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1,487 posts. No reviews. No lists. No wishlists.


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Ultimate Campaign has prices on homes and they're pretty cheep at higher levels. That should stop the hobo part.

@jester david
Shattered Star 2 added it to Torag's list.

A Mauler familiar can not speak, even if its kind normally could. Does this mean a spellcasting familiar (Farie or Tidepool Dragon) can't use spells with verbal components?

Does Share Training work like Paragon Surge or the War Domain power in terms of daily use when a familiar uses feats like Stunning Fist?

Familiar Folio I think.

Looks fairly good. Some minor points

Invisibility Alarm is something for GMs to tie magic traps set in the middle of the hallway to (if you don't employ invisible stalkers or pixies the invisible guy walking through your hallway is absolutely an intruder).

Detect Metal, unlike other detect spells, lacks the clause that "1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.". Most walls are less than 60 feet thick and most enemies on the other side are carrying metal weapons/armor or gold coins. You can also find buried treasure with it.

Thunderstomp says you CAN use your caster level and spell casting modifer, not that you have to. This can be useful for a gish (though that may be outside the scope of the guide).

Touch of Mercy's real use is that the creature has to take a -4 penalty on all attack rolls (notice it's a compulsion effect, not transmutation) which is actually passable. Healing also heals double if something is doing lethal damage, but in combat healing...

Discern Value isn't instantaneous, so it has use in downtime if you have secured a hoard with lots of lot value items not worth dragging back to town (a library is the obvious one. Anyone who has shipped books internationally will tell you paper is pretty heavy).

Energy Assessor's damage barely tops fireball (an area spell half its level) on a single target and will do LESS if the target has any energy resistance 5s.

There's certainly gods with zero good domain options (Asmodeus gets one OK domain and a simple weapon. I seriously suspect you could put a list of his many spell granting underlings on a dartboard and wind up with a better option than their boss on average) how many people optimizing a character will make a character who gets domains and worships them? Wouldn't someone who cared more about optimization just pick a deity that wasn't terrible? It's not like there are a shortage of deities that aren't terrible even without digging through lists of obscure quasi powers.

Warpaths do do more for Inquisitors and (especially) Warpriests, but there's both intended to be more combat focused than clerics and weaker classes

While rage and feather are certainly a step above even normally high quality domains, good domains aren't exactly rare and occpy a good percent of domains if you only count the largely the same alignment (Chaos, Evil, Good, Law) and elemental (Air, Earth, Fire, Water) domains once each instead of 8.

You realize a single domain CAN get you 2 rage powers, level rounds in rage on top of the ability to add a lot of extra damage to an attack several times a day in addition to some nice spells you don't normally get right?

Domains are powerful, ESPECIALLY in PF.

Note the archetypes gets a higher rate and more disciplines than a Warpath could. Also for what it's worth, Paizo thinks Paladin casting with worth a blessing and a domain at -4 with Temple Guardian.

I think the advanced study option for Warpaths is a bit uneeded though. The others make it interact more with divine abilities like they should, but AS seems uneeded.

Nothing cheesy. Using an effortless lace bastard sword over say... a Kukri means an average of less than (lower crit range) 3 damage on average.

If you REALLY wanted to do something odd, take Erastil and the Hunter's Eye trait, take Crusader's Flurry, Guided Hand, (Improved) Snapshot and Wolf Style Chain (this will require Human with the extra feats FCB): When people aproch you, they provke AoOs which lower their movement and let you trip them... even though you are 15 feet away.

I think the best way to get them to keep it is to make them think is to make it look like a plot hook: Ensure they can't ID what deity it belongs to, and they'll keep it around AT LEAST long enough to take it to their Wizard friend.

The highest listed check for IDing a holy symbol is 20 which anyone in the party that's trained in Know:Religion could make it by rolling high, but you could easily pick an even more obscure deity (some random great old one) make up a secondary symbol (perhaps for the cult itself) that's more obscure than the main one and assign it a higher check. You could also just make up a symbol and have the player's auto fail because there isn't any deity associated with it to recognize.

Out of the box the Cleric is a better caster because he can change spells to meet the situation, however Spirit Guide oracle with a good Intelligence for Arcane Enlightenment is MUCH better.

Sustenance. An 6 extra hours every day is artifact level, but for 2500 GP?

Dispel Magic will kill the Alarm magical traps are tied to.

Clearly worn magic items are like magnets and will repel eachother (I know that has problems with how you two hand a sword when wearing two rings or grapple someone when you both have magic items)

But for a serious anwser, I recall a feat that let you wear four rings, two on the toes, and could take an action to swap between your two sets of rings, but don't remember where it is from. It might have had a "normal: You explode if you try to wear 3 magic rings at once" kind of line in it.

If Warpriest was from anywhere else I'd take it as being intended, but its from the error filled ACG so it could be an oversight.

Not for magical trap use (or the cost is already included in the construction costs, who knows).

Prebuffing your familiar with a touch attack means you can't cast any spells

As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Invisibility Alarm can be used to ward against ONLY invisible creatures, which makes it not entirely worthless.

One interesting use though is that you could use it as the trigger for magical traps instead of a normal alarm. As long as you don't employ anyone naturally invisible you can set it ANYWHERE (even the one hallway in and out) and any scout with Invisibility will set it off. Even though evasion will protect (most) scouts, the alarm still goes off.

Any [Calling] or evolution support?

Mirror Polish can be used against gaze attack using monsters, which would make it a terrible but hardly worthless spell... if it was on literally any other spell list (Even the Druid may hold a scimitar) and not the two classes in the game with no reason to have anything metal.

I'm pretty sure there are already free actions anyone can do that provoke somewhere

Alexander Augunas wrote:
I'd probably thwack you with my copy of the Giant Hunter's Handbook.

Aren't the player's companions floppy?

You could pick up Arcane Bond through Eldritch Heritage and invest in Spellcraft so you can craft your grandfather's toothpick into a god slaying machine, but it's a very wasteful way. Nowhere near as good as 3.5's single "ancestral relic" feat ("sell" treasure at full price toward creation costs, no craft rolls needed)

Giant Hunter's Handbook has the Sarissa, which triples your reach but restricts your attacks to a single cone. Wording makes it so you still threaten everything, but you can't attack outside the cone, which I'm sure someone can find a use for.

Yeah, the weapon group is clear but it's always annoying when they forget it.

As a martial weapon I'd definitely give it more attention than an exotic, and it's definitely something a group of NPCs could use to good effect.

Unless it has a loud sound effect or only says attacks, it might be usable for stealth against see invisible/true seeing opponents.

Found no feats that interacted with cover YOU had though, so no dice on that route.

Price is good. I was expecting some hideous 5 digit cost that made it unusable. That's low enough to make builds focused on it.

Is the Sarissa martial or exotic? Does the Sarissa have weapon groups listed? A lot of non-core weapons forget to (though this one is pretty obvious)

What's the price (range) on the Effortless Lace?

While they are best paired with an Eversmoking Bottle a Goz Mask wearer or Firesight Ifrit can see through a smokestick's smoke

As you mentioned some GM leway on vomit pills already, a handful could be useful for things with swallow whole

Depends on your party setup and levels. If you start at 10 with a melee focused party, pounce no question. If you have a Master Summoner, death curse is fun.

If you get a real caster Moment of Clarity might be useful

Or Scalykind.

You could also take Animal Ally on anything with Bardic Performance, but "badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf" is fairly bad for a combat companion, even with lots of Evolve Companion added.

The iconic hunter seems like a self-taught.

Envy: Thassilonian Specialist (Envy) Wizard
Gluttony: Thassilonian Specialist (Gluttony) Wizard
Greed: Thassilonian Specialist (Greed) Wizard
Lust: Thassilonian Specialist (Lust) Wizard
Pride: Thassilonian Specialist(Pride) Wizard
Sloth: Thassilonian Specialist (Sloth) Wizard
Wrath Thassilonian Specialist (Wrath) Wizard

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I'd say that any familiar is smart enough to try, though some may have issues actually waking a character up. A toad for instance is going to have a very hard time while others may be forced to attack the character they are trying to wake up because they can't make loud noises and lack the mass to "shove" the character awake.

One other thing to note is Holy Water as a splash weapon is a touch attack, arrows aren't (unless they are brilliant energy).

Note that Samurai has a total of one usable Cavalier archetype while Antipaladin doesn't actually have any of the class features of a Paladin (just very similar ones) and will NEVER be compatible with a Paladin archetype (unless it only touches weapons and armor prof or explicitly allows Antipaladins)

It could alternate lethal and non-lethal

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Divine Hunter archetype says you don't get a second animal companion if you take the animal domain. As Scalykind is a thing, this should be changed to a general "domain that grants an animal companion" or such (both shorter than calling out both domains and future proofs it against any new (sub)domains)

This is actually relevant for Sacred Huntsmaster and Clerics who take both Animal/Scalykind (currently only possible through separatist) and could be made into a general rule.

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

I'm in favor of upping skill points to at least 4, if not 6.

First thing I notice is you are worst than a monk at bypassing DR/energy resistance. Only Earth has any way to bypass DR other than magic.

Does Telekentic Blast use the objects material for overcoming damage reduction (if I throw a ball a cold iron ingot will I bypass dr/cold iron)? (edit: Resolved in thread, makes above worse)

Temporary HP doesn't stack, Force Ward seems to think it does. edit: Apparently does in PF. Nevermind.

I feel Wind Blast should be slashing, makes it mechanically different from its polar opposite and wind has no reason to be doing buldgeoning damage

What's an "Associated Blast"? Any explanation is after the list and not showing up under a ctrl f.

Class is REALLY lacking it stuff to do out of combat.

I really feel I can't judge the class fully without knowing its feat support. If there is a feat that lets you get a Wild Talent from another list for instance.

Nobility is definitely a common PC origin (and is better suited for a book than "Orphanages of the Inner Sea") and common source of antagonists.

Of course, there's a distinct possibility a lot of the area is blank intentionally to give players and GMs room to note whatever weird family they want/need.

Gravedigger's Spade functions as a "masterwork shovel". Masterwork shovels are not detailed in any material I know of.

Lantern of Auras says "The lantern functions as a bullseye lantern but needs no oil to shed its light.". There is no clause like Continual Flame's "but it creates no heat and doesn't use oxygen" which seems to be an oversight.

Skald lacks a clause like "Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action" allowing a skald to possibly have every performance active at once as long as he keeps spending actions to start and rounds to maintain. Also allows multiclassed Skald/Bard or Poet's Cloak users to have both a bardic performance and raging song up (this may or may not be intentional)

Strife2002 wrote:

Pg. 208 - Vomit capsule

Not an error, just an observation. This item says its purpose is primarily for criminals wanting to create a distraction. I'm not a designer, but I feel like the perfect use for an item like this is as an alchemical remedy to help stave off the effects of ingested poisons. Something along the lines of "biting down on this capsule 1 round after swallowing an ingested poison allows you to roll twice on your next saving throw against its effects and take the higher result."

Additionally the lack of any interaction with Swallow Whole is very obvious

And just what does "worship" mean for it? "Patron" is clear (You can only have one, if you are a cleric, warpriest or inquisitor they give you your divine casting, you can lose abilities granted by a patron), but "worship" isn't. Faiths and Philosophies even has a feat for worshiping a pantheon.

The Bloodrager does not have Read Magic or Dispel Magic on his spell list. Every other caster has Read Magic on their list and every other arcane caster (and all divine casters except Ranger) have Dispel Magic so this seems like an oversight. Detect Magic may also be missing.

It's explained in the OP.

Penalties don't actually lower your stats. The most obvious difference is prerequisites.

Different freelancers would explain wildly different wordings, but everything using the same wording? Unless one freelancer who didn't know the aging rules wrote every single aging related effect besides Youthful Appearance, I'm going to guess an editor was responsible because the wording is so consistent.

Yeah, I know angelskin, which is useless for a LN character and can't be made into hellknight plate, but never heard of demonhide.

Found something that references the aging rules without penalties: Youthful Appearance

This spell does not affect any age-based modifications to ability scores or other age-related effects.

Why they don't use "age-based modifications" or "decreases" in everything else if they didn't want them to be actual "penalties" is beyond me.

All of the above stuff that mentions the increases actually DOES call them "bonuses".

(accidentally posted this in another thread before)

You should note that Guided is a 3.5 property that was never updated to PF. Guided Hand feat is worth a mention if you aren't trading out Channel Energy, even if it not being a combat feat for some stupid reason delays it till level 7.

Cracked Opalescent White Pyramid is normally worth a mention for classes proficient with all martial weapons as a cheep exotic weapon prof, but for Warpriest the 1/4th chance of getting Weapon Focus (and thus Sacred Weapon) if one is placed in a Wayfinder makes it more notable.

Sorry, had both threads open in seperate tabs when I posted that, must have gotten the wrong one. The ioun stone is still worth a mention for any Oracle somehow proficient with all martial weapons.

1 person marked this as FAQ candidate.

Every reference to the aging rules I could find says the negatives are "penalties". These references are the Age Resistance spell line (Ultimate Magic), the Mantle of Immortality item (Ultimate Equipment), the Sands of Time spell(Ultimate Magic), the Nacreous Gray Sphere Ioun Stone (Seeker of Secrets), the Threefold Aspect spell (Advanced Player's Guide), a Cairn Linnorm's curse (Bestiary 3), the Immortality arcane discovery (Ultimate Magic), one of the possible results of drinking Strange Fluids from a spaceship (Land of Fallen Stars), The Foreign Trader card from a Harrow Deck of Many Things (Artifacts and Legends) and the Monk and Druid's Timeless Body (Core).

Why am I asking then? Every reference to these rules calls them penalties, the actual aging rules themselves however, do not. The rules themselves say only that "a character's physical ability scores decrease and his mental ability scores increase" and that "However, none of a character's ability scores can be reduced below 1 in this way." (one of the main traits of penalties).

Why does it matter?
If aging negatives are penalties, temporary removal of the con penalty will increase a character's max HP, but if they are decreases it will not (unless it lasts more than 24 hours)
If aging negatives are penalties, they don't interfere with ability score requirements such as Power Attack's 13 strength. If they are decreases every feat a character has could be rendered invalid due to no longer qualifying.
If aging negatives are not penalties, an aged character is more susceptible to ability damage/drain reducing an ability score to 0. For example: A middle aged character who started with 14 con needs 14 points of ability damage/drain to kill him if they are penalties, but only 13 if they are decreases.

You should note that Guided is a 3.5 property that was never updated to PF. Guided Hand feat is worth a mention if you aren't trading out Channel Energy, even if it not being a combat feat for some stupid reason delays it till level 7.

Cracked Opalescent White Pyramid is normally worth a mention for classes proficient with all martial weapons as a cheep exotic weapon prof, but for Warpriest the 1/4th chance of getting Weapon Focus (and thus Sacred Weapon) if one is placed in a Wayfinder makes it more notable.

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