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keaton13's page

Goblin Squad Member. Pathfinder Society Member. 86 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Character wise he's a Sylph who when young caused a building to blow up while trying to learn his arcane magic, so for "community service" we went to live and work in the temple of Ironi, he stayed there for the long term (70 years) shying away from all his magic afraid he might hurt people again, eventually Sylph itchy feet had him travel, and eventually became comftorble with his powers and learned control, now he likes to think Ironi has had a subtle hand in moving him to accept who he is, his innate powers, and teach him the dicipline he lacked so he could become a Paladin of Ironi, even giving him a Holy Avenger when the time came (the shift to LG came about the time the party found the sword, hence the thinking of taking the class and making sence in character like a sign from Ironi herself) the sylph has Dragon diciple levels and is actually capabable in melee combat so it's not a huge stretch him going toe to toe with someone using his sword


oh I already have story reason for the pally thing, that's not an issue, just working in the code without being the stereotype


Hello all, so I'm thinking of dipping into the Paladin class for my sorc, (yay cha to saves)but I'm trying to figure out changes to personality, my character started out as a sorc who acted like a rogue (sneaking, ease dropping, stealing, etc. etc.) but he's evolved as a character since then so much that his alignment shifted from CN to LG, now he's not going to suddenly become a stick up his ass lawful stupid paladin cause ya that makes no sense, I'm trying to figure out ideas for being a pally without breaking the code. So obviously the lying and stealing is out, but other ideas, can I still do things like taunt the enemy/insult them etc. etc. other suggestions or personality ideas for non-traditional pally's would be fun


ah see I thought the feat was too handy


so the feat says as follows:

Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

it says nothing about having to be adjacent to the creature yourself so would you get flanking if you attack at range? because if so that would make a ranged rogue a bit more viable.


I'm trying to decide on my familiar, I'm thinking of picking up improved familiar and I'm trying to remember, I read something about familiars being able to take UMD any suggestions for which familiars are best for this?


so I'm working on a synthesist (I am aware of all the op-ness of the class but I'm sort of building the hulk and it works for that)

my idea is a halfling or gnome, when it fuses with it's eidolon does the halfling become medium or stay small?


I am trying to remeber the feat for the life of me, and it's not specifically magic missile but it increases the max level cap for the spell many magus builds use it with shocking grasp so that it does more then 5d6 damage.


actually ignore Touch of Idiocy unless you pick up a ring of spell knowledge or your DM let's you make an exception since it's not a magus spell, chill touch could be fun 1d6+str damage


I've heard force punch used, the reason for shocking grasp is because numbers wise there isn't a better touch option especially low level.

Touch of idiocy could be fun, damage the targets mental stats, actually thinking about that as I type it I really like that idea... hmm...

sorry trailed off in thought, there are of course other usable spells, and I say go for them, just cause numbers wise shocking grasp is best for damage output doesn't make it the best spell for what you want, the force push is cool because knock back, pick up toppling and you can knock them back and flat on their ass


spell suggestions would be helpful, I'm thinking haste will be very helpful for the second one.


So I have too ideas in mind:

1st working pretty much only with force spells I feel that this is mostly evocation which'll likely be my specilized school if wizard but not sure on my prohibited ones, suggestions helpful, I'm thinking necromancy and something else.

For sorc a handy bloodline with this would be helpful.

2nd:

A build that does not do any direct damage (or little) likely focused on magical combat manuvers, I'm thinking undine with hydraulic torrent and the feat that gives it multiple options when used by an undine (sorc, elemental water bloodline)


Magic Missle ^_^ throw toppling and whatever that metamagic feat that increases the missile limit. No save, trip attacks on each hit (if their tumbled) and it's just a classic spell that's fun, I currently play a sorc who isn't specilized but two things my DM hates that I do:Toppling Magic Missle (I have a rod not the feat sadly) and Pilfering Hand to steal things from the enemy (especially when they have a nice weapon since I steal it, take it in hand and kill them with their own weapon cause I'm also great in combat for a sorc) both of which are really fun spells in my opinon


ah I didn't see the arcane in the spell area, that's depressing, welp scrap that idea then thanks ^_^


So after looking over classes for a game I'm joining and realizing no other player has any healing ability what so ever, I've decided to play an Oracle, now while looking at oracle ideas and the fact I've always kind of wanted to make an Arcane archer (never did because in 3.5 it made no sense) I'm looking it over and I notice that's it's spell casting boosts "existing class" not "existing arcane class" so I figure why not enter it as an oracle, (I'm thinking elvan lorekeeper as my archtype) I get the pre-reques for the class after 7 levels (that's how long an oracle takes to get the right BAB) I just need a way to pick up the arcane caster level (assuming the DM doesn't let me use my divine casting in place of the arcane for the prereq) any suggestions? tips? advice? or am I just crazy?


I'm also looking into this but with the bladed scarf archtype which looks like fun personally.


So I'm building an undine water singer because it sounds fun, I'm thinking of working with the Hydraulic push spell-like ability, and the feat Hydraulic manuver. I'm looking for suggestions to improve it, or ways to get more first level spells per day, or any other ideas people might have.


the spell like abilities always count as arcane or does it alter with the specific ability?


really? okay that makes some ideas I've had significantly more viable


I keep seeing something about early entry to this class because of some re-right or edit or something, can someone please tell me what this is?


That seems odd... because it seems like the same reason for vital shot to not be doable for a charge or spring attack would apply for a shot on the run.

"Vital Strike can only be used as part of an attack action, which is a specific kind of standard action.Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike."

so I don't see why that would apply to spring attack and not shot on the run, I'm not complaining if so just seems... odd


well vital strike says it can't be used during a spring attack


I didn't think so, it'd be nice if there was, but I'm still happy with my idea so far.


can the feats manyshot or rapid shot be done during the use of "Shot on the run"? if not are there any ways to get more then one attack using shot on the run or spring attack, I'm working on an idea I have and it would be nice to get an extra attack


Can a wild shaped druid increase the size of the creature it becomes, for instance could they become a small wolf? or a huge wolf?


that's what I figured and thought but I couldn't remember exactly thanks ^_^


So I was wondering about extracts that normally target more then one person, for instance the Haste Extract's targets are usually 1/lvl, does this still work when an Alchemist down the extract or is it still single target?


So I play a stealthy character who at times slips away from the party to do something the party "Lawman" would not approve of, or to sort of watch goings on without him being there or whatnot, as well as stalk enemies, sneak in for information etc. but I was recently noticed (and almost caught) by someone with scent, now I'm trying to find ways to mask my scent any suggestions? (the creature at the time was a werewolf)


So the Scout rogue archtype has interested me, and I was thinking combine that with Tengu's natrual weapons (2 claws and a bite) and a way to get pounce so I can full attack after a charge, now I just need to figure out a way to get pounce.

any ideas?


So a player in the group I'm in wants an item such as bracers or something of enlarge person that is use activated (preferablly without charges) now I'm wondering the cost of such an item, I know on one hand it's just caster level times spell level, times other things but I feel because of the size alteration and the str bonus to compensate that it falls under the stat alteration section. Any suggestions or ideas? (He can't use wands so the want of enlarge person is out)


I'm having isues finding items that add a bonus to crafting do you know the names of any?


sweet thanks


I get a free skill point/level but only for craft and profession hence the picking of craft


I'm thinking of taking some crafting with my oracle, likely some item creation feats, any suggestions on which craft skill I should utilize?


From the typical ethical background animate dead is considered evil because you are disrespecting the dead and desecrating the corpse, it's an old view that's been held for centuries. The necromancer using them for good is a very logical thinker "The person is dead, they don't need/use the body, it's going to rot anyway might as well let it rot while helping people out." it's a sound logical thought process but logic and ethics aren't the same thing and nine times out of ten the good/evil aspect of the alignment spectrum is about ethics and the law/chaos is more about the logic. So the use of animate dead is evil, it uses evil magic (likely tainting the caster in the same way good magic may redeem the caster) using evil spells for good purposes screams neutral to me. As for the "Beyond Morality" thing I have to disagree wtih your DM here, in fact the actions they show when they are beyond judgement are significantly more true to who they are so if they are beyond morality in this way and they still behave good then they are good, the same way if a good character behaves evil while they are no longer bound by the rules of morality they are evil. But I'm guessing by the definition of Beyond Morality their alignment isn't affected one way or the other if it returns, which makes sense for the point of it, so they return to what they were before but are judged for their continued actions (and likely closer to an alignment shift)

Also typically evil people don't realize they are evil and are convincing themselves they are good, so while the character may believe they are good and doing what's right they can still be evil since a character doesn't know their alignment and can be just as delusional as anyone else.


So I'm making a quarterstaff master, and thinking of going for the tripping staff feat and twirling trip, cause it feels like it would be fun to whirl around my staff tripping up a group of people, but at the same time it seems late that I'd get access to them so what are peoples thoughts?


As a player of different races, I like delving into the race, pulling background and history from the race I find sometimes the race can become a character for me especially when I'm playing a character that is made to just fill a role for the party but haven't yet designed the character as who they are the race can help as a diving board, for various reasons but then I play races because I like them typically not because their stats work best with a character.


Making a Dragon Diciple for a 15 point buy game, and I'm a sylph (+2dex/int -2 con) I know not the best race but not the point I'm not going for optomisation, the character is more important but it would be nice for some suffestions on stat arrays for point buy


Working on a sorceror, air elemental bloodline, for the purpose of the "can change the energy damage of a spell" what consitutes energy, I'm assuming electric, acid, fire, cold but are things like force and sonic considered energy?


well I was going to put ranks in perception (get it as a class skill) but I had recalled there being an actually useful spell in 3.5 but I could be wrong.


I don't see how summoning a horse helps me find traps other then it setting them off which isn't something I'm in favor of doing


huh?


So I am playing a wind listener wizard and our party does not have a trap finder person, or a disabler, I was thinking I'd take a trait for disable device and I recall at least in 3.5 that there was a spell for finding traps, I can only find the divine spell "find trap" is there a wizard equivalent? or a way to get it on my spell list?


I'm doing society as well in case that changes thing but if I can just "release and get back" pretty much the same companion that would be fine


cool I wasn't completely sure so thought I'd double check


not unless you have an archetype that replaces the bond


Can Pathfinder society be played online through sites like roll20?


Can animal companions go through feat retraining? I gave my animal companion weapon finnese but by the time he hits his 7th level advancement the feat is redundant (cause then his str is slightly higher then his dex at that point) so my question is: Can my animal companion retain that using the rules from ultimate campaign or is there some other option that can be done to alter the feat?


do animals require armor proficiency in order to have barding? I'm trying to have my lion (and later my roc) to have barding I would just love to know the information required.


1) no
2) yes but not 100% sure on the DC (this is assuming he's still on fire)my guess would be 15+spell level but don't quote me on the number
3) not sure I believe not since the casting is done at the end of the players' turn just doesn't activate right away

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