Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

ericthecleric's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 2,563 posts. 10 reviews. No lists. No wishlists. 1 Pathfinder Society character.


RSS

1 to 50 of 2,563 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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.)


Pathfinder Adventure Path, Roleplaying Game Subscriber

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


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks! :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

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.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks for the reply, Mark.


1 person marked this as a favorite.
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).


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

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?


1 person marked this as a favorite.
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.


1 person marked this as a favorite.
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.)


Pathfinder Adventure Path, Roleplaying Game Subscriber

TN, try this thread.


1 person marked this as a favorite.
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.


1 person marked this as a favorite.
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. :-/)


Pathfinder Adventure Path, Roleplaying Game Subscriber

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.


1 person marked this as a favorite.
Pathfinder Adventure Path, Roleplaying Game Subscriber
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! ;)


Pathfinder Adventure Path, Roleplaying Game Subscriber

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?


Pathfinder Adventure Path, Roleplaying Game Subscriber
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. :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

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.


Pathfinder Adventure Path, Roleplaying Game Subscriber

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.


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

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


Pathfinder Adventure Path, Roleplaying Game Subscriber

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. :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks, Alex (re New Marat). That's a lot better!


Pathfinder Adventure Path, Roleplaying Game Subscriber

In response to Malwing, I've picked up some books because they had great reviews or lots of great reviews. Some I liked, some I didn't.


Pathfinder Adventure Path, Roleplaying Game Subscriber
Alexander Augunas wrote:

Question for eric, are we looking at the same version of Marat?

Yes, I was talking about that version. Not only do you not get proficiency with the armor, but you suffer the ACP penalty and slow movement too, thanks to the loss of Unimpeded.

My version also deals with the request that someone else said for using Marat while using the beast shape ability of Fey Baraddu.

Thinking about it, perhaps Unimpeded should also grant Medium and Heavy Armor Proficiency.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Because someone might want to use actual armor that provides a better AC bonus. 3rd or 4th level PCs might want full plate armor, for instance.


Pathfinder Adventure Path, Roleplaying Game Subscriber

This book looks interesting. I have a lot of reading on my plate right now though.

Someone should ping EZG! ;)


Pathfinder Adventure Path, Roleplaying Game Subscriber

Regarding Marat as he his in V2 of the playtest. I would not use him, ever. The problem with how he appeared in PMU: Vol 1/ playtest v1, as someone pointed out, is that the bonus was too good at level 1 (ie. +13 AC). But too many changes were made to the minor granted powers, and not beneficial ones.

What follows is my alternative:
Note that Marat's Body is based on the typical armor revelation of an oracle. Marat's Shield summons an actual shield, so two-handed weapon users cannot benefit, unlike before. Unimpeded is back for characters who can afford better armor. The starting AC bonus is +5, as with the V2 version, and tops out at +18, but some characters can afford better if they wish. (And this uses fewer words than the v2 version.)

Bodyguard: While bound to Marat, you gain the benefits of Bodyguardapg.
Marat’s Body: You encase yourself in Marat’s armored body as a full-round action, functioning as mage armor. At 7th level and every 4 levels thereafter, the AC bonus increases by +2. In addition, Marat’s body possesses light fortification at 4th level, upgrading to moderate fortification at 12th level.
Marat’s Shield: While bound to Marat, you gain the ability to summon a masterwork light shield as a full-round action, with which you are proficient. The shield vanishes if put down or if you summon a second shield. At 6th level and every four levels thereafter, your shield gains a +1 enhancement bonus to its AC, to a maximum of +4. In addition, Marat’s shield becomes a heavy shield at 4th level, upgrading to mithril at 7th level.
Unimpeded: While bound to Marat, your speed is not modified by armor and you reduce the armor check penalty that you suffer from wearing armor by half your binder level. Your movement is impeded normally by medium and heavy loads.


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

Your description sounds a bit like what Xin's plan was. Didn't turn out too well! ;)


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

Congrats both!


Pathfinder Adventure Path, Roleplaying Game Subscriber
Dragon78 wrote:
Has anyone else noticed that on the UC summoner spell list has multiple spells that are in found in different spell levels? examples are ant haul and protection from evil are both 1st and 2nd level spells.

Dragon, the communal versions of those spells are listed at second level.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Reviewed


Pathfinder Adventure Path, Roleplaying Game Subscriber

Reviewed


Pathfinder Adventure Path, Roleplaying Game Subscriber

Having otherwise been busy, I've now read the Automatic Bonus Progression pages. I like it.

When applied to NPCs (regardless of racial HD), I assume that the bonuses applied should relate to CR?

For example, a human fighter 5 NPC (CR 4) wouldn't gain the deflection +1 bonus. If that NPC has PC wealth, then they would be CR 5 and hence gain the deflection +1 bonus.

Similarly, a ogre fighter 1 NPC (CR 4) wouldn't gain the deflection +1 bonus either.


Pathfinder Adventure Path, Roleplaying Game Subscriber

To the OP, this is an interesting thread.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Congrats, Dexion! :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

I was teasing a little, Brad, but thanks.

I'd like to know if there is a "BigSixless" option, for want of a better name.


Pathfinder Adventure Path, Roleplaying Game Subscriber

As long as your surname isn't Zucchini, if they do it alphabetically! ;)

1 to 50 of 2,563 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.