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Crypt of the Everflame is a classic starting point, and full of notes for the GM and player on mechanics.
There are two sequels, but the 2nd part isn't great (it outright says any path other than one one most players will, rightfully, dismiss as a stupid idea is up for the GM to make.) and the third has a central trap that's deadly and has no mechanical way to avoid it, only RP against personality the rest of the series assumes characters have (easy enough to weld a knowledge/spellcraft check to it) though is otherwise fine).
I was thinking of how viable a game that banned Paizo classes while allowing a selection of TPP ones would be. I thought about it and the only obvious problem I could think of was that there were no dual advancement prestige classes (E.g., Eldritch Knight, Arcane Trickster, Mystic Theurge) for combining systems made by different companies (E.g, Pact Magic+Path of War).
Wanted to know if there was already homebrew for some of this. A quick search found me digiman619's Sphere Dancer (Spheres+PoW), but otherwise nothing.
Michael Kenway wrote:
This really kills my interest. I've never seen that system work period since it was created for Darklands. It always made in-combat movement effectively non-existent. It doesn't have any actual benefit to merit losing movement working either.
Whenever people praise Darklands, BG, PST or NWN it's never the combat that is praised (encounter design yes, combat no).
"4. A fat man who never seems to lose weight despite the hard life he's lived and is rarely seen without food in his greasy hands"
Got to agree with bloat mage. It's a class I'd never try on a PC, but excellent for an NPC you want to stand out.
2 seems like he could be a were-boar or other stereotypically "dirty" animal
I noticed pyramids and mummies seem to center features of all the "desert" adventures I've seen. The exception is Legacy of Fire, but it seems very little in that AP actually happens in the desert except overworld travel: most of it is in buildings where the "desert" part doesn't really matter.
Are there any other desert adventures that aren't Egyptian themed? I'm even interested in hearing TPP adventures or ones from older D&D editions.
Spirit Binder Wizard should have (Dip: +1) next to power and something like this in the description:
As a dip Spirit Binder gives a lot at just the cost of Scribe Scroll. Thanks to the way familiar stacking works you only need one level for a familiar to have full BAB and 2 good saves, handy for any other class with a familiar that doesn't already have full BAB.
Yes. Certain newer things (Blood of Dragons oracle curse, and an awful sub-skill focus feat) explicitly require non-magical jewels, but the core outfits do not.
Even from a RAI view, a lot of magic items have descriptions noting they would be pretty valuable purely from their non-magical properties (going by a quick SRD search, it's generally between 1/12 and 1/16). 100 GP is such a low bar any magical jewelery should meet it. Worst case you just need to add the non-magical item's value to the magical one.
Oath of Vengeance
Combined Sacred Servant+Oath of Vengeance is more than the sum of its parts. Sacred Servant gives additional uses of Lay on Hands, which can fuel Oath of Vengeance's ability to trade LoH for smites and more than makes up for Sacred Servant's reduced Smite progression.)
Combat Healer Squire
Iroran Paladin (Enlightened Paladin)
The art for Pathfinder depicts Earth Elementals as having thumbs. Indeed, going back and looking at all the D&D art and their appearances in licensed computer games, I can't find any art of Earth Elementals that don't have at least claws capable of grasping.
Air Elemental should be in the same boat. They aren't intangible and have a strength score, so there is no reason they can't use items.
Legacy of Dragons adds Form of the Exotic Dragon and Form of the Alien Dragon. Neither has that much exciting about it, just mostly the same as Form of the Dragon. Also has a Dragon oracle mystery with a shapeshifting revelation, but it's not worth using till level 15 and the rest of the mystery mediocre.
To be fair, I've seen plenty of people theorize the AD&D writers didn't see pictures for the weapons they included either.
Going by Archives of Nethys, Flauros says nothing about the creature being intelligent ("Burn a valuable nonmagical object (something worth at least 100 gp) or any living creature as an offering and eat the ashes"). Burning an insect every day then eating the ashes isn't hard.
Depending on how the "or" works burning a valuable object could be easy. If it's "burn a expensive object" or "burn a creature and eat the ashes" and not "burn a creature or expensive object" "then eat the ashes of what you burned" just get an object that is supposed to burn and suffers no real damage from it (a fancy pan or incense burner can be reused daily and nobody will think it odd)
edit: Mending/Make Whole also works to generate ashes of expensive stuff without losing WBL
edit 2: Lamashtu is also easier than you make it out to be, though still obnoxious. While you need something with bones, young rats aren't hard to find in a city.
I'd have said Aether Kineticist to have telekinesis for steal, but that's banned.
With your limited classes, I'd go with Lore Warden Fighter for the chaise (full BAB, d10, extra skill points) and bonus to CMB and free Combat Expertise. Magic items appear to be standard, so you'll want Gauntlets of the Skilled Maneuver and latter upgrade to Gloves of Dueling. A wizard should have no issue buffing his CMB to obscene levels with spells.
Dirty Trick is the better option if you are specializing in a manever though. Most enemies don't have items.
its a shame there is no albinism curse with light sensitivity and all that since i want the solar mystery. and that's all about light. and i think my DM has never looked at the oracle's mysteries because he says the mysteries i want are over powered and that the curse should match or be stronger then the mystery. the mysteries two out of the three are not even in combat relative.
Shadowbound from Horror Realms is exactly what you want.
Note the 5th level ability for Tongues doesn't actually force you to pick a second one of the initial languages. You could pick any language, including secret ones, (possibly excluding languages you already know) and just select something common like Dwarf. Still hurts a bit for language dependent though.
Give it to something that doesn't have a feat progression like a familiar.
Only for characters without martial weapon prof. Otherwise you can get a cracked one for dirt cheap.
For a more exotic example (which will also be helpful if you're assuming mostly 1 or 2 story houses), here's Kyoto in 1696, which had a population of about 400,000. While no scale is given, using the still standing Nijou Castle (the largest building on that map) and waterways as a base it works out to about about 12 kilometers by 6 kilometers for the city proper works out to about 15,000 per square mile.
Doesn't need to. Spirit Binder bases the familiar's saves and BAB off the master's level (changing the standard rule that a familiar's save and BAB are equal to the owner) while Carnivalist only cares about your sneak attack. Level for familiar just gives some natural armor, intelligence (pointless for improved familiar) and worthless abilities.
Remember for familiar based commune it's asking your familiar's deity, not yours. While your alignment will match, it's unlikely to expect much from a voidworm.
I'd advise adding "when written in Common" to questions regarding "the alphabet" and use "family name" or "given name". Ancient deities aren't exactly going to share those assumptions.
Avoron suggested a really interesting build here that's a full-caster -2 levels with a full BAB high fort high will familiar with high sneak attack that's always invisible and flying (and uses two otherwise nifty but not all that great archetypes). I wanted to ask if anyone had any ideas for expanding it (rather than derail the thread Avoron posted it in.
Quoted for convenience.
An Aether elemental is already proficient with longbows (it has Outsider HD) so it has a feat free. Rapid Shot seems like the best option, as Aether Elementals already have 13 dex and Point Blank Shot.
That, as written, you do not need to expend a spell for lower levels is right.
As for balance:
I'd go with a 1 week limit, (justified by rotting ect. that normally happens to stuff stuff made of "berries, [...], and other natural ingredients" does. Remember you have to be able to chug a pint of in less than 6 seconds, which rules out I can think of as "preserved".) without refrigeration) and selling them works as selling spellcasting as a service does (limited by imminent demand because they can't be stored) and barring expensive components.
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