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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.

2 people marked this as a favorite.

No. Balance was a skill that was 100% useless after everyone started flying and has been merged into acrobatics (not that acrobatics doesn't have problems)

I've got to go with translator as well, largely because a wizard is great at it without spending a single skill point or casting any spells thanks to getting a language for every point of his sky high intelligence modifier.

ACG added a pair of new feats that boosted animal companions: Spirit's Gift and Evolved Companion. They're worth a mention for Lunar oracles who can pair it with the Aasimar favored class bonus and get a really crazy animal companion.

The Arcane Englightenment hex may or may not work for a Spirit Guide ("to the list of shaman spells she can prepare." while Spirit guide only says "She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.") but if it does it's fantastic, even if you have to keep the spells the same every day.

Interesting point on Tounges curse: The curse NEVER says the 5th level bonus language has to be from the list above. You could pick something common like Dwarven or, yes, Common to mitigate the penalty a lot or pick up a secret language like Druidic.

Student of Philosophy can also make any intelligence based class into a face for a trait.

Athaleon wrote:

Oracle can be built to fulfill the frontline role, either conventionally with Battle Mystery, or by using the Lunar or Heavens mysteries instead:

You can also do it with Nature or Lunar by focusing on your animal companion. Aasimar Oracle alternate favored class bonus (get a very high effective druid level by boosting the AC giving revelation), Evolve Companion, Spirit's Gift and Celestial Companion can make a tiger into a beast even before you start using Share Spells to buff it.

Do the attributes of a Lashunta under such effects change?

If they errata it, I'd prefer to see it restricted to weapons you can flurry with, not just unarmed strikes.

Don't put continual flame on your valuable magic items, put it on something cheep but sturdy (a coin with a hole) and just tie it your stuff. That way you can remove it as needed.

Martial versatility is an option worth a mention. Taking it as (one of) your 6th level bonus feats grants greatly expands what your weapon focus applies to (and thus you can use your sacred weapon with). If you start at higher levels, picking Tiger Fork (Polearms, Spears, Monk) and/or Chakram (Light Blade, Heavy Blade, Throwing) gives you use of loads of weapons.

Some feats like Weapon Versatility or Penetrating Strike work for anything you have weapon focus in instead of requiring a separate feat for each and pair nicely with this.

Rhino's Charge is worth a look if you are using pummeling style. Charge as a standard action is OK, pounce as a standard action is FANTASTIC.

Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.

So what exactly is so unworkable about about playing a child who is host for a powerful magical entity?

Kits in the ACG don't line up with the UE kits for weight and cost.

Barbarian vs Bloodrager is the most obvious, as the only difference is the Barbarian kit weighs LESS despite containing "Rope" (Which I assume is 50 feet of hemp rope worth 1 GP and weighing 10 pounds) while the Bloodrager kit does not. Despite this the Bloodrager kit costs the same while weighing 3 pounds more.

Additionally, only the Warpriest has a holy symbol or spell component pouch in his kit (while all UE kits contained these if needed).

Plume of Panache makes no sense.

dragonhunterq wrote:

Warpriest only needs weapon focus to be able to use his sacred weapon bonus, doesn't even need to be their deities favoured weapon. As long as you have weapon focus in both QS and bite you are good to go.

As an example, if you have weapon focus in bite, longsword and kukri, you can dual wield the blades and attack with your bite and all 3 would use your sacred weapon damage.

You could also take weapon focus in Tiger Fork and Chakram and take Martial Versatility and be able to have any light blade, heavy blade, throwing, spear, polearm or monk weapon, but he'd need to be human for that.

The use both hands on the material thing isn't exactly a fault exclusive to the gloves. The window never states it "sticks" to anything, requiring you either hold it in place or use it near the floor (not a problem if you are using it on a roof or the top of a chest though).

The gloves allow you to hear while the window has no such clause (but you can apparently read lips at the cost of a language in the PFS rules).

The gloves lack the clause about locks and gloves are pretty easy to swap outside of combat (and you aren't going to be using them in combat).

Honestly it depends on what kind of spy you have. If he's going to be evesdroping on secret meets, most meetings last longer than 60 seconds, but if he is trying to steal/plant stuff and just needs to know if there's a guard on the otherside, 60 seconds is usable.

I've always seen them run so that the "The fire does not harm the wielder" means you can keep it active when sheathed and thus the only time you need to activate it is when it has been purposefully been shut off.

My take:
The IUS requirement means nothing: Many other feats, including style feats, have it and work with manufactured weapons, such as Kirin Style or Snapping Turtle Style, or explicitly say "unarmed strike".

Punch is flavor text and several feats have flavor text and even names that go against their actual effects (See: Punishing Kick which can be used with reach weapons, by creatures without feet, and by creatures who have bound legs). Punch is not a mechanical term in any Pathfinder product (as far as I can tell from an SRD search), presumably for exactly this reason. Paizo has used it once for a mechanical effect in 3.5 under the effects of the Admonishing Ray spell (which is PFS legal). Many monster descriptions say their natural attacks (can) punch through something or pack a punch

As the feat is now RAW it definitely applies to any attack, even ranged ones.

However, I've seen MANY people mention the ACG had poor editing in many places and I'm sure nobody is going to argue that Paizo will change nothing in errata/faq/reprint to fix this, so the REAL question is
1: Is this the intent of the feat?
2: Is it "balanced"?

Deadkitten wrote:

Shin Megami Tensei: Digital Devil Saga 1&2

Mostly because they are my great whit buffalo's of PS2 gaming that I just recently managed to get hold of. :)

It's been getting reprints for years.

But yes, the characters are good models of Synthesist Summoners. It's a shame that Blood God Disciple while legal, doesn't actually combo with Synthesist.

1 person marked this as FAQ candidate.

That's actually a property of Monk levels, not Improved Unarmed Strike, but a very good question either way.

Can a Warpriest with a levels in Monk cast spells that target weapons (such as Magic Weapon) using Fervor if they target his Unarmed Strike?

Navarion wrote:

A Gladius can't be used with Slashing Grace because it's a light weapon, not a one-handed one.

OK, this is going to need an FAQ, because it's the same wording as a Bladebound Magus's Blackblade and I've never seen anyone argue that excludes light weapons. n-as

1 person marked this as FAQ candidate.

Slashing Grace has the same wording where "one-handed slashing weapon" without mention of light weapons.

Choose one kind of one-handed slashing weapon (such as the longsword).

So this is going to need an FAQ

2 people marked this as FAQ candidate.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets.

Magic Weapon's target line is

weapon touched

Does this mean a Warpriest can't use this spell as a swift action, even on his own weapon? This doesn't seem to be intended.

Question also applies to Reinforce Armaments, Sun Metal, Weapons Against Evil, Align Weapon, Instrument of Agony, Returning Weapon and Weapon of Awe just for level 1/2 spells native to the Warpriest list

Also of note is Shillelagh (while note on the Warpriest list, can be added to it a few ways) which has the clause

These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Use a gladius. It's literally a short sword that can do slashing damage. It even counts as one for weapon focus ect.

If you logically take it further, it also gives an exception to the size rules preventing you from wielding oversized bows (penalties still apply though)

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

How does Spirit Guide Oracle work with hexes (such as Arcane Enlightenment) that haves options that must be picked when a hex is first taken (as they change their hex daily)?

4 people marked this as FAQ candidate.

(Multiple posts because FAQing doesn't like multiple questions in one post)

Can a Spirit Guide Oracle take Extra Hex?

5 people marked this as FAQ candidate. 1 person marked this as a favorite.
The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Arcane Enlightenment (Su): A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.

Can an oracle cast the spells gained through this hex without multiclassing Shaman?

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

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