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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 745 posts (3,598 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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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.


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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.


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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.


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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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Oh yeah, I didn't mention but I plan on that feat for 5th level. By then it will be a +6 to all saves :)

Edit: I guess with that feat I should worry at all about the will save. Thanks.


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I plan on her primarily being a caster. I was thinking muleback cords eventually. I have the 13 in Intelligence so I can use arcane enlightenment to pick up Dominate Person after a couple intelligence bumps. (We have a house rule mechanic that replaces stat boosting equipment with just plain bonuses :)


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I'm just trying to decide which hurts more, terrible carrying capacity and miserable chance to hit if it comes to that coupled with a poor will save, or an average carrying capacity and poor chance to hit if it comes to that coupled with a worse will save and terrible perception.
Stats were rolled.

What does the wisdom of this community think? Thank you.

Edit: this will be for Skull & Shackles if relevant.

Build:

Sandy "Scruffy" Trufflebottom
Female rakshasa-spawn spirit guide oracle 1
CN medium humanoid (native outsider)
Deity Besmara
Init + 2; Senses darkvision, Perception -1
Defense
AC 12, touch 12, flat-footed 10 (+ 2 dex)
hp 11 (1d8+ 3)
Fort + 3, Ref + 2, Will + 1
Resist cold 5, electricity 5, fire 5
Weaknesses oracle’s curse (haunted)
Offense
Speed 30 ft.
Melee
Ranged
Special Attacks
Tiefling Spell-like Ability (CL 1st; concentration + 6)
1/day— detect thoughts (will DC 17)
Oracle Spells Known (CL 1st; concentration + 6)
1st (5/day) — air bubble, cure light wounds, murderous command (will DC 16)
0 (at will)—create water, detect magic, ghost sound, light, mage hand, purify food and drink
Mystery Heavens
STATISTICS
Str 9, Dex 14, Con 17, Int 13, Wis 9, Cha 20
Base Atk + 0; CMB -1; CMD 12
Feats Bouncing Spell1
Traits Magical Lineage (murderous command), Fast Talker, Buccaneer’s Blood
Skills Bluff 1/+ 10, Diplomacy 1/+ 9, Disguise 0/+ 7, Intimidate 0/+ 6, Knowledge (local) 1/+ 5, Knowledge (religion) 1/+ 5, Profession (sailor) 1/+ 3, Sense Motive 1/+ 5
Languages Common, Draconic, Infernal
SQ revelations (awesome display); prehensile tail
Gear 110 gp; 30 lbs
peasant’s outfit 2 lbs
lamellar cuirass 8 lbs 15 gp
dagger 1 lb 1 gp
lt xbow 4 lbs 35 gp
20 bolts 2 lb 2 gp


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Maybe a level in bard?


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I'm going to back out. I've had time to think of a build, but no time to develop a decent backstory. Good luck everyone :)


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Other than a few Easter Eggs I don't think that it'll spoil anything. i may be wrong.


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Id like to play a Mendevian Priest cleric archetype but won't have time to work on it for a couple days.


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Wouldn't Shattered Star fit the bill?


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Does the Empathy feat allow an android to gain morale bonuses?


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Leaving the standard whip completely obsolete.


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Somewhere near The Great Attractor a little after the heat death of the universe.


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I would guess that it is because BAB Is the fighting stat and feinting is used in combat, but hit dice is used for the characters power level and people with power aren't as easily intimidated by someone just because they can fight well. I would imagine Mike Tyson would have a hard time intimidating Barack Obama, but I am sure he could fake a left hook and knock him out with an uppercut.


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If I know there is goingo be reinforcements, I roll initiative ahead of time and just skip there turn until they arrive.


Pathfinder Adventure Path Subscriber

Howl of the Carrion King is actually very fun and would be worth trying to fit in. It sets the players up with a place to be motivated in saving. You could just double the number of enemies and add a few levels to Kardswaan to up the challenge. and a heads up, my players blew through House of the Beast and bypassed most of the dungeon in about two sessions, a bulk of the time spent in the actual fight against the Carrion King. so you might not have to worry too much about awarding too much XP in running the 1st module.

Edit: and it has pugwampis :)


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Pretty soon we are going to be starting up a Skull and Shackles game, and it is pretty much my turn to play the PC that can heal. I've got what sounds like a very fun concept going, a gnome/Halfling/or half elf spirit guide oracle of either heavens or dark tapestry planned out. I'm going with spirit guide so I can use arcane enlightenment to pick up dominate person as well as use the life hex has needed.

What I'm wondering is, is there another way to have both dominate person and murderous command on the same PC that I haven't thought of?

Other ways that I can think of:

  • Oracle 1/sorcerer2+ Not really what I had in mind
  • eldritch heritage (arcane) might do this as well, for a parrot
  • samsaran
  • skald (but won't have MC day one)

Sandy Scruffy Trufflebottom:

Female gnome spirit guide oracle 1
CN medium humanoid (gnome)
Deity Besmara
Init + 3 Senses Perception + 2, low-light vision
Defense
AC 14, touch 14, flat-footed 11 (+ 3 dex, + 1 size)
hp 10 (1d8+ 2)
Fort + 2, Ref + 3, Will + 2
Weaknesses oracle’s curse (haunted)
Offense
Speed 20 ft.
Melee “Uhm, you do it.”
Ranged
Special Attacks
Gnome Spell-Like Abilities (CL 1st; concentration + 6)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 1st; concentration + 6)
1st (5/day) — air bubble, cure light wounds, murderous command (will DC 16)
0 (at will)—create water, detect magic, ghost sound, light, mage hand, purify food and drink
Mystery Heavens
STATISTICS
Str 7, Dex 17, Con 14, Int 13, Wis 11, Cha 20
Base Atk + 0; CMB -3; CMD 10
Feats Bouncing Spell1
Traits Magical Lineage (murderous command), Fast Talker, Buccaneer’s Blood
Skills Bluff 1/+ 11, Diplomacy 1/+ 10, Intimidate 1/+ 7, Knowledge (religion) 1/+ 5, Profession (sailor) 1/+ 7, Stealth 1/+ 13
Languages Common, Giant, Gnome
SQ revelation (awesome display)
Race gift of tongues, obsessive (sailor)
Gear 110 gp; 30 lbs
explorer’s outfit 8 lbs
lamellar cuirass 8 lbs 15 gp
buckler 5 lbs 5 gp
dagger 1 lb 1 gp
lt xbow 4 lbs 35 gp
20 bolts 2 lb 2 gp


Pathfinder Adventure Path Subscriber
LuxuriantOak wrote:


Either let him try to get into the game, some classes take a couple of sessions to "get" - maybe he'll have fun when he starts roleplaying social interactions and realize he has awesome skills ...

This right here is the reason to at least make the effort. How many times have any of us been dragged kicking and screaming into something only to learn we enjoyed it?


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It looks like a lot of people are missing the part where the OP mentioned the group voted on this stat-gen method. Maybe this particular player voted against it, but whatever, he needs to take one for the team on this one.

Now to help alleviate the problem, maybe instead of starting at first level and running a whole campaign, you should start at a higher level. Maybe run one or two modules that run from levels 6 to 10 or something. Or if you are dead set on level one, call this a trial run. After hitting 4th or 5th level, have another vote on whether the campaign should continue. Since the characters are basically experimental with a stat-gen method that could go horribly wrong, and for this guy he seems to feel that it has, it might be better to just do something that lasts only a couple months and see how they like it.


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Some humans have tails. Just play a Jason Alexander expy and go racial heritage kobold :)


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Dragonchess Player wrote:

Thanks. That's what I figured.


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Related question: Can you take the 10th level ranger combat feats at 10th level if it is only the second time taking this talent i.e. skipping the 6th level feat?


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Mathius wrote:


Gravity bow and arrow eruption will not help siege weapons.

Sure they could. Ballista fire bolts right? And besides you're the GM so you can rule it so. It'll seem crazy on the recieving end but as son as they reach the ship the Wizards will be toast anyway.

For added fun have a few flaming burst bolts mixed in.


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xavier c wrote:
eakratz wrote:
Istanbul, not Constantinople.
Whatever!

"That's nobody's business but the Turks!"

Spoiler:
Couldn't resist ;D


1 person marked this as a favorite.
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Istanbul, not Constantinople.


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I can't find it right now, but I was thinking of a time he destroyed someone's car then fined him for pollution. In a later issue he burned down a hotels and called it in as "infested with a rat" to get a perp. I was thinking these were a bit chaotic, but it may come down to the early writing.


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Pendagast wrote:
Knight Magenta wrote:
Dredd can totally be a paladin. Remember, Good is not nice. Paladins don't need to be about flowers and redemption. They can be about righteous vengeance and fire-based purging.

While I agree with this, There was no mercy in Dredd (unlike other judges) he's the definition of Lawful Neutral.

I certainly wouldn't call him a villain like above.

No way could he be a paladin. He has done some borderline evil, and surprisingly chaotic iirc acts from the comics. I'd have to pull mine out for a specific example, but it is another room on a shelf.


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boring7 wrote:


Vulvatron

How could you not pick Vulvatron?


1 person marked this as a favorite.
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I just haven't had a character that I could see wearing them. They just didn't seem to fit my vision of what the character looked like. IRL however, these were my motorcycling gauntlets for a number of years.


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Off topic, but I think something like this should provide some kind of Infamy bonus.


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The play test document is not appearing in my downloads.

Edit: it wasn't where I expected it to be.


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Mysterious Stranger wrote:


Skalds would be another class that would do quite well. Again they have medium armor and martial weapons for decent combat. They don’t get quite as many skills as the others but bardic lore and versatile performance make up for that. Rage song and inspired rage will give a nice boost. Since everyone in the group has this they will be able to use it in almost all combats. They also have decent spells which can complement their other abilities and fill in where they are weak.

Don't forget spell kenning. Having four guys that can cast nearly any spell in the game on demand would be very useful.

I'll throw a vote in for oracle as well, especially with the spirit guide archetype and the eldritch heritage feats. You can make a very versatile party with these options.


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If he is a paladin who's used a feat on Catch-off-Guard and wants to take a level of fighter for the Tower Shield proficiency, I would totally allow it. I think 1d8/x2 dmg as a one handed weapon would be fine. Regular penalties if he tries to TWF with it, but as an iterative or regular attack good to go.


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+1

The lair actions is one thing that I really like. Also, the artwork is awesome. The manticore...shudder.


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I would slap on as many feats as I can to raise spell DCs and improve my chances vs spell resistance. So spell focuses, spell penetration, heighten spell, etc...


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Mortuum wrote:
eakratz, that doesn't help anything.
Mortuum wrote:
Maybe I'm dead wrong, but you don't get to point the finger just because you don't find my position convincing.

Kettle?

I wasn't arguing against your position. I was offering an alternate idea. That's it.


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Andrea1 wrote:
Yay! Mustafa is back!

No new journal entries, but Mustafa just lost his left hand again on a nasty critical fumble.


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No, Mortuum, you just didn't like what I said. One or two AC points and 2d6 vs 1d12 weapon is not going to significantly alter the disparity between martial and magic characters but it could make a difference when fighting a CR 5 vs CR 6 monster. I offered a way not to over think things. These weapons and armor simply are not there. This is not the campaign to play the greatsword wielding fighter/paladin/cavalier. This is the campaign to try out a more mobile concept or to play an archetype or class that doesn't even have heavy armor proficiency in the first place.


Pathfinder Adventure Path Subscriber

I wouldn't worry too much about trying to change or adopt new rules to try and make traditional builds viable under a bronze age game. That is part of the flavor of your more ancient setting. Weapons and armor weren't as good, but that also applies to the enemies as well. NPCs that the PCs go up against have the same restrictions. As far as monsters, maybe just assume a blanket +1 CR to all monster encounters to make-up for the PCs being a little light in the armor and weapon department.

Sure, they won't have two-handed swords, but there still are spears and axes and the great club(which I would make a x3 crit), one-handed weapons that can be wielded in two hands. As mentioned armored kilts can bump AC a bit. I probably would just ignore the fragile property since all weapons would be bronze, and it would probably get old after about two sessions.


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I guess I can see that, but it seems petty.


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Hmm wrote:
I didn't even touch the Arcane Enlightenment hex because of the "prepared" line. It is gorgeous, but in PFS there would be so much table variation over whether it would be allowed for oracles. There are several questions about it sitting unanswered in the rules forum. Still, even without that wonderful hex, there is so much flexibility to the Spirit Guide Oracle that many would want to consider it as an archetype.

I don't see why they wouldn't just be added to spells known.


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That table with the 100 different ablities is from Council of Thieves, the very first Pathfinder rules AP before they were even listed as a PC race. At the time, it was suggested that tieflings take a certain trait or feat (I don't remember which off the top of my head) to power them down to normal PC levels. I don't think you really need to think of it as a rule per se, just a neat fun little thing you can do for variety. The results are not at all equal to the spell-like ability. Some are better, some are not.

I am pretty sure that a small tiefling would get the size bonuses to stealth, attack, and AC and penalty to CMB/CMD and that's it.


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That must be why elves have a negative Con modifier. They work themselves into heart attacks, then spend all of their gold on medical bills leaving only enough for starting wealth.


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Sean FitzSimon wrote:


Not sure anyone really even uses this anymore but I'm excited to be back on the project. Looking forward to responses from the community.

I've been making heavy use of it while trying to build my halfling oracle. The biggest trouble I'm having is choosing spells.

Quote:
I also like the new Divine Protection feat and might take it for my new Oracle character.

I believe Divine Protection may have become a must-have feat for any oracle at 5th level. It's basically a +3 to +5 to all your saves at that level, and will just go up as you level/buy headbands.


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I don't see the point in rereleasing anything. Sure, it was cool that they did RotR, but I haven't bought it and don't have the urge to. What I did do however, was stalk the Burnt Offerings' price on Amazon and a few months ago the price dropped to $14 for about a day and now I have a complete collection. I did the same for all of the other hard to find modules or picked them up from scratch'n'dent sales.

Paizo can make new and interesting APs and modules, or they can dilute their talents on rehashing old stuff which may decrease the quality of the new adventures. Converting 3.5 to Pathfinder is not hard. If you don't have the time, a lot of conversions are on D20PFSRD. If it is not there, it is not hard to just play the encounters as is. Most of the monsters that they use are in the Bestiaries now or in the Complete Tomb of Horrors. You can also just run the adventure as if it were one level lower to account for the power discrepancy between 3.5 and 3.P character classes.

Sure, there are people that will want to by a new hardbound version of the old stuff. But I bet that it is a vocal minority. Paizo is doing well right now and I would hate for the company to jeopardize anything just to redo old stuff.


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Every summoned creature is actually this guy and he is not happy about it.

Edit: Warning Life, the Universe, and Everything spoiler.

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