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1,362 posts. No reviews. No lists. No wishlists.


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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".

Outside of vermin and oozes (which have noticeably fewer printed monsters than others), plants always seem like the least commonly used, or respected, type. How often do YOU see them used?

I suspect Treant and Shambling Mound get used WAY more than any other plant type monster by a large margin (having an iconic nature other plants just lack). Am I correct int this?

You may spontaneously convert prepared spells or use available spell slots to cast mage hand, even if it is not on your class spell list or you do not know the spell

Normally this would be a GM call as it is a 3.5 item, but apparently it's PFS legal (don't know anything about PFS though). Has this been addressed?

(I'd also quote the cantrip/orison ability, but upon checking, most classes use completely different wordings)

There's the Spellsight Bracer from Gods and Magic. Only a +1 and 3.5 Paizo, but PFS legal.

2 people marked this as a favorite.

My favorite "fix" is making weapons have scaling proficiency that give new abilities.

As an example, simple proficiency lets you use a quarterstaff as a bludgeon and nothing else, martial adds reach and trip, while exotic adds the double weapon ability. A dagger might start as a slashing weapon, then gain the throwing at martial proficiency.

Mounted Dual Lance Pounce Barbarian.

I thought the valkyries were the wolfriders?

1 person marked this as FAQ candidate.

Relevant text

Target touched creature or object

You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell.

What happens if this spell is used on a true dragons (who could very well cast it themselves, it is on the sorcerer list) or character with the "youth" age category (added in Ultimate Campaign, +2 dex, -2 strength, con and wis)?

Insain Dragoon wrote:

Make sure the new player DOES NOT pick a Rogue. Rogues need true min maxing to even be useful, so a new player should avoid Rogue like the plague.

Or a non-zen archer Monk.

Aelryinth wrote:
Iron Heart Surge, basically all you have to do is restrict it to conditions found on the Paladin's Mercy List.

Actually, Iron Heart Surge is pretty interesting when put in Pathfinder. It actually becomes sane with no adjustments because Pathfinder actually defines "condition".

The only PF condition that doesn't stop you from activating it (the OTHER problem with IHS is that you can't activate it if you can't act or can't decide your actions, despite everyone seeming to agree that mind control and paralysis are the things it SHOULD be able to do) and causes problems when IHSed away is disabled, and that's more of "what happens?" (I suggest "recover enough HP to put you to hit point") than any lack of balance or stopping the sun.

And too late to edit, but apparently the book says you can swap the deity for 200 GP more. This makes a lot of G&M's special items really useful.

Obsidian wrote:
Adopted trait: toothy for primary bite, beast totem for claws nets you 6 total when raging and shifted.. At lvl 2. I would take multiattack at 3, then use a 2h weapon with 4 natural attacks at -2.

Toothy is a racial trait, not a "Race" category trait.

Mother's Teeth gives a bite, but it's goblin only.

Even with extremely stinky cheese, it's pretty hard to beat Wizard 20, even if they just have core.

Pallid Crystal from Gods and Magic is 3.5, but apparently PFS legal.

For a mere 3,300 gp, you are healed by both positive and negative energy (still hurt when used as an attack though), great for Blackblood Oracles, Dhampir and anyone in a party with an evil cleric. 1/day death kneel and letting you eat spoiled food aren't bad additions either.

Fabricate alone makes it a nice feat: any 300 GP or less mundane item whenever you want it instantly and forever, you can just use it to make money from nothing (make 300 GP of stuff and sell it. Way less than just selling a casting of a 5th level spell, but much easier to find buyers), stockpile the stuff (make 300 GP of iron ingots out of non-existant 100 GP of iron ore and keep it till you can make whatever aribtrary thing of iron you want). With a wave of your hand you can feed 3000 people a common meal, 1000 men common meals, make 600 non-perishables, or have 300 people pig out (You don't even need bread or fish!). The sky is the limit.

It doesn't need to be an actual holy symbol, just something that serves as one. Remember Ramzir's not-actually holy symbol not only works, but is the main use for this. Aroden's holy symbol works nicely on the forehead for someone who completely doesn't care about pretending to be a divine caster and just wants the free components.

graystone wrote:
How many spells have component from 6-100gp?

More than you'd think. Look at most Permanent spells and it will fall under this (I'd imagine it is so you don't spam them).

The ability to Arcane Lock, Sepia Snake Sigil, Fire Trap, and Magic Mouch EVERYTHING is pretty nice, even if you don't have a lair. Fabricate Bullets is a nice money maker (casting for hire gets 10 gold, making 25 bullets with the spell and selling them gets 12.5 GP). Nondetection is a spell a wizard may want to cast daily and would rather not blow 50 GP a day on. Communal Stoneskin for one target is free. Storm of Blades can now summon artifact swords for no costs (because artifacts have no costs) and if that's too cheesy for you, very big daggers or sickles work OK (sadly this is the only way to make this spell useful).

Synthesist summoner

There are a few ways to get a bite attack, but most have a race requirement. Animal Fury (via extra rage power if needed) gets a bit, but I'm not sure if a bit and gore are the same "limb".

If he's taking alchemist for tentacles anyways, can't he also grab Vestigial Arm twice and add the claws there?

As far as I know, there are 0 rules for practice weapons short of general improvised weapon rules. Pretty unfortunate.

1 person marked this as FAQ candidate.

I think there is a larger question here: Are abilities that replace one of a type of abilities (such as a hex, alchemist discovery or magus arcana), considered as that kind of ability for things that boost or require such abilities (mostly Extra X for ones for ones that replace the first instance.).

Some do call it out as being a specific one that MUST be taken(for example Stargazer oracle says "A stargazer must take the following revelations at the listed levels", explicitly calling it a revelation) but others do not (Seeker Lore for Seeker Oracle does not say it is a revelation).

There are a few ways to get social skills onto something other than charisma (Student of Philosophy and Clever Wordplay for int, Conversion inquisition for wisdom). While it isn't too bad with normal "low" charisma, it gets odder with exceptionally low scores from a dump and racial penalty (5 for a normal charisma penalty race, 3 for Duergar and Svirfnbeblin.) where charisma will be instantly noticed, but their intelligence/wisdom is really high (20+).

Only thing I can think of for intelligence is the Churchill method: He had a stutter, so he prepared himself absolutely everything that could come up in conversation (though it doesn't quiet work perfectly because I don't think there is a way to move leadership bonus off charisma).

What if you "use" a helm of opposite alignment on an intelligent undead creature?

1:feat cost
2: 1.5 strength
3: Size increases (which melee loves for reach) boost size but lower dex
4: Better weapons

No, but a Sohei can take Mounted Skirmisher at level 1.

"First, do no harm" at least. Can't think of anything short of "reckless disregard for AoE" offhand that would actually hurt other party members, but I'm pretty sure there is something out there that can be useful, but will screw with some builds.

Not really familiar with the mystic rules, but I can tell you Wings of Flying, Lesser cost only ,a still expensive but possible, ~20,800 GP (1000 GP mundane component which is cheaper if you make it yourself, 19800 to enchant with appropriate reductions from crafting) if made with Griffon's Mane.

Banning classes is alright, especially third party (although it's far more balanced than almost everything Paizo has put out themselves, especially by internal devs.) and "beta" classes, but banning Synthesist "because it is overpowered" even though it's dramatically less powerful than plain-old summoner (he has double the actions) all while leaving Wizard, Druid, Cleric, Sorcerer, Oracle and Witch alone, all of whom outclass it by a very huge margin is a bit absurd.

"Because it is badly written" would be perfectly fine, but "overpowered" is absurd.

Make an advanced (double HD) Succubus then. You can do it at the lowest level you can get the spell at.

fictionfan wrote:
For the most part Simulacrum is only broken if you use it the copy broken monsters. It's a problem with the creatures not the spell. I mean the wish granting genie trick could be done with planer binding as well.

An exception is the succubus, as profane gift really only works when you have absolute control as the backlash is really nasty (you could flesh to stone her in theory, but that's really risky plus it misses out on the telepathy node). Of course, Antipaladins get THAT as a class feature at level 11 out of the box.

It has creation requirements, so you can craft it.

It IS limited to third level per the normal Caster's Shield it is based on.

Belafon wrote:
"Haha! I just blasted an enemy with a fireball! Let's see what I get next! Resistance? That's...disappointing. OK, I'll spend my action to get rid of it and get a new spell. Clairaudience/Clairvoyance? Man, that's a 10 minute cast! Oh well, I'll read this evening and hope for something better."

Never said anything about using them in-combat. The sheer utility of infinite spells, even if they are only out of combat, is insane.

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

very bottom

This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.

I have to be missing something, because "infinite spells" seems completely out of line even for a major artifact, let alone a mere 14500 GP item.

3.5 also stated it out at one point. It was pretty popular despite the odd source because it fixed a lot of problems archery had.

Dekalinder wrote:
At the cost of sounding jerky, I rebate that i'll only allow dex to damage when there will be a feat for strengh to AC and reflexes and initiative.

Eh, why not. Oracles, who are SAD even without it, can already replace dex with charisma for both (Lore, Lunar and Nature get a mystery for AC and Reflex/CMD and Noble Scion: War is a feat they can use) and get to be full casters on top of it. I don't see any harm in letting strength, an attribute that is mostly used by weak MAD classes, dump a stats (how strength lets you move first or avoid getting hit I don't know, but nothing unbalanced).

Specific ("they are considered flanking") trumps general ("Only a creature or character that threatens the defender can help an attacker get a flanking bonus.")

It's not that absurd for two ranged attackers working together to pin down an enemy, forcing them to dodge into the others shots.

Is it intended? Probably not.

Is it useful while making sense and not being overpowered? Absolutely. Ranged sneak attack is already pretty gimped in PF and having two characters 1: both take Ratfolk 2: focus on ranged attacks. is a VERY heavy cost for the ability.

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