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Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 2,579 posts. 10 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Some questions about the book:

Astral Beacon (page 33): Does the free action grant access to all the lesser, intermediate, greater and supreme powers of all five spirits for one round, or is that not the case?

Inspiring Call (page 36): Does the competence bonus granted by this ability stack with the champion’s spirit bonus?

Mesmerist Tricks: In the playtest document, a trick could be implemented for a limited amount of time. Has that been done away with, so that once a trick has been implanted it remains until used? If it is the case that it’s been removed, then well done! (Note that some of the new feats, ie. Ready For Battle and Ready For Pain, refer to the trick’s duration. I suspect that those are errors.)

The battle host archetype (page 100): “At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.
The bolded wording here is a bit problematic. No sensible GM is going to allow a 1st-level character to have a set of masterwork full plate for free. BUT, if the character is allowed a set of masterwork studded leather for example, then the character’s AC will badly fall behind as he levels up. A character can’t change the bonded item to a different material, such as adamantine or mithril either. Is the ability really meant to be so restrictive?

The necroccultist archetype (page 100-101). Regarding Necromantic Bond, is my understanding correct? At 1st-level, you gain two implements (as normal), but they must both be from the necromancy school. At levels 2, 6, 10, and 18, you gain implements that can be from any school. At level 14, you gain the DC boost to necromancy spells/focus powers. At level 20, for implement mastery you must choose the necromancy school. At every level from 2-20, you gain an extra necromancy spell known from the wizard spell list. Is this correct?


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Minor question: should overwhelming presence be a fourth level spell for psychics? Or typo?

It should be 9th-level.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Every time I hear such a pun, ice cream.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Ice puns are snow joke.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks for providing the link, Tvarog.

Regarding Old Man Katan's band, well, they were intelligent singing mushrooms (maybe called campestri). Here's a link to the Dungeon issue they appeared in. You can click on the cover to see it more easily.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Fiend, when Dragon Magazine was still running they would usually print some humourous articles in each April issue. Sometimes, they would include joke monsters like the calzone golem, which is a golem made of calzones. IIRC, they included a giant gummi bear as well at one point.

Regarding the OP, what about The Gazebo?

And... what about the Old Man Katan and his band? (From an adventure in Dungeon magazine; issue 41, maybe?)


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Pathfinder Adventure Path, Roleplaying Game Subscriber

For anyone after more playable underground races, Adventureaweek produced some.
Click here for details.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I finished reading "An Officer and a Spy" last night. It's a great read, but I've not read anything else by him. For those who have read his other novels, what are your thoughts/recommendations?


Pathfinder Adventure Path, Roleplaying Game Subscriber

Dragon, the blue flame blast deals more fire damage.


Pathfinder Adventure Path, Roleplaying Game Subscriber

This link might help.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Mark revealed that the following are new (kineticist) talents a few weeks back. I don't know if they are utility or not:

Aether: aether puppet, spell deflection, telekinetic globe

Air: aerial evasion, air shroud (greater), celerity

Earth: deadly earth, enduring earth, shift earth (greater)

Fire: fan of flames, from the ashes, unraveling infusion

Water: cold snap, tidal wave, veil of mists

Universal: draining infusion, mobile blast, skilled kineticist (greater)


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Of course!


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Pathfinder Adventure Path, Roleplaying Game Subscriber
Gorbacz wrote:
Any robotz with lasors?

You can have mutated sea bass instead. ;)


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For Bandw2


Pathfinder Adventure Path, Roleplaying Game Subscriber

So... It's about two weeks until subscribers get their PDFs of this...

Click


Pathfinder Adventure Path, Roleplaying Game Subscriber

Well, normally the ability score-boosting ioun stones wouldn’t exist under the Automatic Bonus Progression system.

Given that the stat bonuses are only +2, by the time the PCs get to high levels, those bonuses won’t really matter. Also, spells like bear’s endurance and bull’s strength will also be available as well, which trump the +2. The bonuses probably therefore won’t matter in the medium-long term. It might make a slight difference in the short-term, but don’t worry about it. Just run with them as is, considering those ioun stones “special”, as they are part of an artifact.


Pathfinder Adventure Path, Roleplaying Game Subscriber

To the OP, there is this free document that you might enjoy. (Not a Paizo archetype, but I hope that doesn't stop you from looking.)


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Thought I'd bump this while there's just over 3 days to go.


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Thanks! :)


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Of the Raging Swan NPC material, I most recommend the Scions of Evil book. The 100% Crunch line also provides fully statted out creatures of many types.


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Thanks for the reply, Mark.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

That's a seriously good deal! There's some great stuff that I've heard about here. Purchased. :)

Edit: BTW, for those who haven't bought the bundle yet, the minimum will rise as more people take part or more books are added.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Some questions for Mark, or any other Paizo staff member who can help:

Regarding kinetic blast/blade/whip: Characters can gain Weapon Focus (ray), Weapon Specialization (ray), and by extension, if using the automatic progression rules, apply weapon attunement to rays as well. Can a kineticist apply Weapon Focus, Weapon Specialization, and weapon attunement to kinetic blast? If that’s the case, would those feats/attunement apply to kinetic blade/whip as well, or would a kineticist need Weapon Focus (kinetic fist) etc as well?

Will the occultist class have an expanded spell list?

Are psychics affected by arcane spell failure chance if they wear armor? The playtest document doesn’t say that it affects them (unless I missed it).


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Congratulations! :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

To the OP: The following might be of interest to you.
Prestige-Archetype-The-Arcane-Archer


Pathfinder Adventure Path, Roleplaying Game Subscriber

I'm sure it's no accident that you can build Iceman as a kineticist...


Pathfinder Adventure Path, Roleplaying Game Subscriber

A LN or LG Peri (B3; CR 14), and give it the advanced or axiomatic template?


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Good question. Here's my reply for now, although I expect that at another time the answers might vary.

Races
Dwarf
Elf
Ferran (Kyoudai Games; Thunderscape campaign setting)
Gnome
Half-elf
Half-orc
Human

I'm fairly conservative in what races I like. Ferrans have a nice amount of flexibility in what they are like.

Classes
Arcanist
Barbarian
Bard
Battle lord (Amora Games; Liber Influxus Communis)
Cleric
Fighter
Inquisitor
Investigator
Medium (Purple Duck Games; Legendary Classes: Covenant Magic + two supplements)
Occultist (Radiance House; PMU: Grimoire of Lost Souls)
Oracle
Paladin/Antipaladin

This covers a wide range of bases.


Pathfinder Adventure Path, Roleplaying Game Subscriber

You could always invent a box that when opened, casts good hope. Limit it to a number of times per day, of course.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Dragon78, yes, but I'll get back to you later.
Mark, thanks for the reply.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

As long as all the creatures match up to table 1-1 from the Bestiary, I'm fine. (There were quite a few creatures in Bestiary 4 that didn't.)


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TN, try this thread.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Don't know if someone has already pointed this out, but the typical treasure value per encounter at CR 1 is 260 gp. Kobold warrior 1s are CR 1/4, so they can't have gear worth more than 65 gp each, if you have 4 as a CR 1 encounter.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

There's always this scene from Aliens.

Or this scene from Reign of Fire.


Pathfinder Adventure Path, Roleplaying Game Subscriber

"Maybe the Grim Reaper too, because he's kinda on the cover now, so maybe a hint.

Spare for the Grim Reaper, I hope i'm totally wrong."

Don't fear the reaper.

(Lame attempt at humour. :-/)


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Thanks for the replies. :-)


Pathfinder Adventure Path, Roleplaying Game Subscriber

Is there a spell that lets a character see through clouds/fogs/mist spells?
True seeing doesn't let you do so ("True seeing...It does not negate concealment, including that caused by fog and the like.")

BTW, I'm talking about seeing through fog cloud, acid fog, cloudkill and the like, not normal weather.


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Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Huh.

I was going to mention that there's something in FF 12 that has over 50,000,000 hp. Seems amateur hour in comparison! ;)


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Thanks for the info, people! :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

Just wondering about what future APs/hardbacks are on the way! Spill the beans, please!


Pathfinder Adventure Path, Roleplaying Game Subscriber
Alexander Augunas wrote:

This is what the frehmin's favored class bonus should be:

"The occultist adds +1/6 to any insight bonus that she gains from scholar spirits."

It's been mentioned. This was Alex's reply (previous page). :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

That art is amazing! Well done to the artists (and the art director)!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Cheers!


Pathfinder Adventure Path, Roleplaying Game Subscriber

The occultist favored class option for the frehmin (on page 356) is unfinished; it says: "Occultist: Select 1 scholar spirit. While bound to".

Triteia allows for underwater adventuring, which is fun. Perhaps merfolk transformation can be ended with a break enchantment spell?


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Alexander Augunas wrote:

v3 Notes:

— Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

Thanks. :)


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IMO, you should allow the AoMF to work as one of the attuned weapon(s). As far as I understand it, Magic Fang, Magic Weapon, and their greater versions still work normally under that system as well, as do the various weapon boosters like that of a paladin's divine weapon bond.


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OBS is DriveThruRPG or RPGNow.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Regarding Swan Elashni's step of the silver dragon and Elysium Choir's life's grace abilities, they both function as bardic performances. They both require a standard action to initiate, and a free action to maintain under your new general rule. Yet, Swan Elashni's ability allows it to be initiated as a swift action at 16th level. Is there a reason why life's grace doesn't have that aspect? It would surely improve the functionality of the spirit.

Regarding healing (sorry for the wall of text now!)

For those who don’t have Pact Magic Unbound, Volume 1, here is why healing in that book was potentially silly.

Spoiler:

Cave Mother
At level 20, an occultist could make 10 nuts per minute, each healing 20 hp. Over an hour, that’s 600 nuts, or potentially up to 12,000 hp of healing. Each individual can be healed of up to 400 hp per day.

At level 10, the amount healed is half that, or up to 6,000 hp per hour. Each individual can be healed of up to 100 hp per day.

At level 1, the amount healed is 1 hp per nut, or up to 600 hp per hour. Each individual can be healed of up to 1 hp per day.

Ubro
At level 20 (assume Charisma 26), an occultist could use healing surge 100* times an hour, for 35 hp a time. Assume that 4 creatures benefit with each use. That’s potentially up to (100 x 35 x 4) 14,000 hp of healing. Each individual can be healed of up to 385 hp per day (35 x 11).
* 600 rounds per hour: Use healing surge, wait 5 rounds before it can be used again; repeat 99 more times.

At level 10 (assume Charisma 20), the amount healed is half that, or up to 7,000 hp per hour. Each individual can be healed of up to 140 hp per day (17.5 x 8).

(Can’t use Ubro until at least level 3).

Summary
Cave Mother and Ubro can potentially heal massive amounts of damage in a war-torn city… But if *that* much healing is needed by that many people, I have to wonder what kind of game a GM is running!
If an occultist has both Cave Mother and Ubro bound, he can heal up to 785 hp per day per individual at 20th level; 240 hp per day per individual at 10th; and 1 hp per day per individual at 1st level (since the occultist can only bind 1 spirit at that point, and can’t bind Ubro until at least level 3).

The current system is as follows.

Spoiler:

It removes the vast potential that was possible previously.

Cave Mother
Heals 1 hp per level per nut, as before. Can use this ability a number of times per day = 3 + binder level.

At level 20, can heal up to 20 x 23 per day, or 460 total hp. Average 115 hp per individual per day, for a 4 member PC party.

At level 10, can heal up to 10 x 13 per day, or 130 total hp. Average 32.5 hp per individual per day, for a 4 member PC party.

At level 1, can heal up to 1 x 4 per day, or 4 total hp. Average 1 hp per individual per day, for a 4 member PC party.

Ubro
Individuals can benefit from healing surge a number of times per day equal to half the binder’s maximum spirit level (1/day for spirit levels 1-3, 2/day for spirit levels 4-5, 3/day for spirit levels 6-7, 4/day for spirit levels 8-9).

At level 20 (max level 9 spirits), individuals can be healed up to 4 times a day, for 35 hp a time, or 140 hp each.

At level 10 (max level 5 spirits), individuals can be healed up to 2 times a day, for 17.5 hp a time, or 35 hp each.

At level 3 (max level 2 spirits), individuals can be healed up to 1 time a day, for 7 hp a time, or 7 hp each.

Summary
Cave Mother can no longer potentially heal massive amounts of damage in a war-torn city, but Ubro still can, although at a much reduced potential.

If an occultist has both Cave Mother and Ubro bound, he can heal up to 255 hp per day per individual at 20th level; 67.5 hp per day per individual at 10th; 7 hp per day per individual at 3rd level (using Ubro); and 1 hp per day per individual at 1st level (using Cave Mother). Frankly, this just isn’t good enough if the occultist is the only healer in the party (the sacred touch angel constellation doesn’t significantly change this). A player who wants to character who can heal well would be better off running a cleric.

What I suggest:

Spoiler:

Cave Mother: Replace gather provisions with lay on hands.
Lay on Hands: You gain lay on hands as though you were a paladin of a level equal to your binder level. In addition, the first time in a day an individual is healed with this ability, that individual is nourished as though it had eaten a day’s worth of meals. If you already get lay on hands from another class, use the class feature as available to that class or as a binder, but not both.

Ubro: Replace heal aches with channel energy, and replace the major granted ability with an effect that removes status effects (to cover the loss of heal aches).
Channel Energy: You gain channel positive energy as though you were a cleric of a level equal to your binder level. This ability can only be used to heal the living, not to harm undead. If you already get channel energy from another class, use the class feature as available to that class or as a binder, but not both.
Major Granted Ability. Don’t know what to call it, but it should perhaps be usable a number times per day equal to 3+Cha bonus, or binder level. Can remove status effects that require level 1 or 2 spells effects (eg remove fear, remove paralysis, lesser restoration). It should be able to remove more status effects as the binder increases in level (eg remove blindness/deafness, remove curse, remove disease).

With the above changes, this will have the following effects. Assume Cha 26 at level 20, Cha 20 at level 10, and Cha 14 at levels 3/1.

Cave Mother
At level 20, can heal up to 35 x 18 per day, or 630 total hp. Average 157.5 hp per individual per day, for a 4 member PC party.

At level 10, can heal up to 17.5 x 10 per day, or 175 total hp. Average 43.75 hp per individual per day, for a 4 member PC party.

At level 1, can heal up to 3.5 x 3 per day, or 10.5 total hp. Average 2.75 hp per individual per day, for a 4 member PC party.

Ubro
At level 20, individuals can be healed up to 11 times a day, for 35 hp a time, or 385 hp each.

At level 10, individuals can be healed up to 8 times a day, for 17.5 hp a time, or 120 hp each.

At level 3, individuals can be healed up to 5 times a day, for 7 hp a time, or 35 hp each.

Summary
With these modifications, neither spirit can potentially heal massive amounts of damage in a war-torn city, but with the two spirits an occultist can heal a decent amount of damage per day (in a party of 4 characters): up to 542.5 hp per day per individual at 20th level; 163.75 hp per day per individual at 10th; 35 hp per day per individual at 3rd level (using Ubro); and 2.75 hp per day per individual at 1st level (using Cave Mother). This is much better than the current level of healing, but nowhere near as bad as the PMU volume 1 level of healing. A straight cleric can still heal a lot more, but this amount of healing is worthwhile IMO.

Regarding this sentence as applied to lay on hands and channel energy: “If you already get lay on hands(/channel energy) from another class, use the class feature as available to that class or as a binder, but not both.“ If you like that (or prefer to modify it a little) and are short of space in the individual spirit entries, consider making it a general rule.
As an additional thought, you could also do the same with Vandrae’s sneak attack ability (as long as you restore the sneak attack dice she grants on a similar basis as in PMU vol 1); that way, a rogue binder (or slayer binder) wouldn’t have more sneak attack dice than they usually do.


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Congrats, and have a good day out tomorrow! :)


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Alex said: "I actually JUST added a universal rule yesterday under granted abilities that states that maintaining a granted ability that you've already activated is a free action."

That'll be handy for the Elysium Choir and Swan Elashni bardic performance-type abilities. :)

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