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Decapus

doc the grey's page

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber. FullStar Pathfinder Society GM. 2,430 posts (2,454 including aliases). 12 reviews. 1 list. 1 wishlist. 8 Pathfinder Society characters. 5 aliases.


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Shadow Lodge

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lemeres wrote:
doc the grey wrote:
With you on the higher Str. Right now I have it set at 16, 12, 15, 10, 12, 14 though I have to say that 15 Cha is tempting.
Well, you did say before that CHA does towards a lot (including saves). Your CHA would admittedly not get to 16 until level 4, but I think that getting only base WIS when Will is one of your good saves is not a bad deal, particularly since you are going to get that extra point back at level 4.

Yeah but it still just feels off and more like I'm playing a race just for the stat bumps rather than the rp of it all. I mean the Lawbringers are supposed to be wiser than the common man and that feels cool to me as a character concept but if I drop him down he'll just be human average and slightly unwise amongst his own people if that makes any sense.

I mean this is a guy who wanders the world executing people as a way to enforce stabilize regions and try to make them objectively a better place for everyone, his obedience to god has him going over the names of every man he's ever killed every morning and appraising whether or not those actions were just. This doesn't feel like a character who should be wandering around on just average wisdom, it feels like a guy who has a lot of responsibility on his shoulders and needs to be able to make the right decisions and appraisals of others and then be able to intelligently assess whether what he's done is right day after day not just cut, gut, and move on.

That's where my biggest hang up is at right now with dropping his Wis much lower.

Shadow Lodge

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In no particular order

Priest: a divine scholar more focused on scholastic pursuits and intellectual wisdom than martial prowess as a way to get closer to god.

Non mounted Cavalier: Seriously people have begged for it since onset and considering the Cavalier as built is more like a commander from nobility, (a man of high birth trained in the arts of diplomacy and courtly affairs as much as tactical combat) opening it up so that characters from historic backgrounds not heavily dependent on horses/mounts would really improve it.

A True Monster Trainer: Unless they have done some absolutely wonderful changes to hunter I want to see a class that is like a summoner ranger mix where you are the support to this massive beast you have trained from birth. The creature itself is one of various specific magical beasts that have modded stats like animal companions and the PC gets a small list of support style spells and the traps ability to supplement his creature. Basic combat plays out with the monster being more of the tank than him while he runs around throwing ranged attacks, dropping traps, buffing himself or others, and maybe dropping in to hit with a sneak attack.

Finally...

Dragons. Give me the ability to play a dragon over 20 levels and grow and mutate through that progression. I start by picking one of the base dragon types already in existence and as I level I grow in power and mutate, being able to twist and change some of the iconic abilities of my bloodline in order to get something crazy that I want to play an is unique to me.

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lemeres wrote:
doc the grey wrote:
master_marshmallow wrote:

If it's for PFS you will want to make sure your character isn't built strictly for role play vs built for roll play.

You gotta understand that the game is built for both.

16 12 16 10 10 14 is probably the most balanced stats you can get away with and not die.

Are these supposed to be pre racial bonuses or post?

As for what you can and can't do in pfs building for role play can be just as important. Right now I'm sitting on 6 other characters between 1-7th all built as much for role playing that character as roll play in pfs and I have yet to have it steer me wrong. So long as you understand the basic needs of the game and how the stats work in conjunction with your characters play style you should be okay and avoid getting yourself killed. The problem here is not that this is my first pfs character it's that it is my first paladin in pfs.

Also why do you lower down Cha on a pally? with Divine grace, smite evil, and all the other abilities that run off his Cha shouldn't it be higher to capitalize on it?

Post racial, it seems.

Anyway, with that CON and WIS bonus, you could lower your investment into them and still come out with something fairly respectable. Here are some stats I'm suggesting
STR: 16 DEX: 12 CON: 15 (13+2) INT: 10 WIS: 10 (8+2) CHA: 15

Dropping Wisdom to 'normal' after the racial bonus and dropping con a point gives enough room to help make you more effective in melee without sacrificing CHA.

I'd advise a good STR because you can't be smiting all the time (you aren't always fighting evil, you only smite 1/day at level 1, etc). So having a decent stat bonus to that helps with that problem and it still helps even when you do smite.

With you on the higher Str. Right now I have it set at 16, 12, 15, 10, 12, 14 though I have to say that 15 Cha is tempting.

Shadow Lodge

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Also the dex doesn't have to be amazing. The plan is to stick him in full plate as soon as possible and combo that with a nice sized great axe

Shadow Lodge

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master_marshmallow wrote:

If it's for PFS you will want to make sure your character isn't built strictly for role play vs built for roll play.

You gotta understand that the game is built for both.

16 12 16 10 10 14 is probably the most balanced stats you can get away with and not die.

Are these supposed to be pre racial bonuses or post?

As for what you can and can't do in pfs building for role play can be just as important. Right now I'm sitting on 6 other characters between 1-7th all built as much for role playing that character as roll play in pfs and I have yet to have it steer me wrong. So long as you understand the basic needs of the game and how the stats work in conjunction with your characters play style you should be okay and avoid getting yourself killed. The problem here is not that this is my first pfs character it's that it is my first paladin in pfs.

Also why do you lower down Cha on a pally? with Divine grace, smite evil, and all the other abilities that run off his Cha shouldn't it be higher to capitalize on it?

Shadow Lodge

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master_marshmallow wrote:

Fey Foundling is a stellar 1st level feat for paladins.

You are investing wayyyyyyyy too much into WIS, WIS is a dumpstat for paladins in Pathfinder because their spellcasting is based of CHA.

CON and CHA seem a bit high, or is that due to racial bonuses?

Typical point buys put stats at 16 12 14 10 8 14, and racial bonuses would give you 16 12 16 10 8 16, which is solid.

Going atypical, look at buying in at 18 10 12 10 7 14, after racials that gives you 18 10 14 10 7 16.

If you covet DEX more, you can drop CHA to 15 for a 12 or drop INT to an 8 for 12. Or, be really sneaky and drop CHA to a 14 and INT to an 8 and buy in a 14 DEX.

Con and Wis go up from racial bonuses. As for the Wis thing I can make it a bit lower but for me it feels off to have an unwise Paladin. It seems like something that would easily cause one to fall or an artifact of roll play vs. roleplay.

Shadow Lodge

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So I'm working on a Paladin of Dammerich for pfs and after realizing that I don't have much time left decided to start to throw one together quick to match my needs.

Right now I just see him as a devout practitioner Dammerich's cause, working with either the Silver Crusade, the new andoran faction, or the new Taldan faction in order to execute criminals, protect mankind, and stabilize regimes that seek to wield that power.

Right now the plan has been archon blooded rather than angel to match Dammerich, pick up celestial obedience, and eventually grab up angelic wings.

My biggest issue right now is getting my stat array where I want it and trying to think of other good feats for him besides power attack and the aforementioned tree.

So here is my current stat array. Any help or advice on a good stat array for an Archon blooded paladin would be greatly appreciated.

Str 14
Dex 12
Con 16
Int 10
Wis 13
Cha 15

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Cheapy wrote:
Raymond Lambert wrote:
The ear priest was my style but the mechanics were too weak.

Ear priest is OP.

But seriously, I don't recall comments saying the shaman was too weak. I recall there being some about how bipolar the powerlevel was between Mysteries, but not that it was too weak over all.

This is definitely higher up on my list of classes I'm excited for!

This is really what I want to see fixed over all. I wasn't a fan of how some of the spirits were just out an out superior while the rest were just junk since many of them were just oracle mysteries that weren't changed to account for the wandering spirit abilities.

Hopefully this has gotten a nice heavy overhaul since the open playtest.

Shadow Lodge

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Anyone else hoping to get some spoilers on some of these new archetypes?

In particular the aforementioned cleric one?

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QuidEst wrote:
doc the grey wrote:
QuidEst wrote:
doc the grey wrote:
QuidEst wrote:
Druid uses those stats better, so maybe do a witch as well with another of the new options.

Yeah but nagaji are the only ones that also get a free poison attack...

One feat and a penalty to your caster stat is pretty steep, though. Compromise, maybe, and play a Nagaji Shaman when they come out?

Nahh 0 interest in the shaman. Unless it's gotten a steep overhaul since it's last playtest pass it also is stuck in this space between broken bad or broken good without much distinction and isn't really well represented version of the class cross it's supposed to represent.

Either way why so interested? We get Nagaji unlocked here in august, and it helps dodge the issue of heavy poison prices in pfs.

Well, I'm going to be starting PFS soon, so I'm just interested in people's builds, especially with races I haven't used. I forgot about the lack of poison. (I suppose if you didn't mind awful fluff, human with Nagaji heritage would get around the Int penalty.)

I have my fingers crossed for some Shaman improvements. I had fun with a natural weapon/trip build.

Ehh on the whole the Int penalty won't matter as much as you think. Misfortune is strong in just about any build and the Int penalty is mitigated by just boosting it more. Now It would be tough if I could choose a vishkanya since they get some poison for free. Really the trick is decent Int, misfortune + Poison words, cackle, profit.

Also I would love an option for skinwalkers since then I might be convinced into a Scaleheart lol.

The real issue in pfs is the poison part since they are so expensive for what they do.

Also I don't believe you can fluff a human into nagaji stuff regardless of fluff answers in pfs.

Shadow Lodge *

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BigNorseWolf wrote:

They don't reset.

They are planning to start releasing convention boons you can use once a year that allow your stars to reset.

Linky to the interview

Man really? Only as GM boons? I was really hoping to just see a annual reset like say every Gencon. Would make it much easier to avoid the whole I'm out of scenarios problem and hopefully be less bookkeeping than having a bunch of GM boons floating around.

Shadow Lodge *

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So for Gencon I know I am running Vengeance at Sundered Crag at least 3 times and I'm a bit apprehensive about running it. I'm not usually one to run the high level tables and I know that time management and organization are not always one of my strongest skills at the gaming table. On top of this it seems that I might not be getting the module until right before the con which doesn't make for much prep time.

So with that in mind I'm looking for advice from those who have the module already. What should I look out for, what should I spend the most time prepping, what spots eat up the most time, and what kinds of parties and players should I be on the most lookout for and be ready for in terms of skills and abilities?

Any help would be greatly appreciated.

Shadow Lodge *

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Do replays form GM stars reset and if so when do they exactly? I've got a potentially large number of friends I'm bringing to my pfs game this week and unfortunately the only game that we could all play in is one I've already played. I have a GM star to use but I'd rather not burn it through if it is the only one I have.

Anyone know the answer to this?

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My biggest problem with the Underhanded talent is that for some reason a talent built around slight of hand, concealment, and essentially quick strikes is somehow dictated by my Charisma.

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Bardess wrote:

Wish list:

Dog
Ferret
Marmoset
Swan

I believe we got the swan in B4. Also there is a pretty good book called Cats, Dogs, and Horses by 4 Winds Fantasy that has various dog and cat familiars along with a micro horse.

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Red Velvet Tiger wrote:
I'm still game! I should have something up tomorrow! Is Princey still playing?

Yes, yes he is.

Finish up your characters and shoot me a link to them so I can make sure your builds are all squared away and we should be good to go.

Shadow Lodge

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Hmm apparently the system won't let me throw up a bump twice.

Anyways we are still looking for an extra few players for Shadow over Golden Fields Farms.

If you are interested please feel free to message here.

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Imbicatus wrote:
Give them all the Brutal Grappler teamwork feat.

Wow that's pretty on point for these guys.

I was also thinking of having 1 or 2 of the kidnappers in the grapple while another 2 basically bash the crap out of the target with saps.

Isn't their like a few rogue talents that help with sap/nonlethal combat stuff or are they all wrapped up in the sap adept feats?

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As the title says I'm working on an NPC group made up of rogues with the Bekyar kidnapper archetype. They work together to take down targets, tie them up, and then haul them back to towns and other civilized areas to sell for cash.

Currently though I'm having a problem figuring out what feats and rogue talents I'm going to stick on them. Right now they are 4th level Orcs and I have improved grapple as one of their rogue talent bonus feats and sap adept but beyond that I'm kind of at a loss.

Anyone have any good ideas on rogue talents and feats that will help these guys grapple, knock out, and tie up people?

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Nathan Welkins wrote:
Hey there, Doc, TSP here! Sorry about the delay. My character should have everything ready to go for the campaign! As I said, all I had to do was copy past it from the word doc I made and BAM! Well, except the backstory. Had to think that up as I typed!

Cool. Unfortunately it still isn't showing any of your stats in this character's profile.

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You all awake and groggy and tired in your small work tenements, the events of yesterday still fresh in your mind. Yesterday, Sunday February 16th the sky's shook and cracked as it seemed to rock itself apart forcing everyone either into their homes or to the stables as they tried to keep the animals from panicking. Luckily no one seems to be hurt and the sky seems to have returned to normal but after all of the thrill of yesterday many of you dread the extra work you will have to do to repair and catch up on after this trying ordeal and many worry of it happening again.

Now the sun has started to creep up on this cold and foggy morning and you know that soon everyone will start to gather in front of the modest estate of the Aurelians, the family that owns and runs Golden Fields Farm to await their jobs for the day as is procedure after events like yesterday. No doubt there will be many awaiting answers for yesterday's events and work orders for the day which likely won't be anything fun.

What do you guys do?

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Bump

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QuidEst wrote:
doc the grey wrote:
QuidEst wrote:
Druid uses those stats better, so maybe do a witch as well with another of the new options.

Yeah but nagaji are the only ones that also get a free poison attack...

One feat and a penalty to your caster stat is pretty steep, though. Compromise, maybe, and play a Nagaji Shaman when they come out?

Nahh 0 interest in the shaman. Unless it's gotten a steep overhaul since it's last playtest pass it also is stuck in this space between broken bad or broken good without much distinction and isn't really well represented version of the class cross it's supposed to represent.

Either way why so interested? We get Nagaji unlocked here in august, and it helps dodge the issue of heavy poison prices in pfs.

Shadow Lodge

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Irnk, Dead-Eye's Prodigal wrote:
Considering that we are getting a ton of stuff for Numeria in this season's play, I wonder what the odds are that we will see an Android Boon?

From the sounds of it we will get one auctioned off at Gencon for charity but that's about it so far.

Shadow Lodge

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QuidEst wrote:
Druid uses those stats better, so maybe do a witch as well with another of the new options.

Yeah but nagaji are the only ones that also get a free poison attack...

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Squirrel_Dude wrote:
doc the grey wrote:
Ascalaphus wrote:
In that case, have you checked out the Kytonspawn racial heritage for Tieflings? It's not superb statwise, although they can take a trait to get +2 on Trip attempts with chains. But the stats aren't bad either - tieflings are a pretty good race.

I know and I might. I'm trying to remember what their stat mods are but it isn't coming to me off the top of my head. Again though I feel like if I go that way I need to make it look more kytony (which isn't bad since she is worshiping a kyton) otherwise it would be more of a cheat lol.

So maybe...

Tieflings are a base ability score adjustment package of +2 Dex, +2 Int, -2 Cha. Kytonspawn have +2 Con, +2 Cha, -2 Wis. So yeah, not great. I can't find the information about a bonus to trip attempts, but Tieflings have plenty of great alternate racial traits.

I believe he's talking about a trait from the race category. My problem is the bonuses still aren't that conducive to ranger. Wis penalty isn't helpful and Cha really isn't something I need.

Shadow Lodge

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Ascalaphus wrote:
In that case, have you checked out the Kytonspawn racial heritage for Tieflings? It's not superb statwise, although they can take a trait to get +2 on Trip attempts with chains. But the stats aren't bad either - tieflings are a pretty good race.

I know and I might. I'm trying to remember what their stat mods are but it isn't coming to me off the top of my head. Again though I feel like if I go that way I need to make it look more kytony (which isn't bad since she is worshiping a kyton) otherwise it would be more of a cheat lol.

So maybe...

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Neongelion wrote:
Well now my question is, will the Nanite bloodline be PFS legal? You have no freaking idea how much I would love to be a Bloodrager with that bloodline! NO IDEA!!! If they ban it based off of its flavor alone I will understand, even if I'd be super sad :(

I feel your pain but I don't think they will ban it. As it stands we are getting a lot of Numeria stuff in season 6 stuff so we should be okay. Also I am super excited for the veneficus witch, I'm really torn as to whether to make my nagaji a witch or a druid now.

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Neongelion wrote:
QuidEst wrote:
Neongelion wrote:
Well now my question is, will the Nanite bloodline be PFS legal? You have no freaking idea how much I would love to be a Bloodrager with that bloodline! NO IDEA!!! If they ban it based off of its flavor alone I will understand, even if I'd be super sad :(
You'll have to use the Eldritch Heritage line, of course. The Sorc bloodlines don't carry over.

What do you mean by this? Sorry, I'm unfamiliar with PFS stuff regarding bloodlines.

EDIT: Oh, you mean for the Bloodrager I assume. *Facepalm* I assumed Bloodragers just straight up got whatever bloodlines sorcerers do.

Nahh bloodragers get bloodlines that are based on the preexisting bloodlines but modified to match their more martial bent.

So with that said we might not see a nanite bloodrager bloodline for a while which is a shame especially considering how cool some of it's abilities are.

Shadow Lodge

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Irnk, Dead-Eye's Prodigal wrote:
doc the grey wrote:
QuidEst wrote:
Mutated bloodlines? Pray, speak on! I love me some Sorc stuff something fierce.

Yeah we get 2 new mutated bloodlines and a whole new bloodline all together.

The 2 mutated ones are Dark Fey (which comes from fey) and Retribution which comes from Martyred. The former replaces the 1st level power with the ability to fascinated people at 30 ft, the latter makes you a spirit of vengeance who can bounce damage back onto people 1/day at 9th that you have just taken as an immediate action. Also the Dark fey bloodline arcana makes you better at curses while Retribution reduces the level up of metamagic'd spells so long as you are using it on a guy who hit you within the last round.

The new bloodline is Nanite and it lets you basically become a robot man made of clouds of nanites and raise all types of hell.

Does the Retribution mutated bloodline deviate in any mechanical way from Martyred prior to 9th level? It sounds like it would be ideal for my Wrath of the Righteous character & they are still only fourth level.

Yeah your bloodline arcana changes to:
Whenever a creature damages you, until the end of your next turn if you apply a metamagic feat to a spell that targets that creature, reduce the spell level increase of that metamagic feat by 1 (minimum 0).

What I want to know is if the level reduction brings it to 0 mod does that mean that I can cast it without the usual spontaneous delay? Because if so it will be awesome.

Shadow Lodge

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Ascalaphus wrote:

There's a half-orc variant class ability to get the Spiked Chain as a free weapon proficiency. That'll save you a feat.

(Or not, if you were going to be human. In that case it's break-even, but you get Darkvision.)

Ohh that is cool and darkvision is really tempting considering she works with morlocks but I my mind totally sees a human. Her schtick is she damn near kills you with traps when you go looking to loot these down constructs then comes along and finds you posing as a healer. Then she drags you back to her lair and tries to convince you to join her crazy kyton cult of painful mechanical grafts. If you say yes you go through painful surgery and get further indoctrinated, say no and you get painful surgery to test her new tech on someone till you die or she sacrifices you.

And for that character I just picture this very "normal" looking human woman until she pulls out all her gear.

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Majuba wrote:
The only real difference when unconscious is that you are automatically considered a "Willing Target" - that has zero effect on whether you make a saving throw or not. Consider it your unconscious mind reacting to the magic. You do have a -5 dex bonus to reflex saves though.

Really? So does that mean that you would auto fail any spell cast on you? Like if I say ran up to an unconscious target and dropped the poison spell or a charm they wouldn't get a save?

Shadow Lodge

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If a character is unconscious are they allowed to choose whether or not they are going to make a save, is it something that is set as always either on or off, and can they select it from round to round?

If they can select it from round to round how is that explained in game? Ostensibly the character is unconscious and unable to distinguish who or what is going on around them so how can they tell if that 6 seconds of pressure is your medic putting your entrails back inside you or if it's the orc coming to finish his grizzly work?

I'm interested to see if Paizo has an answer for this.

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blackbloodtroll wrote:

Going dexterity focused, then choosing the Two-handed Weapon Style for things like Power Attack, is an option.

You can enchant the Spiked Chain with the Agile enchantment, for dex to damage.

Maybe but getting a 13 Str isn't that difficult of a build option. I really wish you could use piranha strike to sub in for power attack for the purposes of power attack feat requirements.

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Squirrel_Dude wrote:
Seeing as spiked chain is a two-handed weapon, I would recommend the two-handed weapon style.

I was thinking that since I'm probably already going to have Exotic weapon Prof and weapon finesse. Also shield of swings with an electirfied spiked chain of barbed wire and frayed electrical cord would be awesome as f$$&. But the question is is that better than getting disruptive as an option?

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blackbloodtroll wrote:
What alignment is this NPC?

LE

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QuidEst wrote:
Mutated bloodlines? Pray, speak on! I love me some Sorc stuff something fierce.

Yeah we get 2 new mutated bloodlines and a whole new bloodline all together.

The 2 mutated ones are Dark Fey (which comes from fey) and Retribution which comes from Martyred. The former replaces the 1st level power with the ability to fascinated people at 30 ft, the latter makes you a spirit of vengeance who can bounce damage back onto people 1/day at 9th that you have just taken as an immediate action. Also the Dark fey bloodline arcana makes you better at curses while Retribution reduces the level up of metamagic'd spells so long as you are using it on a guy who hit you within the last round.

The new bloodline is Nanite and it lets you basically become a robot man made of clouds of nanites and raise all types of hell.

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SamuraiFlamenco wrote:

The new Archetypes sound great...

1. Numerian Liberator: are there any new Rage Powers? And I dont get the idea of a sabotaging Barbarian, does he get bonuses against inanimate objects?

3. Gyronna Witch:didnt understand that either, she gives suicide rage?

5. Galvanic Saboteur:does he get a special Hunter's Bond?

Thanks for the answers in advance. m(^.^)m

1. Yes there are new rage powers. One knocks held breath out of people, another lets you ignore construct hardness, 3rd one basically lets you constrict while grappling, and the final one lets you reduce penalties for attacking targets if one of you is underwater and the other isn't. Yes they do get bonuses to destroy inanimate objects (or really anything with hardness) they also get the ability to hide from constructs and increase the DC to cast defensively in areas they threaten.

3. Nope. Basically she gets bonuses to make people distrust one another and on fear spells. Her big power though is that she can chose to drop a mind affecting ability (including hexes) from a target as an immediate action. What's worse though is that if an ally tries to hit is friend with a beneficial spell the witch can drop the ability they have put on the victim. This forces the guy throwing the beneficial spell to make a Will save, if he fails the effect is wasted and the poor bastard who they were trying to help takes 1d4 Wis. Ohh and eventually you can summon a Night Hag to come and help you a couple of times a week.

4. No, but he does have his wild empathy change from effecting animals and magical beasts to effectint mindless and intelligent constructs. Literally you can befriend an Iron golem with him now.

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Bump

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So I'm working on a spiked chain wielding NPC ranger and I was wondering what is the most compatible combat style to really wring out the power of a spiked chain for a ranger. Now I know about the Zon-Kuthon style in Inner Sea combat but I'm wondering is their one that is as good or better than that one though? Any answers would be greatly appreciated.

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zergtitan wrote:
What are the six archetypes?

6 arch are...

1. Numerian Liberator: Like a sabotaging barbarian.
2. Veneficus Witch: a Daggermark witch who can mix poisons into her hexes
3. Gyronna Witch: a revenge themed witch who's soul job is to make all of your targets hate life and want to rage quit pf
4. River Rat: a Rogue arc that focuses on river and marsh type stuff
5. Galvanic Saboteur: A ranger arc that focuses on messing with constructs but STILL LETS YOU GAIN OTHER FAVORED ENEMIES. On top of that has potentially one of the most broken wild empathy replaces in the right game and properly used
6. River Druid: you basically become a ferryman and get bonuses on rivers and gain diplomacy as a class skill.

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Besides that the other stuff in here is pretty solid too.

We get 2 new mutated bloodlines, the Nanite bloodline, the vengeance cavalier order, a poison built witch (which is pretty awesome with the right build), and a ranger archetype built around fighting specific monsters (constructs) that not only doesn't suck but is pretty good. Literally the Galvantic scavenger gets to use wild empathy on ALL CONSTRUCTS. Just imagine befriending an Iron Golem for a minute.

Also we get rules for swinging from vines at people or to other places so, sweet!

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Deevor wrote:
Yep, quite small, but it sells out... I got a couple of games to prepare as well, so pretty busy til its over.

Ahh okay. If you have problems checking in don't worry about it. Thanks again for the advanced notice.

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Lilith wrote:
doc the grey wrote:
Okay so I'm only like a paragraph into this but am I the only one who just pictures Pam from Archer? Like seriously if that vibe keeps up she might be one of my favorite characters thus far.
Totally okay with this.

Yeah seriously, all I can hear is "Here comes Kessy!" in that nasally awesome voice. Also I totally want Kess to have the massive tattoo quote across her shoulders.

Oh on a side note am I the only one who's noticed a trend of runaway kids who send letters home without return addresses amongst the Iconics?

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Okay so I'm only like a paragraph into this but am I the only one who just pictures Pam from Archer? Like seriously if that vibe keeps up she might be one of my favorite characters thus far.

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Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

So I'm grinding through this book and I have to say I totally want to play a nanite bloodline sorcerer now in pfs.

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Nice! Wait Paizocon has a UK extension?

Anyways Argent has asked for a 1 day extension to get characters done so I'm going to push start date back to friday US eastern time. Everyone cool with this? Also if you have anyone else who might want in now's the time to see if they want in.

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Odraude wrote:
Now imagine a lvl 20/MT10 Commoner. I'd like to imagine it'd have Divine Source and become god of all commoners.

Lol this is actually what I imagine one of the figureheads of a religion in my home game to be now. I always saw him as this hapless farmer who's life is like this series of lessons he's learned about life through the crazy crap that occurred to him and his family.

Link to said religion

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Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Brick shat.

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Deevor wrote:
doc the grey wrote:


looks good man save that I think you are over pointed for skills (you have an 8 Int which should put you at 2 points total after your bonus point for being human comes into play). Also you might want to spend some more of your starting gold (you get 260 to start).

The extra skill point came from favoured class ...

1 skill point from class
1 skill point from human
1 skill point from favored class

That's how I worked it out.

Ahh okay man. Sounds good then. Just as I said before you might want to spend a bit more of your gp since I don't know when you would get a chance to spend it later.

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