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1,395 posts. No reviews. No lists. No wishlists.


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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.

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.


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?

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.

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.

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"?

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.

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).

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)

1 person marked this as a favorite.

Clerics and Druids have only medium BAB and not many class features. Way too weak be further cripled by enforcing the code. Paladins have the scary full BAB and immunity to disease and need to be kept in line.

(I'm sure someone somewhere actually thinks that too and it makes >:( also)

StreamOfTheSky wrote:

Also, all of the black blade abilities other than Life Drinker are either worthless, way too situational to matter enough, or "familiar does it, too." I could break them all down for you, but the categorizations should be pretty obvious...

Energy Attunement is OK and usable most days (it bypasses all forms of damage reduction if you know an element the target doesn't resist, and your an int based class with the 2 of the big 4 that covers most of the enemies with the non-obvious energy resistance so you should). Rest are pretty meh though, and most of your damage is coming off spells anyways.

edit: Went through the SRD just to make sure: The only first party undead resistant or immune to fire and not obviously on fire is the Bodak, Fallen, Fext, Gholdako, Ghul, Juju Zomie, Nemhain and Tzitzimitl (which is made of rock), less than 10 for one of the most common monster type (and lots of the remaining take extra damage from fire).

You don't even need the Magus stuff to create this question. Just hold the charge and ready action makes it occur in core.

You can get hexes outside of Witch via Magus archetype though. Lots of abilities, even supposed class defining ones, can be gotten from archetypes, though as far as I know, Oracle's Curse is not one of them

When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls.

Not on attacks with a scimitar oddly enough

chaoseffect wrote:
(but then again what archetype isn't compared to core monk?)

Seriously, Monk is the one class where just losing a feature with no replacements would be an improvement.

Not really feeling any of the new archetypes mechanicly, mostly because they don't work with the archetypes (Zen Archer and at least 2 of sensei/hungry ghost/Qingong, plus Sohei and MoMS for dips) and don't really give anything to make it playable. If MofSF was always instead of times per day, it would be OK. Enlighted Paladin is a pretty OK archetype for multiclassing with Monk... if it didn't replace (instead of modify) Smite Evil and bar it from Champion of Irori (why?).

Really not feeling anything mechanicly in this book from what I see. Nice to see anti-paladin archetypes, just a shame they're pretty rubbish (turn your fallen foes into undead... which is only temporary, costs a lot AND NEVER SCALES). Ulfen Guard is OK, but it's yet another defender class with not a single ability to stop anyone from attacking your liege. Burnrider replaces 4 rage powers with something you can get for 2 feats (Nature Soul+Animal Ally), which is just horrible.

Monstrous Mount is pretty useful though, finally letting mounted characters get a flying mounts for just a pair of feats.

Paul Watson wrote:
Because clerics must be within 1 step of their deity's alignment and Nethys is N so all his clerics must be within 1 step of that. It's the same reason you can't be a LG cleric of Calistria.

Yeah, but Nethys seems more "every alignment" than "(true) neutral"

Nethys's tenants (except "don't free Rovagug" and not granting magic to the uninitiated it seems) are explicitly self contradictory and up to the individual, and one of his divine servants is from an species made of Law and Good. Why can't he have LG, CG, LE or CE clerics?

Is there just Paizo never giving an exception to the "one step" rule for Clerics, or is there some fluff that justifies it?

CWheezy wrote:
The best counter to a wizard is more wizard, unfortunately.

Magic must defeat magic!

Some questions on Zweihander Sentinel
1: If I use a reach weapon, do I threaten adjacent with my not!shield bash?


treated as a light shield and

allowing for shield-bash attacks or martial maneuvers to be used with a weapon of this type

Does this mean you can actually use Iron Tortoise stuff you keep?

3: Does the "shield" bash have the weapons magic properties?

Ssalarn wrote:
Anguish wrote:

I allow 25-point build with nothing below 10 before racial adjustments without permission. Generally I want to see 10+ across the board and anything below 10 after racial adjustments I want to hear the concept behind the character.

We do this and what I end up seeing is one stat at 18, and a smattering of 14/13/12/10, allowing MAD classes to shine and SAD classes to have well-rounded builds. Fighters with a few extra languages and skills. Wizards who can actually use Dex-based weapons. Things like that.

I don't allow munchkin but I don't make my players feel like they have to max-min to get anything good.

I almost never drop stats to get additional points. I think I've done it twice, ever, and once was for a 15 point build and the other was becaus I was making a monk with a hard, desperate need for points. And even then I felt so bad about dropping his charisma to 7 that I put one of my level points into it to shore it up later.

I mostly use 5/7 if the character has somehow made the stats irrelevant (Paladins make wisdom pretty meh out of the box, oracles can get charisma to initiative, AC and Reflex at level 1)

Color Spray is instant win in these conditions, but only if it works, and even if they dumped wisdom with a standard array (+1 will) it's "only" working 3/4 of the time, plus more options is always good.

Likely am just over thinking this. Just color spray and move on.

Adding mechanical workings to the whole "won first duel at 13, undefeated" ect ect is pretty easy for martial characters (make a build that isn't terrible at level 1. Done). What are some good ways to guarantee (or at least get really good odds) a win in wizard duels between level 1 combatants assuming the following basic rules: no buffs expect all days (which is just Endure Elements at level 1), nova is expected and no expendable usage. The duel ends when a combatant is helpless (or dead) for more than one round? Opponents could be assumed to be NPC quality and not PCs.

All the staple 1st level spells either target will (sleep, color spray, though admittedly a 14 con/10 wis wizard's saves are the same at level 1) or don't stop casters (grease). Only way that comes to mind is Acadamae Graduate+conjuration specialist and getting your new friend(s) to maul the enemy and disrupt casting. Ear Piercing Scream repeatedly and hoping for a daze lock could work, but is pretty random. Any other options (preferably without permanent feat investment)?

Don't have them kill anyone, just make them steal credit for the PCs work. It's the quickest, most efficient way to make people hate someone.

A valet is considered to have all the teamwork feats its master has.

So what's the best way to use this? Valet's other abilities are already pretty cool, and the abilities replaced are minor, so there isn't much opportunity cost.

Escape Route essentially means you never provoke AoO from movement
Shielded Caster is a +5 concentration (so long as your familiar has something to attach that tiny darkwood buckler to, otherwise just +4)
Shake It Off is a +1 on all saves
Stealth Synergy is rolling twice on stealth checks.

Unless he is a carnivalist or there's some trick I missed, he needs earlier tricks that grant him SLAs, which give him a caster level going by that FAQ.

Your caster level and effective wizard level for familiar are completely unrelated.

Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.
Starting at 6th level, whenever a viking gains a fighter bonus feat, she can instead choose to gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.
A tactician may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.

1: Can a Fighter of these archetypes swap a normal bonus feat for something from this expanded list? As a random example: could a Viking "trade out" Improved Unarmed Strike for the Animal Fury Rage Power?

2:Can a Tactician change a teamwork/skill focus feat taken as a bonus feat using a manual of war?
3: Can a Viking change a rage power using a manual of war?
4: Do multiple manuals of war let you change multiple feats?

Likely long irrelevent to those who cared, but I personally would have gone with with something like "Planetouched races are designations for very broad groups of mutated humans rather than a true race, aging rates can differ significantly between individual Planetouched".

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