guard into thinking you are a fellow guard, but then he launches into a loud and annoying tirade about how you are out of uniform and late for your shift.

Rolling a natural 20 and still failing means you failed but got some kind of lucky break. For example, you fail the Acrobatics check to jump to the other rooftop but fortunately land on top of a passing wagon full of hay that just so happens to be headed to where you wanted to go anyway.


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  • Beginner's Box: Start here if you did not play D&D previously. It has a nice map (both blank and with a pre-made dungeon), paper minis, dice, and basic rules for fighter, wizard, rogue, and cleric. Also buy a dry erase pen.
  • Core Rulebook: Start here if you are a refugee from D&D. It has the 11 core classes and the base rules not covered in the Beginner's Box. While mostly a copy/paste from 3.5, it has it's own subtle tweaks to the system that make it different. Find the barbarian, bard, druid, monk, paladin, ranger, sorcerer, and wizard here. Also more robust versions of the fighter, wizard, rogue, and wizard than the Beginner's Box.
  • Advanced Player's Guide: This is the book that made Pathfinder it's own game. Brilliant new base classes like the alchemist, summoner, and witch differentiated it in flavor from 3.5 before it. Traits add extra opportunities to add roleplaying elements to your characters. Class archetypes are introduced here. Also find the cavalier, inquisitor, and oracle here. This is Pathfinder.
  • Game Mastery Guide: If you are a GM and have no experience from D&D then get this. It also has some pre-made NPCs, drugs, poisons, and dungeon building advice. You can save it for later if you like.
  • Bestiary 1: Yes, it's the standard fantasy monsters. Skeletons, orcs, dragons, vampires, and so on. You do need it, but it is a little dull.
  • Bestiary 2: A second defining book for Pathfinder. Here you can see their preference for historical and folklore monsters take shape. Lots of evil faeries, creatures from Alice in Wonderland, and weird things from Call of Cthulhu creations. Also, it introduces the living weapons known as The Tane (the Jabberwock is one of them).
  • Ultimate Combat: Or how I learned to stop worrying and love guns in a fantasy game. It has the gunslinger as another great base class. Then lots of goodies for the martial-type classes. Also the ninja and Samurai show up as "alternative" takes on the rogue and cavalier. Nice things about duels and gladiatorial combat too.
  • Ultimate Campaign: Expanded traits and material on downtime activities, character backgrounds, contacts, armies, and more.
  • Advanced Race Guide: Options for standard races and lots of other races with stats, archetypes, spells, and equipment. A (much too short but useful) section on creating your own races too.
  • Bestiary 3: More great monsters.
  • Ultimate Equipment: The nearly nearly definitive book of weapons, armor, and items in one place.
  • Bestiary 4: I love monsters, don't you?
  • Occult Adventures: Or how I learned to stop hating and love psionics in fantasy RPGs. Great classes like the Kineticist (think Last Airbender) and mesmerist (look into my eyes). It covers a psychic magic system that actually fits pretty well into a fantasy world (think crystal balls and 19th century occult craze.) Also find the medium, occultist, psychic, and spiritualist here.
  • Ultimate Magic: The Magus base class is here for all your "gish" and "bladesinger" builds and so on. Also, the optional (and sadly neglected) Words of Power system, spell duels, and some great archetypes and spells.
  • Bestiary 5: Aliens. (Insert meme picture with funny haired guy here).
  • Advanced Class Guide: All the "hybrid" classes (actually just more 20-level classes). Best ones here are the bloodrager, investigator, shaman, and swashbuckler. More feats, archetypes, spells, and equipment. There are a few pages on making your own classes. Also find the arcanist, brawler, hunter, skald, slayer, and warpriest here.
  • Monster Codex: Monsters can have classes too! It's basically an ARG for monsters. It has new equipment, archetypes, spells, and options for making monsters cooler than their stock versions. Want help to stat out a ghoul assassin? Look here.
  • Ultimate Intrigue: The vigilante base class is medieval Batman (OK, more like the Scarlet Pimpernel, Zorro, or The Daring Dragoon from Jack of All Trades). It has some interesting archetypes and a few good feats. Also has some nice spells like they know (convince the target that everybody knows his darkest secret). Some fun in here, but mostly stuff that is not as good as the books before.
  • NPC Codex: Very interesting ready-made NPCS for the GM to use. If of use to you, get it. Otherwise, it has no new information, unlike the Monster Codex).
  • Mythic Adventures: No, it's not an epic level guide. Basically it's how to make characters that demigods like Hercules. It has some interesting suggestions on making steroiding up monsters by giving them "mythic" ranks. It's sort of more like the advice on divinity in the Deities & Demigods book from D&D but without all the different pantheons.

All of these are online here.


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First off it is my firm opinion that you should never let a player control more than one character. Even animal companions, familiars, eidolons, mounts, and cohorts should only be controlled by the GM.

Secondly, I find the need for "missing" character types are usually worked out by the players in some fashion sooner or later. I've had parties that were missing martial, healer, arcane, and roguish types. Yes, the party suffered more than they should for a while, but they eventually worked it out.


  • The wizard in a party without a rogue started putting ranks in Disable Device.
  • The druid's shapeshifting and animal companion became the "tanks" of a party of nothing but full casters and rogues.
  • The monk put ranks in Heal and bought a bunch of healing potions in a party missing a cleric.
  • The rogue beefed up Use Magic Device and became a de facto wizard/cleric in a party missing casters.

Don't change anything. Continue with the campaign exactly as if the cleric was still there, but have that character leave. Let the remaining party members figure out a solution.


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Lamontius wrote:
please explain the caster/martial disparity

There isn't one so stop worrying about it and just play the game.

Quote:


can someone elaborate on when a paladin should fall

When they behave more like Lex Luthor and less like Superman.

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how do I do grappling

See these flowcharts. Here and here.

Quote:


why does the rogue even exist

Because they are an awesome and fun class.

Quote:
how do armor spikes work

See here.

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is charm person an evil act

No.

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why are most CN characters complete dumpsters

Define "dumpsters."

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explain sacred geometry interactions plz

I don't play in Golarion, so I don't know.

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should I rollplay or roleplay

There is no such word as "rollplay."

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how much can I optimize before I am considered a cheesing powergamer

When you start asking this question.

Quote:
why do the forums smell like burning tires

Your computer has a cooling fan that is blocked or not working.


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lemeres wrote:
PK the Dragon wrote:
the whole "no one notices Superman because he wears glasses" thing is legendary.

I like to view that as how to use the disguise skill in ways other than just putting on a costume.

Some of the explanations I've seen basically boil it down to the fact that Clark has exceedingly different mannerisms- slight stoop, slouched shoulders, passive tone of voice, etc. Not the stance one would expect from someone that could benchpress the entire building. So he eventually boils it down to "Don't you look like George Clooney?" with the facial features, which he can play down with the glasses.

That and the fact that he vibrates his face when people take his picture, so that people can't just compare the still pictures.

There was a comedy skit (I don't remember where) that revealed to Superman's shock that he had never fooled anybody. They just respected him so much that they just went along with not mentioning Superman when he was Clark Kent to give him a sense of privacy. LOL

Seriously though, I think his disguise is somewhat believable because it sort of happened to me. While I was away at vacation, I shaved my beard, got a haircut, starting wearing contacts, and dropped a few pounds. When I came back to work, the security guard and co-workers didn't recognize me.


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Only an army that can march on a teacup without breaking it can defeat your soldiers. (Surprise! Your soldiers are killed by army ants.)


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Snowblind wrote:
My Self wrote:
Lemmy wrote:
Mostly, it means the Race Builder is busted.
Tosses in pile with Svirfneblin, Merfolk, and last fifteen 10-point custom races that have never seen the light of day

Here's a fun game. Try to come up with the most broken race possible at the lowest cost possible. I think I can beat the Noble on an 11pt buy.

** spoiler omitted **

That's not that bad, really. Compare to human as the gold standard. How are they toxic?


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Blizzard did not invent this, plenty of fantasy novels were doing it years in advance.

The original dark elves from Norse mythology were not evil, nor did they live underground and worship a spider queen. All of those tropes were invented by Gary Gygax.

It was the R.A. Salvatore's novels that made them not quite so universally evil in D&D anymore.

As for the Drow Noble, 41 is actually too low a number. If you add up all of their SLAs, you'll find their actual number should be much higher. I no longer allow drow nobles for that reason. Even in a game that starts at higher levels, their SLAs are just too unbalancing. It works much better if characters take regular drow and use the feat chain to slowly gain the drow noble abilities.


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Val'bryn2 wrote:

Alright, thanks. I figured I was right on toughness, but am always open to being mistaken if I am.

I'll see what I can do about the platypus, either reskinning or somesuch. Originally she wanted a mini-Groot, but balked at finding out she had to be an elf.

The ARG says "Typically, only members of the section's race can take the listed archetype. . . Because adventurers are often societal outliers, sometimes these archetypes feature a theme that is the exception to the norm for racial tendencies."

PCs are not typical, so there is nothing stopping her from taking it except the GM. You can easily say that she learned to be a Treesinger from her elf friend or maybe she was adopted.

In my opinion, racial restrictions are things that belong in the trash bin with 1st and 2nd edition D&D anyway.


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I was disappointed to see Unchained Summoner get specified in the Mystic Child and Fey Caller archetypes with no mention of the standard summoner.

It's fine if you want to include a few notes here and there for fans of the Unchained stuff, but the standard version should always get the main focus.


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You know I'm going to make a pygmy otyugh bard now!


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Merm7th wrote:
I say as far as this spell goes, you can not vocalize a scream when silenced. It specifically calls out the vocalization of pain, not going through the motions. It might be the sounds or telepathy of agony that counters the effect. It's magic, not physics. I had someone insist that freedom of movement cast on someone swimming causes them falling damage as they fall to the bottom of the river due to the removal of resistance.

You can't hide behind the laws of physics after you have already broken them.


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It seems to me the intent of the spell is that you have to be communicating your pain the loudest way possible to avoid the penalties. Most creatures communicate pain by screaming, hence the screaming reference. The reference to telepathy is for those creatures that communicate via telepathy.

So unless the target has telepathic abilities to broadcast his pain, it is prevented from screaming when magically silenced, so therefore the negative effects apply.

No sound or no telepathy = No communication of pain = No screaming
therefore
penalties take effect.


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I think the idea is that you have connection to the elites if you are not elite yourself. For example, perhaps your character is the poor gardener of an aristocrat or perhaps a maid/butler in the castle.


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I love the "We Be Goblins" series!

How is this supposed to work with younger characters?

Please make a higher level one next. Also, an all-goblin Adventure Path would be cool.


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I need an RPG based on the Zootopia universe.


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I was intrigued by the Tane like the Jabberwock. I noticed that Bestiary 5 didn't feature any new Tane.

Are we going to get more in a future book or at least learn more about them?


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That doesn't make sense. If you throw a warhammer, it's not an improvised weapon. But if instead you throw a tent stake driver with the exact same size, shape, and density of a warhammer, then it is an improvised weapon?


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Where do monsters poop? And other questions of realistic dungeon design.

I feel that that having a huge underground complex of living creatures without sanitation facilities, not even latrines, breaks verisimilitude.

When you design a dungeon, do you find yourself wanting to put in cesspools and refuse pits into every area?

What about how they get water or food? Is it important to put in underground rivers for fresh water and mushroom farms to explain what they eat?

Do you feel most players care? Does the layer of attention to detail add anything to a dungeon?

Am I alone in this?


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Level 1.

Knowing all the 1st level spells would be helpful, but even Charm Person and Disguise Self would be enough to put herself into positions of power where she could control whole countries and vast fortunes of wealth.

If you want to do it honestly, show some Level 0 spells to Amazing Randi to make the first million dollars. Then tour the talk show circuit charging millions for shows and interviews. You would be a billionaire in a short period of time. From there, just use your fortune to manipulate elections. Done.


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I wouldn't want it to be violent or gory myself. Something like the Discworld cartoons where they focus on plot and social interactions.


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QuidEst wrote:


As for Pathfinder games turning out like GoT or LotR, it sounds like this will probably help. There's also Skull and Shackles for something with a rather different feel. Unless you mean in terms of seriousness/grittiness?

I mean I'm surprised by the number of players who seem to want deadpan seriousness and dark gritty horror. Sure, I like LotR and GoT/SoI&F, but does *EVERY* game need to be like that? It seems like everybody wants to go out of their way to make each game "scary," "dark," "gritty," and so on.

I'd like a book that goes the other way--tips for adding more whimsical elements. The "We Be Goblins" and "Harrowing" modules were steps closer to what I would like to see.

I'm sure Horror Adventures will be a good book for those who want even more "horror" but I just find it tiring and old hat now.


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Campaign world based on The Labyrinth.


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Male Halfling Shaman 1
mittean wrote:
Spoiler:
The first time as a young (or old) halfling that the spirits spoke to you.

Spoiler:

I awoke to the sound of chewing. We were in our tent, my wife and I. Our young son lay sleeping between us on the bed of leaves, grass, and skins. Our small pet compsognathus lay curled up at our feet--sound asleep as the rest of the family. All around was the sound of thousands of tiny mouths masticating crunchy meals. I stood up in a start and looked frantically around. I could see nothing.

Outside the flap of the tent, a shadow moved. I grabbed my staff and charged outside to confront this thing. All was still. The sound of the chewing mouths had quieted. I held my staff high and my feet moved as silent as a cat hunting. My eyes roamed through the the moonlight. I saw the tents of the rest of tribe casting long silhouettes. Water churned around the river’s bank as it bent nearby. Long grasses bowed slowly in the breeze to the east. Dinosaurs were tied up with ropes made of braided hair in the center of the tents. Sometimes, they growled as they breathed in and out. There were no other sounds.

One of the sleeping dinosaurs turned over and went back to sleep. The shadow on the other side of it turned too--but then turned once more. I chased it. Chewing could be heard again, but it was softer and quieter this time. I could not place where the sound came from. Everywhere I turned, it sounded the same. I saw the shadow behind my neighbor’s tent, and then it darted out again on the far side of the tent next to it. I chased now on my toes, no longer being stealthy but quick. Again, I saw the shadow and again I chased. I could not tell what shape it was. It was only a glimpse of a thing and never still long enough to have a form. It passed by the rack of drying skins, and then passed the remains of the bonfire on the edge of the camp.

Should I call out? I wondered for naught but the butterfly's wing beat, for every time I was about to call or thought I had lost the umbral visitor, it appeared and I was off again, chasing after it.

I ran into the long grasses now, breathing like a dinosaur on a hunt. Grasses waved more heavily as the breeze from the south quickened. Where had it gone? Had I only imagined it from the beginning? My skin tingled as the wind grew cold. Wait. . . was that the shadow again? I chased it far into grasses taller than myself. All around me, small lights bubbled up from the grasses and swirled around. Still the shadow moved and still I followed.

It was when I had lost sight of it that I paused to admire the beauty of the fireflies swirling around me. I forgot my quarry in the wondrous sight. I held out my hand to catch one. Then I saw to my surprise, not a firefly but a tiny glowing girl with wings. They were fairies--spirits of the wild. All of them. All around me. I suddenly could see them for what they really were.

She spoke, but her words came to me as rustling grass and crickets. She repeated her strange message again and again but I could not understand. Then, I looked behind her and saw the shadow pour itself like water into the shape of an owl.

“What are you?” I asked.

“Who,” it replied.

“Are we friends?” I continued. I felt that it should understand me and I should understand it.

“Who,” the owl said unfurling its wings.

“Are we enemies?” I said with my staff raised in a menacing way.

“Who,” it said again as it folded its wing back calmly in place.

“Why were you in our camp?” I asked.

“Who are you?” The fairy in front of the shadow asked.

“I am he that watches the shadow behind you,” I replied. Of course! I could understand if only I take the time to listen.

“Who,” said the shadow that is an owl.

“Why did you lead me here?” I asked angrily of the shadow.

“Who.”

I lowered my staff. “Is it because there is something I need to see?”

“Who.”

“Something I need to do?” I said, feeling foolish that I could not understand.

“Who.”

“I must do what I can to help.”

“Who.”

“I need to guide my tribe.”

“Who.”

“I need to be wise.”

“Who.”

“I need to protect my family.”

“Who.”

My eyes hurt like I was staring into the dawning sun. As I shut them, I could hear the chewing again and . . .

“I need to listen,” I said.

“Who.” The owl said and bobbed its head.

Filling the space all around me was the awful chewing sound, but now I could hear the screams. Voices of the Earth, the trees, the tent, and the animals of the fields all shouted at me. Now I understood. I opened my eyes and the owl was right before me.

“Go! Watches-Shadow-Behind-You, for there is little time and you must be wise,” it said.

I awoke.

I was back on the bed of grass and leaves with my wife and son. Darkness had not yet completely pulled its veil over the land.

“Leave! We must leave?” I shouted.

“What is it, husband?” My wife said.

“Wake every one! We must all go!” I insisted. It took some convincing but my conviction was such that I convinced the entire tribe to break camp and move far east into the tall grasses. It was late that night when we saw the hungry beasts.

Legions upon legions of army ants scurried through the spot by the river we had been just hours before, eating everything in their path. If we had been there, we would have been eaten alive. There was a great feast in my honor.

From then on, I was shaman and I listened.


1 person marked this as a favorite.

I'll play any class in any AP you need.


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Weirdo wrote:

Wizards in PF aren't innately special, though. They are simply people of at least average intelligence (Int 10+) who have studied arcane magic. This is in contrast to worlds like Harry Potter or the Dresden Files, where wizards have innate talent often linked to a bloodline - or Lord of the Rings, where wizards are actual demigods.

Why should it take some level of intelligence to cast spells? Because the processes involved in manipulating magic directly are somewhat more complicated than pouring one chemical into another. The spell memorization mechanic, in which a wizard prepares magic at the beginning of the day for later triggering, supports the complexity explanation.

Now, magic items can generally be used by anyone, just like technology, and their presentation in PF does suggest that like technology they are available to those who can afford them. Consider the noble's vigilant pillbox or the philanderous compact, or the fact that the diplomat in the NPC Codex is equipped with a Silver Raven Wondrous Figurine, and even the commoners and experts have a few potions.

And it's not surprising that magic would be primarily in the hands of the wealthy. Technology also takes a while to develop, and longer to trickle down to the masses. It took 1600 years from the first steam engine to the first commercial steam engine, and about 150 years from the invention of the automobile to it becoming affordable to the middle class. The typical PF setting is roughly medieval, technologically - if they don't have electric radios, why should they have magical ones?

This drifted off topic, we can continue this on another thread.


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Jiggy wrote:


In-universe, magic is very much a natural force which can be studied (or not) as you please.

I don't agree with that. If it was like real-world science, then everybody would be able to cast spells. It would be as simple as pouring vinegar on baking soda to make a model volcano. Every farmer would be casting spells to help himself out in his work. Spell-driven technology would be cheap and ubiquitous. Everybody would have crystal ball TV sets, Bard-in-box radios, genie-powered automobiles, and so on. It very clearly is not that way, as only certain special people; wizards, sorcerers, etc., are able to do magic.


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Dragons run the gamut from sadistic bullies to aloof hermits. I ignore the alignment entries and make all dragons unique.

Younger dragons tend to want to interact with other races more, some by genuinely helping, some by being sadistic, and some by manipulating humanoids like pieces in a chess game to suit their own amusement or ideology.

The older they get, the more withdrawn they become and more likely they are to just be left alone.

Of course, there are exceptions.


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Myth Lord wrote:

Wesley Schneider was searching for information about the Kaster (the pretty male with gems on its body) some time ago, I wonder if that creature made it into the Bestiary 5.

Also a question, are Oil and Lead fantasy materials or are they more for ScienceFiction, futuristic games? Never seen anything Oil or Lead in a fantasy game/world. Well there is the Ikuchi of course, but other than that sea serpent never seen it, mostly they use tar.

Lead is the stuff they create bullets from right? But did people in the middleages/medieval times also used lead?

Not that I mind, just curious.

Yes, even the Romans used lead pipes to carry water. The term plumber comes from the latin word for lead: plumbum

Interestingly, even in Roman times, lead was known as a poison that caused madness and death but it still continued to be widely used.

There are many different kinds of oil, including ones from modern plants and animals. Petroleum, extracted from fossil sources, has been used since ancient times in various forms. Primarily it was used a building material but it was also burned as a source of heat. The early internal combustion engines chose oil-derivatives as a fuel source because at the time it was cheap and plentiful.


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Weirdo wrote:
darth_borehd wrote:
Jenter, the Happy Swordsman wrote:

I'm cheerful, I'm pleasant, I readily make sacrifices for others (even for the so-called "bad guys" on certain occasions), and would rather make friends than fight. I'll give you every opportunity to choose something other than violence to resolve whatever conflicts you might have with me and my friends. I'm good-aligned, and that alignment is more than just a "Team Celestial" jersey; I'm actually a good person.

I'm a bloodrager.
I don't know why, but that sounds terrifying to me.
“There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.”

"Demons run when a good man goes to war." -- Doctor Who


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This gives an idea on how it is done with photoshop.

Here is a way to do it using the free Inkscape software instead of Adobe Illustrator.

While not as pretty, I've made fairly good maps using Dungeonographer.

Another free software, GIMP, can be used instead of Adobe Photoshop to make classic blue and white D&D module maps.

You can even do it with Excel.


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I admit this is a pet peeve, but I kept twitching every time one of you mispronounced these words.

Eidolon is pronounced "īˈdōlən".

Ki is pronounced "chē".

Chakra is pronounced "chuhk-ruh".


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I was hoping to find something like Nyambe but for pathfinder.


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I know little about the Golarion campaign setting.

We have races, archetypes, and creatures from Asian mythology, so what am wondering is where are the same from African mythology? There's a few creatures that seem inspired from Egyptian culture but hardly anything from sub-Saharan Africa.


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Nox Aeterna wrote:

I find them quite handy.

If the GM forbids summoners at the table , more often than not i go for the spiritualist.

They arent as capable as the summoner in the play style i like , but that never stopped me.

GMs who forbid summoners are bad GMs. Yep, I said it. Disagree if you want, but I'm firmly convinced I'm right.


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Redjack_rose wrote:
Unchained Summoners are required in PFS because they're more balanced. Finally a summoner sitting down to a PFS table doesn't give the GM an impending sense that this session is just going to suck.

Bah! It's a bunch of FUD.

Summoners are not unbalanced. People imagine all kinds of specialized scenarios and picture a summoner or "druidzilla" or RAGEPOUNCE barbarian or whatever class winning more often than not. In actual play, it never works out. There's just too many variables you don't take into account. No class can go through an adventure path without the rest of the party.


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Orthos wrote:

Pitching in another 2cp for NWN1. I help run a server over a decade old with a still-active playerbase. We've managed to convert most of the base classes to at least an approximation of 3.5 and are in the process of adding two new ones as well as a handful of other custom content.

Though that's only really useful to you if you're looking for online multiplayer persistent world play.

What is you server address?


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Knights of the Old Republic 1 and 2 (not the MMORPG) used a "reversed engineered" version of WOTC first d20 Star Wars rules. Legally speaking, they took the 3.0 open game license and made their own version for their Star Wars licensed material but it is obvious they were taking notes from the WOTC Star Wars rulesbooks. The first one was awesome, the second was good. They both put the Old Republic MMORPG (which invented its own non-d20 ruleset) to shame.

Neverwinter Nights 1 was one of the top 10 best video games of all time but used 3.0 rules. Theoretically, you could build your own module and script in 3.5/Pathfinder rules. Some of the community made modules were just brilliant.

Neverwinter Nights 2 used mostly 3.5 (with some modified rules) but was not made by Bioware so was not as good as the predecessor. Getting the complete version with all expansions, bug fixes, and community made content still make it a pretty good and entertaining game that's worth getting from the GOG.com website. Like the 1st one, some of the community-made modules were great.

IceBlink is a RPG engine with which some people have made 3.5-ish adventures. Quality is highly variable.

Dungeons & Dragons Online uses a highly modified version of 3.5 for their MMORPG. It was OK but I got tired of the constant pressure to make "micro payments" to keep playing.

Neverwinter Online is another MMORPG but the rules are more a 3.5/4th ed fusion with some custom changes. It is somewhat fun but still not as good Neverwinter Nights.

The Temple of Elemental Evil was 3.5 but it was riddled with bugs when it came out and got bad reviews. I've heard it is decent once the patch is installed.

Dragonshard only nominally was 3.5 as you very rarely saw much of the rules at all. I've heard it is worth $5 if you find it on sale.

Unfortunately, Pathfinder Online chose not to even use the Pathfinder rules and has been a solid disappointment. Not even worth your time.


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How about this one that nobody seems to be able to answer: Can an arcanist leave spell slots open to prepare spells as needed later?


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No, there is no rule for it. The GM is going to have make his own rules in this situation.

Maybe the PCs can find some kind of ritual to transfer the "ownership" of the familiar to another wizard. It's uncharted territory.


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Cecil Wormsborough St John "Nobby" Nobbs
Male Halfling rogue 6
TN Small humanoid halfling human*
*I, after hearing evidence from a number of experts, including Mrs. Slipdry the midwife, certify that the balance of probability is that the bearer of this document, C.W.St John Nobbs, is a human being. Signed, Lord Vetinari.
Init +4, Senses Perception +7
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DEFENSE
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AC 19, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 size )
hp 72 ((6d8)+24)
Fort +6, Ref +10, Will +3, +2 vs. fear, +2 Reflex to avoid traps
Defensive Abilities evasion, trap sense +2, uncanny dodge,
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OFFENSE
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Speed 20 ft.
Melee sword (short) (small) +5 (1d4/19-20)
Special Attacks Sneak Attack 3d6,

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TACTICS
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If he can't hide, run. If he can't run, then he fights dirty.
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STATISTICS
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Str 11, Dex 18, Con 17, Int 9, Wis 10, Cha 9,
Base Atk +4; CMB +3; CMD 17
Feats Go Unnoticed, Skill Focus (Sleight of Hand), Well-Prepared
Skills Bluff +5, Climb +4, Disable Device +9, Disguise +5, Escape Artist +9, Knowledge (Local) +8, Perception +7, Perception (Trapfinding) +10, Perform (Dance) +6, Perform (Sing) +5, Sense Motive +4, Sleight of Hand +14, Stealth +15, Survival +7,
Traits Talented (Perform (Dance)),
Languages Common, Halfling
SQ black market connections, fast fingers, fearless, halfling luck, humanoid traits, keen senses, rogue crawl, sure-footed, trapfinding, weapon familiarity,
Combat Gear rations (trail/per day/small) (5),
Other Gear sword (short) (small), chain shirt (small), uniform (soldier's/small), bell, pouch (belt/small), backpack (small), soap (per lb.), waterskin, tobacco (per lb.), chalk (1 piece) (10), flint and steel, mess kit, mirror (small/steel), piton (10), thieves' tools, 15842.5 gp
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SPECIAL ABILITIES
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Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fast Fingers (Ex) 2/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Talented (Perform (Dance)) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.


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Snowblind wrote:


How do I know this? James Jacobs explicitly said that they would be adding an errata in to prohibit monks from using INA for unarmed strikes. That unarmed strikes exception...

And you just blew my mind. Not knowing about that board posting, I have been giving all monk characters that feat for the past six years!!!

Reading through the history of posts, it looks like they flipflopped themselves on this issue several times. In my opinion, they did an extremely poor job "patching" in that line. Monk unarmed strikes have always been special which is why they do more damage and nobody else's does. If the intention was to prevent monks from taking that feat, it should have said "including monk's unarmed strikes." It does seem that was their intention. I maintain a literal reading, not knowing the history behind it, can reasonably lead to the opposite conclusion.

I think they are wrong myself. Bloodragers, barbarians, witches, and synthesist summoners can all get natural attacks in various ways and still take that feat. It's only fair to allow monks to take it too.

I remember for a while that they were not allowing monks to make flurry of blows attacks with the same weapon. Then they flipflopped on that too. So there is hope this will be reversed again.

I'm going to continue with what I believe is a literal reading and keep giving it monks (and brawlers). I know for a fact it hurts nothing.


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alexd1976 wrote:

I have a player who also picks the minimum weight allowed. I stopped caring a long time ago, because it affects so little.

AGE on the other hand, we always discuss limitations on this.

A caster who has +3 CHA/WIS/INT can be pretty scary.

Sure they have STR/DEX/CON similar to a dying housecat, but who cares?

:D

I use this trick with most of my casters. Yes, I'm 65 and level 1. I just haven't applied myself until now.


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New witch hex:
Headology (Ex)

Through careful study of people, the witch has learned how to determine and manipulate motivations without magic. She adds Bluff, Diplomacy, and Sense Motive to her witch class skills. The witch may also substitute her Intelligence modifier for her Charisma or Wisdom modifier on Bluff, Diplomacy, Intimidate, and Sense Motive.


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Mike J wrote:


I've had players (yes, more than one) pick 9-foot tall humans, claim the character was Large and therefore gained the size increase ability adjustments from the Bestiary (+8 Str, +4 Con, -2 Dex, +2 Nat Armor). Sorry, no. You try that and I'll force rolling in front of me using my dice, and you get whatever you roll.

Yep. I had a player try to pull that on me too. He justified it by saying that Goliath was a real human and was 10 feet tall.

I've also seen a height arms race of sorts where all the players try to be the tallest character in the group just to have the bragging rights as such.

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