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If you will hit a town soonish, get the armor but sell it the first chance you get. You absolutely don't want it on at level 7 (there's enough all day and no somatic component spells for level 1, but you lose some amazing 2nd level ones).

I would normally not recommend this because the GM would just even out your WBL, but you are playing a published AP, so there's a finite amount of money

edit: As mentioned under me, you traded out your spell casting (which was a poor move, but whatever), so absolutely get it. While other armor will eventually surpass it, an extra 6000 GP will be a decent amount then.

I've seen what happens to familiars of dead wizards discussed here before.

One thing I remember is someone mentioned that there were multiple Paizo written adventures that featured familiars of dead wizard who kept their intelligence long after the master's death, but I have no idea which these are.

Eldritch Heritage doesn't work anymore because of FAQ.

As you have high int, you could potentially get arcane spells from the Spirit Guide archetype and the Lore spirit. It even mirrors a wizard's ability to change the spells daily.

I'm assuming the power level is supposed to be in-line with the (likely not particularly high) SG itself, so I'll avoid focusing TOO much on poor choices unless there's stuff heads and sholders in core or the alchemist's home book (APG).

Spellcraft (mandatory if you want more formula than the 2 you get for leveling up) is more important than Craft:Alchemy (you make it better with class features and that's it). Charisma is your dump stats, and DCs are fairly high with no take 10 so a single rank in UMD is questionable.

Splash Weapon Mastery is WAY better as a choice at level 5 than Weapon Focus.

As melee alchemists seem to be assumed to use feral mutagen instead of longspear, cleave is pretty lame, though I'm not sure what to replace it with at the level. While you are mid BAB, all 3 (maybe more) attacks work off your full BAB, so Dazing Assault is an option for your level 15 feat. If you ARE using a longspear, lunge is pretty nice when its takable

Spells are the most powerful thing in the game. Kensai gets fewer spells.

Standard for 3.5 was text trumps table, but that was stated in errata documents and I can't recall if it was ever stated for PF.

It's a basic example of the magic schools being extremely poorly defined.

Quick! Is mage armor, a basic defense spell that creates armor out of force in abjuration, which is focused on defense and stuff that interacts with magic, or evocation, which is focused on manipulating elements (including "Force")?

No, I don't know why its conjuration, the school of transporting stuff to a different location instantaneously and creating something from nothing, either

There's actually at least 4 ways to negate Arcane Scent:

Negate Aroma spell (simplest and easiest), first level spell that negates it for 1 target/level for 1 hour/level. Its even in a main line book), a Liar's Robe, Incense of Dulled Senses and a Pull-Ring of Scent.

Weapon Versatility is actually only taken once and it applies to anything you have weapon focus with.

Using it with splash weapons was discovered pretty quickly

I think it's no because a staff still isn't casting.

I'd definitely ditch the rogue levels for Empiricist Investigator then add another level next level up (Find some potions that last a long time and use alchemical allocation. Remember you only have to pay for the potion once) and your first level extracts are pretty good on their own.

I'm not sure if that's possible in PFS though

I think 3.5 had a feat Dragons could take that gave it and you could port it/homebrew it (you are the GM and it's not like the players can be true dragons to meet the requirements). The changes in polymorph would mean they keep their strength/dex score in that form, but all the dragons that actually have it get that.

Feros wrote:
Tonlim wrote:
Well, with three archetypes covered, may we also get a few spoilers about the drill sergeant?
** spoiler omitted **

Is Drill Sergeant's ability still called "weapon training" (so it works with the gloves of dueling)?

I think looking at monster descriptions for monsters with the right mental scores helps. Orcs is easily the most iconic 7 int, but it's other mentals aren't great.

Barachiel Shina wrote:
Wait, Artful Dodge lets you take ANY feat that asks for Dex but you can use Int instead, or is it only feats that have Dodge as a prerequisite?

Note there are only 5 feats with a dex requirement and dodge prerequisite, and several of those have follow up feats.

Dex with Int is probably the least useful (After all 5 replacing con anyways) prerequisite replacement possible. There isn't a single non-caster class in first party PF with an int focus, and the only other characters who really like a high int are dex focused. Most feats with a dex requirement are ranged combat (still uses dex to hit), using you dex modifier for stuff, TWF (Requires the user be in combat. Alchemist is better off using mutagen for natural attacks. Maybe there are some investigators out there who could use it. Shame its yet another feat on a feat heavy build option) and some monk feats.

Is there any intentional* catch on Steadfast Slayer beyond the only one threatening it?

*Creatures threaten themselves and their allies, but the same oversight is in one of the cavalier abilities and nobody cares about it

Oooh! Is Artful Dodge Pathfinder first "this feat counts as ___ for prerequisites" (I know 3.5 had a few latter in life and I think PF had some class abilities that do that, but no feats to my memory)?

Not many dex requiring feats that aren't ranged attack/TWF related though and many of the ones that do aren't great. I guess casters could get some mileage out of Wind Stance as it requires dodge anyways.

What's the AC bonus on it?

99% of the time in PF, Offense>>>Defense. The enemy can't hit you if they are dead, and because offense scales automatically while defense does not, it's much more expensive to invest enough to make it worthwhile..

nighttree wrote:

Taking the "Deft Dodger" and "Indomitable Faith" traits....

You said this was for Giantslayer, you need a campaign trait (unless your group allows drawbacks).

I recall there was a +1 reflex trait (same as def dodger) for Giantslayer, but dex isn't super important a save (most dex saves are to reduce damage or avoid becoming immobilized. While you wouldn't WANT to fail them, it's hardly as important as Will's "save or kill your friends".) I'd drop Deft Dodger for Artifact Hunter, as UMD is great on any charisma based class.

UMD also allows for familiar abuse, which is really handy on a melee character. Pick up a familiar for 2 feats (Skill Focus and Eldritch Heritage: Arcane), then it can UMD buff items for you. The party arcane caster likely doesn't want to eat his first round of combat casting Enlarge Person on you all the time, but it's a first level 1 min/level spell you can get on a wand for cheep and a raven familiar can use it on you.

If you are LN or LE you can also pick up Improved Familiar and take Arbiter/Augur, then have them use an item of Shield Other on you which means they will take half of ALL damage you take for you, but because they have regeneration, they can never actually die from it.

If you are CG/CN/CE, you can pick up a Tidepool Dragon with Improved Familiar, which is an ACTUAL caster. Give it some pages of spell knowledge or retraining and it can give you all sorts of low level buffs without eating your actions (Enlarge Person, Moment of Greatness, Protection From Evil, Glitterdust, invisibility, Silent/Minor Image, Spider Climb and Blur are all great options). Oh and it can make fire on demand; if you can't find a use for fire you aren't trying.

Paladin doesn't get Instant Weapon?!

Dimensional Dervish is uneeded as a Magus: Using it and full attacking is a single full round action that isn't finished, not a remaining action. You can still do it, you just lose your swift if it wasn't used before hand.

What list and at what levels is Instant Weapon on?

Does Dimensional Blade have anything stopping it from being used on a Monk's unarmed strike (which can get spell effects as a manufactured weapon)?

Favored Terrain is a useful rogue talent if you take it as every talent and feat as soon as you can and go into Horizon Walker, but otherwise useless.

Wasn't there something like 3.5's ring of arming added to PF?

LazarX wrote:

Also one more thing to keep in mind kids. The oracle tongues curse also impedes the oracle UNDERSTANDING any other language while in battle.

Until 10th level

On other overlooked thing about Tounge is it never says the 5th level bonus language has to be from the list you got at level 1. It lack the secret language clause too (so you can pick up Druidic this way)

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Precise Strike works either way

Dervish Dancer feat

You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability).

Slashing Grace

you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike)

No Masterpiece section?

Your guide mentions struggling to find a reason for dipping bard: Dawnflower Dervish will save someone looking to pick up Dervish Dancer 2 feats and 2 skill points.

Light is object touched, not self. Casting it on a rock (or amunition)

Summon Instrument should be 4 stars, not 2. You just need to look past the name and realize it's an infinite use ability that creates relatively sturdy objects of many different sizes and materials (while Prestidigitation only creates small fragile objects that are obviously fake) while lasting 1 min/level, just using it to make noise is just the most obvious use. I'd say it easily rivals Prestidigitation in usefulness.


Combine the mythic ability with the Aasimar ACB to stack Animal Companion from lunar, then take feats like Evolved Companion to improve it.

Rynjin wrote:
Saldiven wrote:


Go into your bedroom. Start a stopwatch. Then, open every drawer, making sure to riffle through the contents; check any closets including stuff hanging on the racks or in shelves; check under your bed and between the mattress/boxspring; go through the bookshelves; look through any other container that you have. Lastly, stop the watch.

There's your answer. Adjust upward or downward depending on how big/small and furnished/unfurnished the in-game room happens to be.

Go grab a stick. Start a timer to count down from 6 seconds. Swing the stick as many times as you can before the countdown stops.

See where I'm going with this?

Real life to deny EX characters cool things (which is always a bad idea) is different from "How long does this take?"/"Rules don't say, it would take X in real life, and the PCs do this for a living, so lets take off Y"/"OK"

Koshimo wrote:
i think the answer depends on what are you trying to accomplish? are you trying to loot the enemies and move on? or are you searching the room trying to find hidden compartments and such? the first option should take a minute or two tops if you don't stop to identify, the second will take a while because you are doing more

Actually, the rules are NOT silent there. The game does list times for removing armor, and everything bigger than a shield takes at least a minute (and I'm pretty sure undressing and dressing corpses is harder than yourself, so likely even longer), so a minute or two tops only works if the enemy didn't use armor.

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3 days and 30 GP each

Shattered Psyche from the Valley of the Brain Collectors AP is VERY fitting for someone touched by HPL stuff (I have no no knowledge of that AP so it might even be intended for it), and probobly your best first party option thematics wise. It's a painful penalty, but the bonus are usable for it.

Grabing the Planar Savant trait helps negate the penalty for your curse and fits thematically too!

Kitsune focused on summoning. Maybe a wildblood Imperial Dragon option.

You can easily take an archetype like daring champion, but I don't see you being particularly successful as a battlefield controller, at least not substantially more than an NPC class warrior.

(Qadiran) Horselord Cavlaier at level 6 gets the double damage on one handed slashing weapons. Ask the GM how this works with the Weapon Versatility feat and if the feat makes the weapon of your choice a "slashing weapon" when used to deal slashing damage, or a "piercing weapon" that is doing slashing damage.

Another cavalier archetype gets an additional multipler (2 for normal, 3 for lance, 4 for lance+spirited charge), but that's the capstone and better with a lance.

Even armor with ACP can also be worn by anyone of the right size, it just carries penalties (technically armor without ACP also has penalties, but those are based on the ACP).

It's a core magic item. There's a lesser version in a 3.5 module (
Expedition to Castle Ravenloft), but that's just a +1 bastard sword for 3000 that you can wield with shortsword profiency and the ability to upgrade it to normal.

Pallavi of Nirvana’s Blossoming is a Bardic Masterpiece that's equivlent to a 4th level bard spell and replicates real sunlight. It requires 3 rounds to start, but there's no way to scroll masterpieces.

One option would be to hand them a full power Sunblade, but have it exhaust its power during the battle and stick the party with the 3000 GP version afterwards.

He's counting the extra head evolution

I thought it kinda went without saying a level 10+ barbarian with only 2 rage powers listed and no other totem powers would grab greater beast totem.

13 is the first time you can take Extra Rage Power (Boar's Charge).

Wildblooded Fey Sorcerer can be a dungeon crasher with their animal companion: There's always worse options for breaking down doors than an angry armadillo tiger (plus you can always share spells reduce person if it's too big to fit through something).

Bard and Skald always have verbal components on their spells

False Focus feat can bypass Heart of The Metal's costly component.

I noticed the Boar's Charge ragepower

While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat. You must still confirm the critical hit as normal.

I figured it was neat, but couldn't be broken because it would be limited to one attack a round. I wanted to capitalize on it though and looked for ways to get gore attacks. Then I found the Beatstrike Club


When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.

The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell.

It's a manufactured weapon (you can full attack with it) that triggers feats (so just pick up Boar's Charge with Extra Rage Power) that improve gore. Take Disemboweling Tusks and then every hit does 1d4 con damage if it confirms a critical hit.

TWF with these for up to 3 extra attacks. After haste and a real/Helm of the Mammoth Lord gore attack you have 9 attacks that deal 1d4 con damage (22.5 con damage average). While ~CR20 level foes will have a bit more con than that, every 2 points does effective damage equal to their HD).

Downside: This only comes online at level 13 and is of questionable power on anything immune to con damage.

What makes a god in Golarion? It isn't giving divine spells (Empyeral lords, infernal dukes, demon lords ect can all do that and aren't real gods). It isn't immortality (all the above are by nature of their outsider status). Is it being unkillable except by another god or something of Earthfall level?

Your necromancer is already hiding one skeleton inside him. Why can't he just do that with the other one?

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Do Warlord/Warder/Stalker/Mystic/Harbinger with Sleeping Goddess "in-class" count as a "Psionic class" for psicrystal progression and detect psionics?

Is there a definition of "attack" for boosts in Elemental Flux? Invisibility's description has the only one I could find, and it explicitly includes "blast" spells. Do these boosts work with them?

^Druid 20 was decently common if Eberron material wasn't usable.

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Bards also have sketchy feat support. All their feats are must haves (lingering performance, Discordant Voice) or total bleh (Fire Magic, Hymn Singer) with no real in betweens.

Evangelist cleric is also fairly potent. One neat thing about it is that it's the only full caster capable of casting without telling everyone it's casting via Spellsong (it also helps for a lot of gods that only have one good domain)

So ranged, divine/healing, good against multiple enemies.

For first party stuff there's Lunar (Spirit Guide) Oracle who focuses on her animal companion with feats like Spirit's Gift, Celestial Companion and Evolved Companion as well as the Elf/Aasimar FCB for a blurry, celestial tiger with a stinger for a tail (Fitting for the campaign's theme, such a monstrosity's mechanics fit the description of a Nue) that has loads of HD.

With third party has Vitalist (THE best healer and the right class options let it blast stuff very well) and Warlord archer with Silver Crane are solid, but I'd avoid third party subsystems for a new GM

Which also creates the question of power/events can impart that power upon your blood for Aberrant.

Elemental has all the lovely natural disasters and Fey love to mess with humans, but what can be the source of an Aberrant bloodline? Are there even Aberrations with enough intelligence and thumbs to experiment on humans with Mind Flayers gone?

Simple question: What Aberrations are even capable of interbreeding with human(oid)s to spawn this bloodline in the first place?

All I can find are Veiled Master, the various Nagas and Phasms.

Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Celestial—Heavenly Touch (Su): A number of times per day equal to 3 + your Charisma modifier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modifier (minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.

Is the duration and uses per day changed, or does it remain charisma based?

So a Warcat gets 3 NA and 2 strength in exchange for 2 dex, 4 wisdom and 5 charisma when compared to a big cat?

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