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Squiggit wrote:

But back to the topic of ACG: Sacred Huntsman inquisitor with animal domain for two animal companions at a way higher total level than the packmaster.

Unless there is text explicitly saying so, you don't get two...

...Instead it stacks, giving you one super powerful AC.


What's the bloodrager spell list now? At first it had the magi list (which was passable, but meant it couldn't cast some spells every caster in the game could) second it got a unique list that was strictly worse than the magi's.

LoneKnave wrote:


Combine Skald with a Master Summoner (or just, you know, grab the summon spells if you can). Use Summon Monster 2 to summon as many low level, low hp monsters as possible.

Now, Skald shares the rage power, send in the mooks, let the curses flow like the tears from the DMs face.

I like.


The core deities also have bonus spells for clerics, which range for "bad but free" (Whispering Wind from Gozreh) to really good (Shelyn gives Charm Person as a first level spell) as well as bonus summon options which can be really good.


Don't know what companions the Hunter has acess to or what's PFS legal, but assuming the full Druid list, Big Cat (pounce) and Roc (Fly) are your best options by far.


Pharasma gives her clerics False Life regardless of domains, which helps offset your squishyness a bit (Sadly no way to get Mage Armor on time I can think of, though there may be some way around it in the ACG itself)


That would be true if it was the only thing you were disguising, but it's very easy for it not to be (like a specific person, or a different age category as well)


Interesting to see they future proofed for 3+ sex species.

"elixir grants no benefit on Disguise skill checks"

That's just means no extra bonuses right. It DOES negate the -2 for "Disguised as different gender" right?

Also: Poisoner’s Gloves.


From what I've heard I'm guessing there's a lot of ways to get off list spells in the ACG?


Not really. More of a flat "what?"


Hope the cRPG is turn based. RTWP is the worst thing ever, especially when a turn based game's round mechanics are smashed into the square hole.


alair223 wrote:


There is one feat I can see that will get some use for animal companion classes:

Huh, combined with Evolve Companion I'm interested in trying a mount focused build, even without the animal ally+delayed companion on an oracle+aasimar favored class bonus cheese.


Abuse? That was the case by default in 3.5 and while intimidate was viable, it wasn't "abusive" in the slightest. You can literally do it to multiple targets with a single spell even now with no feats.

Half the bestiary is outright immune to fear, either because its mindless or explicitly immune and only 1 ability in the entire system can bypass it (Antipaladin's aura of cowardice, and Antipaladin can frighten anything with touch of corruption at 9th level already) and even then can't touch mindless creatures.


I think it's a horrible feat. Why would someone ever take that when I they get a demoralize attempt a FREE action from Enforcer or Cornugon Smash?

If I wanted to write an "Improved Demoralize" it would

1: Allow demoralize to stack with other demoralizeings. Making people so afraid they run is very possible in real life, so why is COMPLETELY IMPOSSIBLE for a guy better at scaring people than Mike Powell is at long jumps (You can have a +100 mod and natural 20 and they'll STILL won't flee) but not a level 1 wizard with Cause Fear?
2: Remove penalties for size

at the MINIMUM.


Ravingdork wrote:


EDIT 3: The Spell Sage wizard archetype can cast bard, cleric, AND druid spells in addition to his normal allotment!

OK, what's the catch? This seems like it would be overpowered even if it traded every class feature the Wizard got AND got Stunted Spellcasting.


Cheapy wrote:

Is there a mistake in Improved/Greater Dirge of Doom?

I can't imagine that it's meant to automatically make enemies within 60' frightened once you hit level 9 or 11, but that's what it reads like.

Fear immunity is pretty common by then, and using it means you can't inspire courage/greatness.


How's the book on bard feats? Existing feats specifically for the class are so so niche as to be useless (you count as presenting a holy symbol to a vampire when performing) or so good as to be mandatory (Lingering Performance, Discordant Voice) in my view


How does she have a level 1 stats block? The two bears alone puts her at level 2.


Quote:
You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Quote:
Every bard spell has a verbal component (singing, reciting, or music).
Quote:
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice
Quote:
A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Just how does dancing (or miming, which is a possible use for act going by The House of the Imaginary Walls, for that matter?) mask verbal components? Same with singing for somatic stuff.


Swordsage/Crusader/Warblade and Dread Necromancer/Beguiler. Hit the perfect line of balance vs. versatility.

Ciaran Barnes wrote:
A spontaneous casting version of the Druid, as flavorful as the sorcerer or inquisitor. I was working on one two years ago but abandoned the project.

You could do it as an archetype for the Oracle. Just swap the spell list and add some more nature/fey curses.


Oh right...

Wonder if there is any prestige class or archetype out there that lets you get Improved Eldritch Heritage as a bonus feat on a casting class.

Actually, here's are a new question:

The FAQ says that things that add to your spells known can only be cast if they are on your spell list or "added by a class feature of that same class". As "spells" are a class feature (typically the first one listed), does this mean that an Oracle who gains use of Improved Eldritch Heritage through casting Paragon Surge (part of her "Spells" class feature) may cast her new spells known as oracle spells?


1 person marked this as FAQ candidate.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9s54

Quote:
At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.

What's the point of being able to add them to your spells known without adding them to your class list?


Wonder how the einherjar song works with Harmonic Spell


Best part of an arbiter/auger familiar's regeneration is comboing it with a Shield Other wand. Why yes, I WOULD love for the party to take half damage.

Tidepool dragon is a nice improved familiar option too. It's like Farie Dragon but with better scaling spells. Silvanshee's LoH has been nerfed and it is now useless.

As of Inner Sea Gods (check Archives of Nethys), a few gods actually give Wizards some extra spell options, which is a free boost for some conduct rules. Netys gives Imbue with Spell Ability (but you can't use it on someone without casting or a SLA), while Pharasma gives Augury, Death Kneel and Speak with Dead (but no undead making/controlling), Urgathoa gives Remove Disease and Contagion if you are a necromancer. Clerics get WAY more out these rules, both worth noting.

Student of Philosophy turns you into an uber face and Pragmater Activator puts the second best skill the game under int and gives you even less reason to be charismatic (It's not like Ego Whip exists in PF).


Kthulhu wrote:
Some of the Great Old Ones are neutral.

Bokrug and Mhar of the Great Old Ones and Azathoth of the Outer Gods are all Chaotic Neutral.

James Jacobs wrote:
Bigdaddyjug wrote:
lemeres wrote:
Imbicatus wrote:
There are also Elemental Lords, although for some inexplicable reason, they are NE instead of TN.
In setting, there is a reason for that. If I remember the story right, there used to be a set of good elemental lords, but (un)fortunately, the current lords learned the power of team work and killed those squabbling fools. Yeah, inspirational story, huh?
Evil will always triumph because good is dumb?

In this particular case? That is indeed pretty much how it went down.

Sometimes evil wins.

Especially in a case where it might, just MIGHT, be laying the groundwork for a proto-idea I MIGHT have for an Adventure Path that might or might not ever come to be in the distant future...

Does it involve a temple?


Dannorn wrote:
deuxhero wrote:

Hmm, I can't say his backstory interests me much.

As a story, it's too "one note": storms make him crazy. Can't really feel a personality on him.

I thought the whole point of the story was that there never were any storms. That's what the final exchange with his cousin was, storms don't make him crazy he is crazy and in essence becomes the storm.]

That just makes it worse. Now it's just "he gets crazy".


Hmm, I can't say his backstory interests me much.

As a story, it's too "one note": storms make him crazy. Can't really feel a personality on him.

As an example character, it feels lacking because as great a plot device as blacking out without memory of what happened is, it's not too great for a player character because well player characters exist to be played by players. Either the GM has to take control of a player character at key movements, or the PC juggles 2 personalities and in character/out of character knowledge which is hard to recommend for a newcomer. It also doesn't really work when the other player characters aren't going to be experiencing them. I know its the Advanced Class Guide but...

PF has some nice backstorys for the iconics, but I got to say this one is lacking.


FAQ says SLAs ARE spells for requirements.

Quote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Yes.
For example, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat.

Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements.

Plus it's a question that isn't necessarily exclusive to the class.


2 people marked this as FAQ candidate.

So Pure Legion Enforcer (Inner Sea Combat), manages to disqualify itself AT LEVEL ONE (Requires not being able to cast divine spells, but it gains Detect Evil/Good/Law/Chaos as an SLA at level 1. Also the pure legion is apparently racist because Gnomes and a few other races can't enter).

What happens if you cease to meet the requirements of a prestige class?


Genie Binder gets a discount on items "related to genies" which is very abusable.


Or they included the clause on a Ring of Spell Storing.

edit: Actually, that reminds me Spell Storing (both the weapon and armor variant) don't have that clause either. Very useful.


Spellsight Bracer was recently reprinted (uncharged, which raises questions on how one ability works with PF's cantrip system). Functions as a 1/day Silent metamagic rod. Only 900 GP less than a rod, but uses a more common crafting skill and you don't need to hold it (and if Paizo ever bothers to fix it, effectively gives you an extra cantrip slot, resistance bonus and 1/day detect magic are lame though).

If the GM is up for it, see about getting variants with other +1 metamagic (Still Spell being prefered, because it's hard to grab a rod when it would be useful)

Also from Inner Sea Gods is the spell Channel the Gift, which ALSO wasn't updated. Channel the Gift combos very well with the fact that non-heighten metamagic does not raise spell level, allowing someone to throw out stupidly metamagic spells using just a third level spell slot for an extra action.

Metamagic Gems from the rival guide are 1 use metamagic things. Useful for being wonderous items (instead of rods) and for an odd metamagic you might not use every day (Silent) and don't need to be drawn (you retrieve them like a material component). A mythic caster with Component Freedom can possibly abuse the "material component" part.

Magician’s Hat from UE needs someone better with metamagic than I to look at it.

Arcane Concordance is a third level bard spell from APG gives free metamagic to any caster in a 10-ft.-radius emanation free enlarge/extend/silent/still on any spells they cast. Even though it is Bard only, Pathfinder is fairly friendly to getting foreign spells (A quick check of my guide on the subject says the always excellent Mystic Past Life, 24,000 gp for a Page of Spell Knowledge 4 as a Sorcerer/Summoner, levels Pathfinder Savant or the Forbidden Knowledge feat as a Paladin are your options. PoSK and Pathfinder Savant raise it to a 4th level spell).


More a question how those traits stack with Genie Mastery and Master Smith+Master Smith stack.


1 person marked this as FAQ candidate.

How do abilities such as Hedge Magician/Eldritch Smith/Spark of Creation, a Genie Binder's Genie Mastery, Forgemaster Cleric's Master Smith, Soul Forger Magus's Master Smith (same name, but not same ability), and what exactly is "double" when the two craft at different rats (Dwarf Wizard's favored class bonus)


The item has been reprinted in Inner Sea Gods with no changes to the text to reflect the new cantrip system.


For a character that isn't going to get attacked most of the time, I can't put magic armor that high. Turning less (It has no effect on creatures that only hit on a 20, only miss on a 1 even with the AC boost or attacks that are blocked by concealment ect) than 1 in every 20 attacks compared to something that just stops you from getting hit by as many attacks as the slippers.

Also +1 armor is far more likely to be found as loot than any possible wondrous item.


Magic items rules say size never matters for magic items unless explicitly stated otherwise.

Quote:
When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

But who knows with PFS


I honestly think its easier to ask what spells aren't broken.


Letting characters actually USE their feats is kinda a standard ruling. Anything you can make by taking 10 is generally considered fair game to have created at character generation.

Potions are VERY overpriced anyways (Wand of Cure Light Wounds with 50 uses is 750GP, a single potion is 50GP. Brew Potion but not Craft Wand improves that from 15 potions for the price of a wand up to 30, and that's still a bad deal.)


Deadmanwalking wrote:
sunbeam wrote:

Looking up some of these divine spells, a number of them are listed as "cleric," among other classes on the d20pfsrd site.

Anyone know if these are explicitly meant to be excluded from being options for oracles?

There are a couple of spells that I know were meant to be available for clerics but not oracles, and vice versa.

So how do you know when Paizo (or d20pfsrd, I couldn't possibly buy all these books to check) made a listing mistake, or the actual intent is to exclude it from being available to oracles?

Because I'm not really sure what the point of making Marid's Mastery to clerics, and not to oracles is.

Uh...there is no Oracle list. You will literally never se a spell listed as an Oracle spell (the closest you get is a Cleric spell that notes 'Available to Oracles only').

Oracles cast from the Cleric list and may grab any spell they like from it. It'd be called the Cleric/Oracle list if the Oracle had been in the corebook, but they weren't, so it's not, and the only difference is terminology, not anything meaningful.

Unsanctioned Knowledge mentions an "Oracle Spelllist".


Daenar wrote:
I think everything in core is A-ok. Avoid expanding unto advanced, ultimate, mythic and paizo peripheral/ 3pp if you're concerned with over powered options.

This is bad advice I feel. Core is BY FAR the most broken book, even weighting for size. (I wouldn't recomend Mythic unless you are running with less than 4 people and would pick gestalt before it but that's another issue entirely).


I've long held the item is badly written. All the language indicates a physical change (it uses the words transform and form without something like "appears to", the non-magical requirement is a standard property of any effect that physically changes something but makes no sense as an illusion), but the aura and spell needed is illusion.

I don't particularly care which way it's ruled, but it's something that should have been fixed long ago.


I'd have to run the math, but unless the GM loves masses of weak mobs, I'm pretty sure that at higher levels negative infinity AC and a miss chance is better than optimized, possibly even infinite, AC as any melee attacking opponent is going to beat your AC and many opponents don't target your normal AC (spells, area effects, touch attacks)


Oh wow, Fabricate as a SLA? Isn't that just "generate arbitrary amount of wealth each day"?

Resurrection can get pretty silly too.

Death meanwhile is limited by your control caps. Nice but not game shattering.


Wait, Exalted gets spells in a domain as an SLA if it can cast spells of that level and no language saying it still requires the components? Did Paizo forget Miracle is in 3 domains?

What other domains give spells with really expensive material components?


I was thinking more in terms of humanoids (because there are plenty of reasons to revisit an alias, esp with such short duration), but I guess that example works too I guess.


Quote:
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

Is this appearance a "specific individual"?


Quote:
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Can a character use their normal standard to cast a spell, use this, then make a full attack (for example)?

I'm leaning yes, as Monk of the Four Winds lists not being able to do this as an exception, not a reminder.

Quote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions.

For non-mythic, this is still somewhat relevant with Quick Runners shirt if you decide to use it after using your normal move action (for example, you move up to a guy and the damage you take against his readied action makes you want to end the fight quick, so you activate the shirt and combine the bonus move action with your standard action to full attack).


Quote:
In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

Just to make sure: this being like medium armor for movement speed isn't further reduced by mithril because it just gives a specific change (instead of "is considered one category lighter for determining movement speed")?

Seems like a shame, would be nice to to break the way chain shirt, breastplate and fullplate (plus Haramaki and Kikko for non-proficients) are the only kind of armor worth bothering with.


As "haft" is really just a synonym for "handle" or "hilt" and it isn't given its own game definition, and plenty of whips have wooden handles you could make a wyroot whip (you can attack someone with armor repeatedly for infinite ki/arcane pool with one)


Feather Token.

If he has UMD, Gods and Magic has a bunch of cheep items with unique effects. They are however all tied to various deities, but UMD SHOULD be able to bypass those (note there are ones for false and dead gods, so it's not like they are determining if you are "actually" worshiper)

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