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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 730 posts (3,583 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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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.

2 people marked this as a favorite.
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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.

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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
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)
Speed 20 ft.
Melee “Uhm, you do it.”
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
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

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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.

2 people marked this as a favorite.
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xavier c wrote:
eakratz wrote:
Istanbul, not Constantinople.

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

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:


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.

2 people marked this as a favorite.
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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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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.


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.

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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.

9 people marked this as a favorite.
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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.

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.

2 people marked this as a favorite.
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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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We have done it plenty of times and it works out just fine. One thing I recommend is one of the characters be very straight forward without a lot options to,choose from. It saves time on your turn and allows you to focus more on tactics rather than trying to remember what two characters can do.

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There is the dworg from the Midnight campaign setting.

6 people marked this as a favorite.
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Why wouldn't a paladin be able to have consensual sex with whomever she or he wants? When did sex become a chaotic/ evil act?

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I think it would be simpler just to go with giving all characters Power Attack, Combat Expertise, and Deadly Aim when they meet the BAB prereq. I don't see the rest of them as taxes, and some of them can be used to bypass PrC prereqs like Eldritch Knight. What

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Thanks, Magda, those are all awesome ideas. Bouncing murderous command sounds exactly like the kind of flavor I want for her. Basically, she is a troublemaker.

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I am building a halfling oracle with the haunted curse. Using the halfling favored class bonus, she'll be getting access to telekinesis, a 5th level wizard/sorcerer spell, at 8th level, and reverse gravity, a 7th level sorcerer/wizard spell, at 10th level.

Would she cast telekinesis as a 4th level spell and reverse gravity as a 5th level spell, as the two above posters suggest?

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I am waffling on taking Weapon Finesse on the halfling oracle I am building for an upcoming Skull and Shackles campaign. On one hand, with her strength she will never land a melee attack without it. On the other, she isn't going to use melee weapons, only the "touch of electricity" oracle revelation which is a touch attack. If I can help it :)

We used 4d6 drop lowest, reroll ones as the stat generation method and a house rule that does away with the big 6. Cutting down the 3.5 Xmas tree


Sandy Trufflebottom
Female halfling oracle 1
CN small humanoid (halfling)
Deity Gozreh and Besmara
Init + 4; Senses Perception + 0

AC 19, touch 16, flat-footed 14 (+ 4 dex, + 2 armor, + 1 shield, + 1 dodge, + 1 size)
hp 9 (1d8+ 1)
Fort + 2, Ref + 4, Will + 2
Weaknesses oracle’s curse (haunted)

Speed 30 ft.
Melee touch of electricity + 5 touch (1d6 electricity)
Ranged light xbow + 5 (1d6/19-20)
Special Attacks touch of electricty 8/day (1d6 electricity)
Spells Known (CL 1st; concentration + 5)
1st (5/day)—air bubble, cure light wounds , murderous command
0 (at will)—detect magic, purify food and drink, read magic, spark
Mystery Wind

Str 7, Dex 19, Con 13, Int 12, Wis 11, Cha 20
Base Atk + 0; CMB -3; CMD 11
Feats Weapon Finesse
Traits Peg Leg, Fast-Talker, Dangerously Curious
Skills Acrobatics 1/+ 8, Bluff 1/+ 10, Linguistics 1/+ 7, Swim 1/-1, UMD 1/+ 9
Languages Common, Giant, Goblin, Halfling, Polyglot
SQ revelation (touch of electricity)
Race fleet of foot, underfoot, polyglot
Gear light crossbow, 20 bolts, lamellar cuirass, buckler

1. weapon finesse; rev: touch of electricity
2. [1st Ability] +1 dex
3. [2nd Ability] +1 cha, Prowess +1; extra revelation invisibility; rev: air barrier
4. AC +1, Saves +1; levitate and minor image; + 1 cha
5. [1st Ability] +1 dex; extra revelation: windsight
6. [2nd Ability] +1 cha, Versatile Metamagic
7. AC +1, Saves +1, Prowess +1; extra revelation : gaseous form; rev: wings of air
8. [1st Ability] +1 dex, [3rd Ability] +1 con; telekinesis; + 1 wis
9. Prowess +1
10. AC +1, Saves +1; reverse gravity
11. [1st Ability] +1 dex, [2nd Ability] +1 cha, [3rd Ability] +1 con, Prowess +1; rev: thunderburst
12. AC +1
13. [1st Ability] +1 dex, Saves +1, Prowess +1
14. [2nd Ability] +1 cha, AC +1
15. [1st Ability] +1 dex, [2nd Ability] +1 cha, [3rd Ability] +1 con, Prowess +1; rev: lightening breath

Sorry if this is hard to follow. I am including feats, spells gained from the haunted curse, and bonuses from the Xmas tree.

So, can anyone think of a better use of my 1st level feat? Much appreciated thank you.

Edit: If relevant, my rolls were 18 17 13 12 11 9

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Have you considered roleplaying the woman in a way that doesn't assume they will sleep with him just because he is aiming for them? The one you described as already sleeping with him is one thing, that character is sort of written that way, but the others probably have motivations of their own and aren't going to swoon every time someone "aims at them".

Mechanically, I'm assuming there is some sort of diplomacy roll involved. Well, diplomacy DCs can be modified.

First, I am sure that he needs to bring the woman he is trying to seduce's starting attitude to helpful. She will probably start out as indifferent, or worse if he has a reputation. Then there are the situational modifiers.

  • Give lengthy or complicated aid +5 (that is the goal, right?)
  • Give dangerous aid +10 (an act that could result in pregnancy or disease)
  • Reveal an important secret +10 or more (her most important secret ;)
  • Give aid that could result in punishment +15 or more (pregnancy, reputation, husband, father...)
  • Additional requests +5 per request

    With all of this, you have at least a + 40 or +45 to the DC of bedding one of the women you describe.

    Ultimately, the issue isn't that he has his "sights set, target acquired, score!" It's that the women in question need to be roleplayed as real life women who would respond to his actions for their own reasons, not as bond girls.

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    If they are already giving you this kind of hard time, what are they going to do if one drops in combat? Or if they come to a dead end and are SURE there is a secret door somewhere in that hallway?

    Pathfinder Adventure Path Subscriber

    I couldn't find a dedicated video, but this image from Ice Pirates could be some inspiration.

    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    I had the same question so I hit FAQ on your post. @RG

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    Arachnofiend wrote:

    I think this is an acceptable point buy for a Dwarf Skald, post-racials: 16 STR/12 DEX/14 CON/8 INT/10 WIS/14 CHA

    If you're playing Society then you're never getting past 4th level spells anyways, you don't need charisma any higher than that. Just avoid spells that require a save and you're good to go.

    As a dwarf in a class with a good Will save, it probably wouldn't hurt you to drop the Wis to 9 and keep your Int at 10. The Glory of Old trait and Steel Soul feat will really help your saves. Or you could start with a 13 Dex and 15 Con which could be your 4th and 8th level bumps.

    Now I wanna play a dwarf skald too!

    Edit: Doh, I just read you want a 16 Cha eventually. That could be bought with a headband :)

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    It's early, so the only thing that I can articulate property right now would be that casters that get 9th level spells are automatically 1/2 BAB and d6 HD. Maybe restricted to light armor (including arcane casters, I don't see a problem with a wizard wearing a chain shirt). This means that the cleric/druid/shaman spell lists might need a bump in offensive power, but to me it gives the 6th level casters more breathing room.

    I agree with everything about feat chains, good/med/slow save progressions, and getting rid of the big six items. We already eliminated that from our games with some houserules, but that means we are getting inherant bonuses to make up for it. If the game relies on characters getting +x bonus at certain levels, how about we just tone the monsters down by +x so our characters can use cool and interesting magic items instead of +x belts/headbands/girdles.

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    I really like it. I think my next cleric will be one of these with a splash of monk. Maybe two levels of sensei monk.

    Pathfinder Adventure Path Subscriber

    The Munter or if you prefer The Honk (Monk/Hunter)

    Combines Flurry of Blows with Wild Empathy. Now you can finally use those Gopher Chucks!

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