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Boggard Hunter

darth_borehd's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 1,603 posts (2,177 including aliases). 1 review. No lists. 1 wishlist. 3 aliases.


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Here is Sam Vimes as an investigator with the sleuth archetype (made with pcgen 6.05.03).
Sam Vimes
Male Human investigator 15 Archetypes Sleuth,
NG Medium humanoid (human)
Init +1, Senses Perception +30
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DEFENSE
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AC 18, touch 10, flat-footed 18 (+8 armor, )
hp 135 ((15d8)+15)
Fort +5, Ref +9, Will +11, , +5 Reflex to avoid traps
Defensive Abilities trap sense +5, Immunities poison,
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OFFENSE
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Speed 20 ft.
Melee masterwork cold iron short sword +13/+8/+3 (1d6+1/19-20)
Melee dagger +12/+7/+2 (1d4+1/19-20)
Ranged dagger (thrown) +11/+6/+1 (1d4+1/19-20)

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TACTICS
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Sam prefers not act until he has studied his opponent. If possible, he will use guile to outwit the opponent. If it comes to violence, he strikes fast and with the most unpredictable tactics possible.

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STATISTICS
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Str 12, Dex 11, Con 10, Int 17, Wis 15, Cha 17,
Base Atk +11; CMB +12; CMD 22
Feats Alertness, Antagonize, Armor Proficiency, Medium, Fast Learner, Leadership, Persuasive, Skill Focus (Perception, Sense Motive), Voice of the Sybil
Skills Appraise +17, Bluff +22, Climb +2, Diplomacy +27, Disable Device +12, Disguise +9, Escape Artist +10, Heal +7, Intimidate +27, Knowledge (Arcana) +8, Knowledge (Engineering) +7, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +21, Knowledge (Nobility) +9, Knowledge (Religion) +7, Perception +30, Perception (Trapfinding) +37, Profession (Trapper) +20, Sense Motive +30, Sleight of Hand +6, Stealth +14, Survival +3,
Traits Inspired, Tactician,
Languages Morporkian (Common), Dwarven, Gnomish, Uberwaldean
SQ bonus feat, daring, deeds, eidetic recollection, empathy, expanded inspiration, hidden agendas, humanoid traits, inspiration, keen recollection, make it count, opportunistic evasion, perceptive tracking, poison lore, poison resistance, quick study, run like hell, second chance, skilled, sleuth's initiative, sleuth's luck, studied combat, studied strike, trapfinding, underworld inspiration, weapon and armor proficiency,
Combat Gear rations (trail/per day) (2),
Other Gear masterwork cold iron short sword, reversible cloak (common), breastplate of command, vime boots(+1 to Knowledge (Local) checks to identify location in city by feel of cobblestones), backpack, masterwork, chalk (1 piece), inkpen, manacles (medium), paper (sheet) (9), whetstone, tobacco cigars, canteen, signal whistle, pouch (belt), coin (silver piece) (8), flint and steel, coin (copper piece) (7), dagger, watchman badge, 0.0 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Daring (Ex) At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Deeds Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point. At 1st level, a sleuth gains the following deeds.

Eidetic Recollection (Su) An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted.

Empathy (Ex) (Su) When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a DC 20 Will saving throw. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for 7 rounds.

Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.

Hidden Agendas (Ex) An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a Bluff check to pass secret messages or attempting a Linguistics check to create forgeries, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.

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

Immunity to Poison (Ex) You never take poison damage.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 10. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Keen Recollection You can attempt all knowledge checks untrained

Make It Count (Ex) When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.

Opportunistic Evasion (Ex) At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Perceptive Tracking (Ex) The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) You are completely immune to poison.

Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a standard action.

Run Like Hell (Ex) At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance (Ex) At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sleuth's Initiative (Ex) At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

Sleuth's Luck (Ex) At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 7 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 6d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. 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. An investigator cannot use studied strike against a creature with concealment.

Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Trapfinding An investigator adds 7 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +5 bonus on Reflex saves made to avoid traps, and a +5 dodge bonus to AC against attacks made by traps.

Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.


For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.

I am trying to do versions of Discworld characters and concepts with as few house rules as possible.


Here's an often overlooked option: Start old.

Of course you need to run it by your GM, but you could start an old man (or woman) from a small village. Perhaps he or she was content being just a grandparent and local village healer until some events force an adventure because:

Skulls and Shackles beginning:
It starts off that you are kidnapped and wake up on a pirate ship. Perhaps you were in town buying herbs or perhaps the pirates raided the village.

Age Effects:
At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

These are cumulative. So if you start old, it's –3 to Str, Dex, and Con; +2 to Int, Wis, and Cha.

Pretty big hit to physical score, but if you stay out of combat and only use range weapons and magic, you'll be fine and get much needed bonuses where they matter most to you.


Totes McScrotes wrote:

I say Paladins should get this too. Or add their Charisma mod to skill checks or something. I hate seeing the widening gap between Paladins and Fighters in terms of martial ability, makes me think less that the church has its own elite militant order and more that they're just throwing shmucks in armor.

Maybe like one bonus feat every 6 levels and a more restrictive code as well.

I'm OK with widening that paladin/fighter gap a little. I see paladins as more as Joan of Arc than Crusaders.


The issue I would like to see this address is that fighters are really good at well, fighting, but once the last foe drops, they don't do much.

Every other class has roleplaying opportunities outside of combat and the easiest way to engage players out of combat into some roleplaying is using skills to accomplish some non-combat things.


Alex Cunningham wrote:

You could try having a GM who rules that Alchemists DO count as casters, since obviously the devs have failed to "examine this in the future".

Worked well in my group.

That's what my original post was about. Is there some kind of game-breaking loophole that I'm not seeing?


Cyrad wrote:
Yeah, I admit that the alchemist is thematically a mess. I houseruled alchemists as having extraordinary abilities instead of supernatural abilities. I thought it was ridiculous that alchemy is distinctively not magical and yet they made the alchemist a magical class. It pissed off one of my players because he wanted to play an alchemist that wanted to prove that science can conquer magic.

I think Paizo was going going for the mystical type of alchemy like Paracelsus and Nicolas Flemal rather than the early scientist type.


chbgraphicarts wrote:
Cyrad wrote:
The devs later on said that alchemists count since they have caster levels, but that did not get reflected in the FAQ.

It's sort of a moot point anyway.

An Alchemist gains Brew Potion as a bonus feat.

An Alchemist can take Master Craftsman in games where the feat is allowed (i.e. not PFS), thus allowing them to take Craft Magic Arms & Armor and Craft Wondrous Item.

An Alchemist can take the Promethean Disciple Discovery to gain Craft Construct as a Bonus Feat.

They lose out on Scrolls, Wands, Rods, Rings, and Staves, but they hit Wondrous Items, Magical Gear, Potions, and Constructs.

Doesn't seem like it really needs to take the others, honestly.

What book is "Promethean Disciple" in? I can't find it.


So the currently revised version would look like this:

Discipline (Ex)
At 3rd level, a fighter can rely on his training to maintain focus in even the most dangerous situations. Once a day, he can take 10 on any skill that is on the fighter class skill list, even in stressful situations. Every three levels, the number of times per day that they can use this ability increases by one (twice a day at level 6, three times at level 9, etc). If fighter has taken an archetype that has modified the class skill list, he can use this ability on any of those skills. Class skills gained from other sources such as traits or other classes cannot be used with this ability.


Felyndiira wrote:

I would specifically list the skills that a fighter can take 10 on.

Also, I would remove Craft and Profession from the list. It won't really be much of a nerf since those aren't really skills you roll on a daily basis, but I just feel it won't really fit the flavor

What? You've never had to put up a bunch of shelves in a hurry before? :)

I picture fighters as the quintessential soldiers--able to put their nose to the grindstone and do the job in front of them because that's what they learned when their Drill Sargent was yelling at them. That would include churning out new weapons for the platoon on the forge before the enemy army arrives.

Quote:
and ultimately because of PFS day jobs checks more than anything else.

I don't think the PFS people would listen to me anyway.


Snowblind wrote:

You missed:

Almost everything uses Ki.

The monk has a pitiful Ki pool at lower levels.

These two are problems.

Good point.


I was shocked to see the Unchained Monk had weak will saves. Who in the world would think a monk should have weak will? Opinion: Bad

Giving monk weapon proficiencies in "monk" tagged weapons is a no-brainer a long time in coming. Opinion: Good

Style Strikes are an interesting addition and the best thing about the unchained version. Opinion: Good

Bonus Monk feats still only include scorpion style. I was sure they would add the ability to take the other style feats too. They had a chance to revise it and blew it. Opinion: Bad

Ki Pool now starts at 3rd which is nice. Opinion: Good

Ki Powers are interesting but I would rather get the power automatically and still be able to use ki differently every round to increase, speed, attack bonus, or number of attacks as needed. Opinion: Meh

If you are going to wrap class features into the Ki power menu, why leave other ones out? It should be all in the menu or none in the menu. Why couldn't things such as "Tongue of the Sun and the Moon" be optional too? Opinion: Meh

Flurry of blows now makes one less attack by level 20. Opinion: Bad.

Hit die has increased one step from d8 to d10. Two extra hit points are nice but not that big a deal. Opinion: Meh

Overall, I consider it an interesting variant but in no way a clear replacement for the standard monk.


Would 1/day per every other level restriction be more appropriate?


These are some house rules for monks that I am thinking of adding. Are they a good idea?

* When a monk chooses a monk bonus feat, he can opt to take a style feat instead but meet all the qualifications for it.

* Monks are proficient with all monk weapons.

Comments?


I was thinking level 1 and all the skills in the fighter class skill list.

The following are fighter class skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).


New house rule: In addition to the other bonded items, a wizard can also choose any item that takes up a magic item slot. For example: a wizard can have a magic hat as his bonded item.

Do you think this is a good idea?


Discipline (Ex)
A fighter can rely on his training to maintain focus in even the most dangerous situations. Fighters can take 10 on any fighter class skill even when in stressful conditions.

Any problems with this?


Does anybody foresee a problem with allowing alchemist characters to qualify for Item Crafting feats by using their levels in alchemist as caster levels?


I think the rationale behind is that you need an organic brain to manipulate it. For example, constructs are immune too.


I've confirmed that it happens on more than one computer and in Linux Mint 17.1 and Windows 8.1 operating systems.

Google Chrome Version 44.0.2403.89 (64-bit)


Was the undercast mechanic dropped or modified?


Posting on Paizo messageboards slows down to a dead crawl whenever I use Chrome. But if I use Firefox, everything is fine.

I've tried posting to paizo on multiple computers with Chrome and it always slows down eventually.

Closing and reloading the page gives me a few minutes of normal speed but after posting one or two messages, it slows down too much. When it happens, it takes several minutes for words I type to show up in the text entry post when I post.


If I have weapons on a bandoleer like darts or daggers, do I use the "retrieve an item" action or the "draw a weapon" action to use them?


I would like to try this, but like other RPGs based on specific fictional worlds, players are typically limited to fans of the stories.


We tried making some chits but they turned out irregular shaped--so much so that we got to be able to recognize the values by touch.


LazarX wrote:


yet somehow they've got the internet access to post idiot questions like this.

Since they've got the internet access, they can use one of many online dice rollers.

I'm waiting for someone to post the next iteration of this question.

"What do I do when I and everyone else in my group have forgotten everything needed to play... books, dice, character sheets, maps, the adventure, and brains?

Hey, this is long after the fact and I just thought it would be fun to see what kind of ideas other people could come up with in that situation. No need to be rude, right?


1 person marked this as a favorite.

"Saber!"

"No, Mr. Connery."

"But it begins with a bloody 's'!"


You guys have some very interesting ideas.

We tried many different things while stuck there in the middle of nowhere.

First idea was to use paper-scissors-rock.
It was an idea borrowed from LARPing. GM and player play paper-scissors-rock best two out of 3. If player wins, he adds 6, if he loses, he subtracts 6. If player wins them all, he rolled a "20", if lost them all, he rolled a "1". If they were all a tie, then he just takes 10. Turns out, paper-scissors-rock isn't as random as some people think and we had a couple people who were eerily good at it and some people who sucked at it. So it was scrapped.

Next idea was to use coins.
d20: Start with a value of 10 and toss 4 coins. Each coin is worth 2.5 (drop the fraction). Heads are plus and tails are minus. All tails is like rolling a 1 and all heads is like rolling a 20.
d12: Start with 6 and toss 4 coins. Like above, heads are plus and tails are minus but each coin counts as one.
d10, d8, d6, and d4 are done similarly. It sort of worked but some players complained they weren't hitting high numbers often enough.

So we tried some other things that I will cover later.


Rynjin wrote:

They're too far from any store to go to get something, and are apparently cut off from any form of communication.

What makes you guys think they have d6's and cards lying around?

They're obviously being held at some secure government facility in the middle of Bumf&*#, Nowhere. Why would they have these?

Not too far from the truth, but they did have Monopoly and cards. Yes, this situation really happened.


There are no game stores nearby. That includes practical driving distance.


OK, so here's the situation.


  • You are away from home and no game stores are nearby.
  • You have your rule books and your character sheets.
  • You have no electronic devices of any kind.
  • You forgot your RPG dice (as in the standard set of 7 polyhedral dice). Your traveling companions have too.
  • There is a small General Store (think 7-eleven) nearby.
  • Nobody else plays games other than checkers, chess, monopoly, or cards.

What is the best way to simulate d4s, d8s, d10s, d12s, and d20s rolls so you can get a Pathfinder game going?


Where can I get stats and a mini for the iconic shaman?


Swashbucklersdc wrote:

When will we see that sequel to The Harrowing, with Brambleson escaping?

How about a Brambleson mini, or, even better, a set of the whole The Harrowing cast?

As a note, the Nightpeddler is known to have found a secret path out of The Harrowed Realm. Does this indeed mean that storykin with great force of will can actually leave the realm and continue to exist?

Thanks! Your number one The Harrowing fan!

Hey! *I* am the number one fan of The Harrowing.

Seriously, I think The Harrowing could become a campaign setting itself. Sort of like how Ravenloft was a module that turned into a campaign setting. What do you think?


Muad'Dib wrote:

Thinking back to 2nd edition D&D I had a follower who was a fighter/apprentice blacksmith.

I was focused on RP'ing my character so the GM handled running my follower's personality and spoke for him when necessary. But I always ran the character in battle.

It was so long ago that I don't recall why we broke up the duties like that but it worked for us.

Has anyone else had a similar arrangement?

Only in the case when their was a hireling or cohort with the party connected to that PC.


2 people marked this as a favorite.

It's a conflict of interest. Even if the GM is totally fair and free of bias about the GMPC, it still has the appearance and potential of abuse.

It's like being a judge at your relative's trial. Just don't do it.


Anybody play this?


1 person marked this as a favorite.

This is not in the rules, but I don't think it would unreasonable for the GM to allow you to use the Improved Familiar feat to give your regular familiar more hit dice.


8 people marked this as FAQ candidate. 1 person marked this as a favorite.

I know other casters that prepare spells, like wizards, can spend a few minutes preparing any spell they know into an empty spell slot as the need arises.

Can arcanists do that too?


1 person marked this as a favorite.

Find the Path

Why has nobody else mentioned this one? This can ruin entire adventures.

"We must embark on an epic quest to find the lost City of The Ancients. But where in the world could it be?"
<Druid casts Find the Path>
"It's that way."


chbgraphicarts wrote:


It's pretty unreasonable to ask the DM to bend over backwards so you can do something that's patently not legal.

If it was patently not legal, it would actually say "You cannot intentionally miss".

Quote:
The other thing is: you need to be Flanking in order to use that Rogue Talent - WHY would you purposefully miss and not just hit the enemy

Because like you, the designers didn't seem to foresee situations where you would want to give up your attack so another can get one.

Let me give you an example: If you, as a rogue, and your party member are fighting a creature that has high DR and you don't have a weapon that can bypass the DR, but your party member does. It would be better to "give" your attack to your friend in that case.


Any character generators that have the hybrid classes that are free to get?


OK. How about the GM can just assume that the character is doing everything possible to miss but sometimes in combat it just can't be avoided, so therefore the player must roll and misses on any result other than natural 20?


Yes.


They are not villains, they are anti-heroes.


All this piling on penalties seems like it is getting very silly. Can't you just cut right to it and say you intentionally miss?


0-level chaarcters?


I suppose you can also fight defensively to get a penalty to help you miss?


What about just forfeiting your attack that round?


Byakko wrote:
Byakko: Where does the "consumes your off hand" rule come from? That FAQ they posted. It an unwritten rule they came up with, so you aren't going to find it anywhere else.

Isn't that the same thing as saying there is no rule, it's just good manners? Seems odd when discussing combat.


Byakko: Where does the "consumes your off hand" rule come from?

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