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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 789 posts (3,642 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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Secret Wizard wrote:
+1/+1 is correct.

Egads. I guess that would be the same as if TWFing though it seems unnecessarily complicated (-1 to -1/-1 @1st; -2 to +3/+3 @5th; -3 to +7/+7/+2/+2 @ 9th...)


Pathfinder Adventure Path Subscriber
Secret Wizard wrote:

When flurrying, the Monk is treated to have BAB = class level, rather than 3/4 BAB.

The Sacred Fist had the ability to get flurry for the extra attacks, but it nowhere mentioned that they got BAB = class level.

Now it's explicitly clarified they don't.

Change is fine and balanced though. Try the class out.

I might be especially thick here, but I am also having a hard time with this. I assumed that you would just use the flurry numbers on the monk table when calculating the "to hit". Now I'm not sure, it seems like it is now use the table minus whatever the difference between the sacred fists BAB and class level so a 5th level sacred fist would have a flurry bonus of +1/+1? (which seems highly complicated even for this game). I often interpret things weirdly though. So what would a 5th level sacred fists attack modifier be?


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The Monster Codex has templates for adding class abilities without altering hit dice. The CR is modified though. I've only used it twice on skulks, but it does the job well.

link


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But to be more serious, I'd make Bronn a 5th level fighter (cad) or slayer, Spring Attack feat chain, quick draw, and TWF.


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Devilkiller wrote:
@eakratz - Bronn doesn't sing during combat, so maybe he's just in a game which uses the Background Skills variant from Unchained. Some people say that such skills don't help the Fighter, but singing is a nice skill to have if you're going to court a Dornishman's wife (or daughter)

It was a joke. Click the link.


Pathfinder Adventure Path Subscriber

I plan on role-playing the Smilers by modeling them after the Warboys from Fury Road. Since I am running this on Roll20, I am even able to use actual stills from Fury Road. That's all.

Edit: Oh, and I put the Doof-Warrior soundstage in the arena.


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Pretty much everything I've read by Stephen Baxter has been excellent. His novels have dealt with the future of human evolution (including a hive like version of us), timescales of billions of years, wars that last millions of years that are just a spec compared to the bigger picture, time travel treated "realistically" as well as repercussions to the "past" version of a person.

And I second bookrat on John Ringo, except I wouldn't even bother with his good books unless you read them without paying,


Pathfinder Adventure Path Subscriber

I don't know if this is just on Macs, but all I have to to is right click and drag it onto my desktop from Adobe Acrobat.

I've had less success with the interactive maps, but turning off the grid and labels, then taking a screenshot has worked well for using them for Roll20. For some reason the grids don't line up well.


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Qaianna wrote:


The only two 'reasons' I can think of are 'I want to do d10+Str damage with a onehanded weapon' and 'I want to do 2d8 with a twohanded big wapon'. And both require the feat; most 'tricks' to get around it mean giving up the feat anyway, so you may as well grab it. (Especially since it covers both of these situations.)

If you want to do something that you need an extra feat for, you may need to just pick it up later. Fighter is a little more forgiving of this than, say, barbarian.

You could just play a dwarf fighter for that.


Pathfinder Adventure Path Subscriber

GM'd to completion: Legacy of Fire

Currently GMing: Iron Gods

Played Council of Thieves but lost during the 4th book and party was locked in stasis for 100 years. When we were let out it was...

Played first act of Slumbering Tsar.

Played first half of Kingmaker.

Played first 4 or 5 books of Savage Tide.

Played first book of Rise of the Runelords.

Currently playing Skull and Shackles

Jade Regent is on hiatus due to GM needing a break, hence Iron Gods.


Pathfinder Adventure Path Subscriber

I don't think I could kick even a fictional puppy. I felt bad fighting a dog in We Be Goblins :(


Pathfinder Adventure Path Subscriber

Like Thanael said above, lots of patience, but it is possible. You just have to periodically check prices. Not quite a year ago, Burnt Offerings' price dipped to $14 on Amazon so I snatched it up since at any other time it was around $40. Sure, it is a used copy, but still in excellent shape. The same thing could happen with the one you seek.

Edit: caveat, this was from periodically checking over the course of several months, but now my collection is complete so well worth it :)


Pathfinder Adventure Path Subscriber

You could just have each player run two PCs. This is what we are doing in one of our games and it works fine. One of the PCs is the "main" one. The one they really want to RP. The other would be a more simple class to run. Straight fighter or healbot. This way you don't lose action economy and combats actually go pretty fast.


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I'd go to work and furiously do as much as I can in the first fifteen minutes, then tell the boss I'm tired and have to go home and recuperate. "But don't worry, I'll be back tomorrow working just as hard."


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Alick wrote:

For fantasy, almost anything by Glen Cook. His series are:

The Dread Empire
The Black Company(my personal favorite)
The Instrumentalities of the Night
Garret P.I.(Think fantasy mixed with 20-40's noir detective fiction. If Dick Tracy had a dark elf for a best friend)

+1000


Pathfinder Adventure Path Subscriber
Thokar wrote:


Emerald Spire - Very little story line, not a big fan.

We just started Emerald Spire and it may be just the GM, but there is some story. It is relatively simple.


Pathfinder Adventure Path Subscriber

For my ranger archer, I had him use throwing axes and shortspears as back up weapons. When I wanted to switch to ranged he would just throw using deadly aim before drawing the bow. I believe that with quickdraw and rapid shot, he could get off an arrow in the same round (iteratives definitely), but it has been a couple years since I played him.

But it also depends on class. Zen archer you don't need to bother with a melee weapon since you have IUS and Point Blank Master.


Pathfinder Adventure Path Subscriber

With the aldori dueling sword, you can get dex to hit and damage at level one. With dervish dance, you have to wait until third level.


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That all said, your GM may still allow it. It is a three feat investment after all.


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I almost always forget to use power attack. Then when I remember, I usually miss by one or two points.


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Well Smurf! We can just voluntarily replace f~*@ with smurf.


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This situation is just player bullying. The GM and the rogue-PC seem to be doing this drek "because they can get away with it." I agree with those that say there are no in game solutions. The GM will just fiat anything the OP tries.

If this is the only game in town, try Roll20 or other virtual table top sites (if any I don't know for sure). There is play by post here, Myth-Weavers, Enworld I bet, and several other places.


Pathfinder Adventure Path Subscriber

I don't have time to go into it now, but here is my build dipping 2 levels of monk. He has been a lot of fun making use of grabbing and snapping turtle styles.

Spoiler:

Mašaru Kaijitsu
Male Tian-Varisian slayer 4 monk (mms / msm) 2
LN Medium humanoid (human)
Init + 2; Senses Perception + 10 (11 traps)
DEFENSE
AC 20, touch 13, flat-footed 18(+ 2 Dex, + 5 armor, + 1 shield, + 1 deflection, + 1 natural)
hp 61 (10s+ 18s+ 10m+ 12c+ 4fc+ 6t)
Fort + 9, Ref + 9, Will + 6
OFFENSE
Speed 30 ft.
Melee Suishen + 11(1d8+ 6/18-20+ 1d6 fire) or IUS + 9 (1d6+4)
Ranged + 1 composite longbow (+ 2 str) + 8 (1d8+ 3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks studied target + 1hit/dmg move action; stunning fist (2/day, Fort DC 15), sneak attack 1d6
STATISTICS
Str 18, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Base Atk + 5, CMB + 9(+ 11 grapple), CMD 22 (24 grapple)
Feats Combat Reflexes®, Power Attack1, Improved Unarmed Strike©, Stunning Fist ©, Snapping Turtle Style ©, Improved Grapple3, Grabbing Style ©, Toughness©, Snapping Turtle Clutch 5, EWP: katana©
6 Skills acrobatics 6/+ 16, bluff 5/+ 7, climb 1/+ 8, disable device 6/+ 14, intimidate 5/+ 7, perception 6/+ 10 (11 traps), sense motive 1/+ 5, stealth 4/+ 11, survival 1/+ 5 (6 track), swim 1/+ 8
Traits Ameiko’s Younger Sibling (+ 1 Will), Armor Expert (armor check + 1)
Languages Common, Varisian
SQ Slayer Talent (trapfinding, combat trick: EWP katana); Favored Target (move)(+ 1 bluff, knowledge, perception, sense motive, survival), track + 1
Gear 331.14 gp; + 1 chainshirt, + 1 cold iron morningstar, silver throwing axe, throwing axe x2, longbow, enemy shuriken, 142 arrows, backpack, bag (waterproof), cold weather outfit, flask, a bedroll, a belt pouch, caltrops, chalk x10, a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, 10 pitons, rope, silk rope, soap, tanglefoot bag, thieves’ tools, thunderstone x2, 10 torches, trail rations (10 days), waterskin, mwk thieve’s tools, antitoxin, antiplague, explorer’s outfit, masterwork tool (stealth outfit), + 1 composite longbow (str + 2), ring of protection + 1, 2 potions CLW, seeking arrows (3), boots of elvenkind, potion of divine favor, Suishen
XP 24,255/35,000

1/s1 power attack, combat reflexes; 7 sp
2/m1 IUS, snapping turtle style, stunning fist; 5 sp
3/s2 imp grapple, talent: trapfinding; 7 sp
retraining 1 lvl slayer to monk @ lvl 3
4/m2 grabbing style, toughness, + 1 Str; 5 sp
5/s3 snapping turtle clutch; sneak attack 1d6
6/s4 talent: combat trick: EWP (katana)
_7/s5 gtr grapple
8/s6 talent: wpn focus katana ;sneak attack 2d6 + 1 Dex
9/s7 strangler
10/s8 Talent:
11/s9 feat; sneak attack 3d6
12/s10 advanced talent; + 1 Wis
13/s11 feat
14/s12 advanced talent: , sneak attack 4d6-


Pathfinder Adventure Path Subscriber
Weirdo wrote:
eakratz wrote:
Ranks are the skill points contributed to the skill, not the overall modifier. There is no way to have more ranks in a skill than a character has hit dice since the maximum ranks you can have in a skill is equal to your hit dice. The +2 bonus is merely that, a bonus. It has nothing to do with ranks, so it doesn't contribute to caster level.

Yes, so if you had 7 ranks in craft weapons you would take +5 to the DC to create a +3 weapon (which requires caster level 9).

However Keen does not have such a requirement - the caster level merely sets the DC, which you can use your total skill modifier to meet.

Yes. I was merely pointing out ranks vs total bonus.


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Majuba wrote:
eakratz wrote:
Majuba wrote:
No, he is mistaken. Keen does not have any caster level prerequisite. Unlike, for instance, Spell Storing.
I was referring to the ranks vs skill check modifier, and quoting for reference.

Not sure what you're saying then. Keen does not require a specific caster level (though +1 requires 3rd), and the feat says use ranks in place of caster level, but also to use the *skill* (not ranks) to make the check. A fighter would not have to be 10th to craft this. 7th would be plenty.

7th also plenty for accelerated belt, due to +2 bonus from master craftsman.

Ranks are the skill points contributed to the skill, not the overall modifier. There is no way to have more ranks in a skill than a character has hit dice since the maximum ranks you can have in a skill is equal to your hit dice. The +2 bonus is merely that, a bonus. It has nothing to do with ranks, so it doesn't contribute to caster level.


Pathfinder Adventure Path Subscriber
Majuba wrote:
No, he is mistaken. Keen does not have any caster level prerequisite. Unlike, for instance, Spell Storing.

I was referring to the ranks vs skill check modifier, and quoting for reference.


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Profession (magic item crafter)?


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Saldiven wrote:


+1 Keen Long Sword: Caster level 10, one spell pre-req. So, DC = 5 + 10 + 5 = 20. Since Master Craftsman allows the Fighter to count Craft ranks as caster level, he could create this item at lvl 6 at the earliest (this item counts as +2 total bonus). At lvl 6, the Fighter's Craft Weaponsmith skill should be Class Skill +3, Int +2, Ranks +6 = 11. So, he could Take-10 on this one, too.

I may be mistaken, but the feat says ranks count as caster level, not total skill modifier, so the fighter would still need to be level 10 to have the necessary ranks.


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Heck, if you can fit it in, dipping a high will save class for a level or two might even be worthwhile in addition to iron will.


Pathfinder Adventure Path Subscriber

Here is what we have used for two campaigns, and it seems to work out mostly fine. It takes into consideration what you have, as well as weapons, armor, and rods of metamagic. We have enjoyed it so far with only the occasional glitch.

cutting down the Xmas tree

Here is our revised wealth by level. (Not that we followed it took closely :)

Spoiler:

Level WBL
1 250
2 500
3 1000
4 1750
5 2750
6 3250
7 5250
8 8750
9 11,500
10 19,500
11 21,500
12 38,500
13 48,750
14 73,750
15 85,250
16 115,000
17 155,000
18 194,000
19 282,000
20 385,000


Pathfinder Adventure Path Subscriber

It might help if you already have the exact spells you want to import and present it to the GM. For Arcane Enlightenment, it seems that your could pick new spells every day if it did indeed work, so that may be trickier.


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avr wrote:

Arcane Enlightenment lets you prepare wizard spells. Problem: you don't have a class ability to prepare spells. It's a simple conversion to make them spells known, but make sure your GM is on board with it.

Improved Eldritch Heritage for New Arcana got FAQ'd out of existence, sorry. You may save feats by dropping the Imp./Greater EH

This. Talk to your GM before jumping into this build. Mine is ok with it, but more so as a favor after I allowed a lot of cool stuff for his character in the campaign I ran prior.


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master_marshmallow wrote:
eakratz wrote:
Yes, all of that is obvious. What isn't obvious is that when you use IEH, the arcane bloodline is effectivly off limits. And finding out after you have settled on a build can be annoying. Why couldn't one assume that IEH is a "Hey cool, now my oracle or bard can cast that one (or two) cool spells that are not on my spell list"?

Because people abused it and decided to use Paragon surge to temporarily learn spells allowing them to have all the spells.

Then some dudes decided that they could make a fighter who took the archemage mythic path and without reading this FAQ decided that it means they can cast all arcane spells without having to be a spellcaster.

In the end, this is the kind of thing paizo has to do for dumb fixes that we banter about when we (and they) oughta be looking at real problems like Simulacrum.

I'm not blaming paizo for this, nor am I mad. It's more the community I am disappointed in for putting them in a situation like this.

Yeah, I've seen some of those threads and thought "wha-what?!?"


Pathfinder Adventure Path Subscriber

Yes, all of that is obvious. What isn't obvious is that when you use IEH, the arcane bloodline is effectivly off limits. And finding out after you have settled on a build can be annoying. Why couldn't one assume that IEH is a "Hey cool, now my oracle or bard can cast that one (or two) cool spells that are not on my spell list"?


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James Risner wrote:


I never understood why so many could look at an ability and jump to that ability adding spells form other classes? It doesn't cover what level the spell will be in the new class.

Because it specifically says to add spells from another class.

PRD wrote:
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

If an 11th level oracle can cast 5th level spells, then why would anyone suspect they couldn't add a 5th level wizard spell to their spells if they take IEH?


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He had plot armor.


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Great idea Sub-C. I was thinkin that Drellins Ferry could become Varnhold. And maybe the elves are replaced by the Nomen Centaurs. I haven't read thru it all yet so it might not work.. Half of my players have played thru VV with me so I plan on a lot of changes here and there. Especially for the NPCs we have grown to love.


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Iirc in Cult of the ae on Destroyers there is a map of Jalmeray.


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I pretty much want to run it for a very specific encounter that is just plain awesome. I don't want to spoil it though ;)

I think that in the aftermath, I'll make it a resource hex for star metal that will have a limited lifespan. Noquol iirc.


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I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.


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Sounds to me like that is still a "one up" on ravens and speaking ability.


Pathfinder Adventure Path Subscriber

I'm just wondering why parrots, based on ravens and can actually talk in real life, are specifically singled out as not being able to talk?


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Broadhand wrote:
Would it be more beneficial to grapple, then?

. If you pin them then yeah, they lose their Dex bonus so can be sneak attacked.


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Less filling!


Pathfinder Adventure Path Subscriber

Naw, the character will still be awesome and is fun fun to play. I was being hyperbolic. I spent quite a bit of time ensuring that she would have a 15 intelligence by the time she got 5th level spells so she could pick up Dominate Person through arcane enlightenment, and made her a half elf for the free skill focus to use IEH (arcane) to be able to always have it. If Only I envisioned her blue. Oh well, she will still get her parrot.


Pathfinder Adventure Path Subscriber

Thanks guys. That FAQs real frikken annoying. I'm reading through the thread and it appears that they imp. Eldritch heratage is what they were aiming to nerf.

I think this post is the final nail in that coffin.


Pathfinder Adventure Path Subscriber
Azten wrote:
There was an FAQ some time ago saying adding spells known from other classes, like Iproved Eldritch Heritage(Arcane) doesn't work. You have to be able to add the spells to your class list too(like with Mystic Past Life).

Any idea where that is? That was going to be my way to add dominate person to my oracle permanently instead of just when I used the Lore hex.


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andreww wrote:


It doesnt work. Arcane Enlightenment adds to the spells you can prepare. Oracles do not prepare spells so gain no benefit from the Hex.

That seems awfully nit picky. Any idea what the RAI on this is? If this doesn't work it kills a character I just started a campaign with. :(


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In the last few years, in our group someone always seems to be playing a monk that dips, or a dip of one or two levels of monk.

We have had cleric dip monk, monk dip cleric, sorcerer dip monk, half monk half fighter, barbarian monk, zen archer.

Currently, I'm playing a slayer with two levels of MoMS using Grasping and Snapping Turtle style. Recently the build finally came "online" and he was able to using snapping turtle clutch to one handed defenestrate an enemy. He has also been able to pin and utilize sneak attack (flavored as beating an opponents head into the wall) due to losing their dex while pinned. It is a fun character to play.


Pathfinder Adventure Path Subscriber
Magda Luckbender wrote:

If you combine the trait Magical Lineage (Murderous Command) with the feat Bouncing Spell you'll have a high powered Murderous Command spell right from the start, so long as you are prepared for the extra metamagic casting time.

Thanks again for the idea. With this idea and Dark Tapestry's Gift of Madness revelation, first session with this character was AWESOME!

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