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Dead bird

lemeres's page

Pathfinder Society Member. 3,526 posts. No reviews. No lists. No wishlists.


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Emparawr wrote:
Thats true I guess, he could just take leadership. I guess I think of that feat as being "The Taboo Feat" because almost nobody allows it, and even Paizo and WOTC before them said that this feat could only ever be taken with DM approval as a warning of its power. Would you allow this in your game though? 1 feat for an animal companion and a bunch of followers seems a bit unbalanced. Although I guess it wouldn't actually be an animal companion. Come to think of it I'm not quite sure how this would even work rules wise, taking an animal instead of another character as your cohort. I mean I know there are rules for players taking non standard races with a level offset in PF. Hmmm.

I wonder if an animal only version of leadership that requires 3 feats would be fair.... You get 1 animal (possibly a magical beast) that is decent strength, and then you get a lot of lesser animals that are more like useful tools (such as combing a forest looking for a trail).

Charon's Little Helper wrote:
Victor Zajic wrote:
Brawler flurry does seem to be missing that language, so if you are flurrying with a temple sword in each hand, your penalties increase.
Theoretically - but why would you? All you're doing is wasting gold on an extra sword and using up your off-hand. (For a brawler you should always use a shield. While it's debatable whether or not they're proficient - worst case they can use a darkwood shield at no ACP.)

And you are also lowering your damage. With flurry of blows and brawler's flurry, you still get 2 handed power attack damage if you use your weapon 2 handed.

dwayne germaine wrote:


Or by "cool" did you actually mean "best mechanically"

I wouldn't say it is necessarily 'best mechanically'.

Now, 'always a mechanically strong choice' and 'most flexible choice that can fit any class well'... yeah, I admit to that.

It is just that, while yes, an extra feat is fantastic, it only goes so far when you have level 1 qualifications. And, while I am not the most proficient theorycrafter, nothing TOO amazing seems to there for bloodragers specifically. So some race options might have a bit more at times for particular class/builds.

Wyrmfoe wrote:

Dwarves, my friend. Dwarves, set on vengeance and the reclamation of lost homeland/honor/treasure/etc.


I am sure you could do a real Captain Ahab story by having a dwarf hunt down the man that cut off his beard.

Azten wrote:
A Halfling Destined Bloodrager with the Adaptable Luck racial feature gets all the luck. :p

It would make a fantastic dragon slayer, which goes well with the semiestablished image of the halfling knight.

Plus, on the elf issue- I know that in setting, the Mwangi empire likes to shake things up with established racial stereotypes. So the elves are practically feral (they have a similar backstory to drow- they stayed behind during starfall).

So seeing them as barbarians seems fairly natural, and then adding that bit of magic to have their rage burn on the outside as well....

Gruugdúrz wrote:
Weirdo wrote:
Gruugdúrz wrote:
I hadn't thought of smaller races as bloodragers. Too many stereotypes in my mind, I suppose. But, still, those are cool ideas. I guess not too many people would consider small races to produce bloodragers, so that could be a lot of fun.

Friend of mine got lucky rolling stats and played a halfling barbarian (titan mauler) with a starting Str of 16. Surprisingly effective and tons of fun - at higher levels he took to disguising himself as a human child and surprising people. And the gnome bloodrager DominusMegadeus mentioned has better race/class synergy than a halfling barbarian.

Interestingly, the gnome alt trait Pyromaniac does work with the elemental bloodrager bloodline: "Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor... using the bloodline powers of the fire elemental bloodline"

A small race as a bloodrager would be interesting too. I'm sure most wouldn't expect that!

Halfling with the risky striker feat could work out pretty well. It gives power attack level bonuses when you are hitting things 2 sizes bigger than you. So eventually, you will be hitting a lot of the melee threats for a ton of damage. The penalty of -1 AC is a bit strange, since it does seem to scale (unlike the attack penalty for power attack), but it makes sense with the size restriction thing.

Going strength based is not even that hard on a 20 point buy actually. Since you have a size bonus to attack, the strength penalty does affect accuracy much. Since the class has a slight bit of MAD due to the casting stat, it usually only means a loss of 1-2 damage as well.

You can also grab arcane strike later on, since the class does not immediately appear to have much use for swift actions. Overall, you can usually keep up with a big beefy half orc barbarian once you start getting thing set up.

Rynjin wrote:

It's cheap in uses, but not in opportunity cost.

Look at it this way: Cast one Darkness, that MIGHT work on one 1/3 of races in the best case (13/37), and waste your Surprise round, or one Fog Cloud, which will work on pretty much everybody?

but that statistic still assumes 'adventurer' level statistics, rather than the actual population. By number, I would imagine that most of the population in civilized areas would be humans, who usually do not have darkvision.

Even Absalom, which seems fairly metropolitan, is 64% human (lets throw in halflings too since they also lack methods for darkvision for a nice 75%). And even with the races with alternate racial traits for darkvision, those are usually due to a minority ethnicity within the race. So, again looking at Absalom, I would only suppose 7% have darkvision naturally (5% dwarf, 1% half-orc, 1% alt racial traits). Maybe 9% if you imagine that every race under 'other' have darkvision (unlikely, but sure, lets say that). So this trick most likely works 9/10th of the time (and usually it would take out most of a normal group, with 1-2 that can still see and should be made priority targets).

Also remember- these are meant to be failed assassins. They are not meant to be that good. Sometimes you need to get out of the logic of an adventurer who has to 'win' and instead look at it as a story teller. This is just the first team of hunters from the underdark- a foreshadowing of what is to come. These are the slightly disposable scouts that tell the higher ups of the party's existence. Let's keep the good tactics for the experienced teams that will come later.

Rynjin wrote:

Bah, Darkness is pretty lame as far as obscuring actions go. Anybody with Darkvision (many PCs, including this Half-Drow PC) can see through it.

Mist is much harder to simply ignore. If they use Deeper Darkness, then sure, but even that makes it just as hard for the Drow to function as the PCs.

True, deeper darkness needs some specialized build (mostly a lot of blind fighting feats) to avoid those problems. And that is still rather dicey at the expected levels.

You could also throw some tieflings. Because drow society seems like a fairly tiefling friendly place. Just make them dark skinned and pointy eared to show that they are drow based tieflings. Anyway, taking the fiendish sight feat allows you to grab See in Darkness if you take it twice.

A nice primal companion hunter might help. It can serve both as big beefy frontline, as well as a mount when you have to play keep away.

Everyone else looks like they can get access to flight. Probably, I don't know much about non paizo stuff- I assume that all psionics can float somehow and maybe the warlock has a spell? Alchemist has a wings for minute/level option though. So being on the ground and playing bait is another important role it seems.

Being the only one in the party that I know has martial weaponry (again, no idea about non paizo stuff) also means you can keep something nice and smashy on hand early on (before all the flight) and things get hairy.

The assassin PRC is also good. Unlike the ninja and slayer assassinate option, it can be used to paralyze for a few rounds. Combine that with the previous suggestion of str poison, you can knock him out for a few rounds while his strength drops to 0, which makes thing easier. EDIT: Oh, the bounty hunter archetype slayer has an option similar to this- knocks people unconscious, which works just as well for the poison, I suppose

Nonlethal sneak attack that paralyzes while you are poisoned so you can't move- yeah, throwing all that in 1-2 rounds after a surprise obscuring mist seems like it would give the player a lot to think (read: panic) about.

For an ambush- how about making it appear that the players got caught up in someone else's problem? Have a bit mean scary monster (synthesist) attack a group of 'elves' (he isn't the only one that can cast ancestral regression). At some point, an obscuring mist gets thrown out. Then suddenly, the fleeing victims that ran past the backline of the party turn around and start grabbing and poisoning the witch.

Oh, and have the 'elves' try to disguise themselves as well. I am not really an expert on the mechanics of that, but make it look like they were elves trying to disguise as humans. And if the perception check sees through that but not the ancestral regression... make it appear that a group of lantern bearers have figured the witch out and are trying to silence him. That would get your witch paranoid.

RumpinRufus wrote:
GroovyBoy wrote:
Could anybody do the same calculations again if the people were only getting 2 points back a day? Pretty please?
That changes a lot, it becomes very likely you'll die in less than a week (it's more than 50% likely you'll die between 3 and 7 days) and extremely unlikely that you'll live longer than two weeks.

Yeah, 2/3 hurt, 1/6 is neutral, and 1/6 slightly helps in that case.

Personally, if I was designing it for a somewhat slow death, then 2 points versus 1d4 ability score damage might work better. You are less likely to have some sudden big loss, and it is still tipped towards the 'dying' side. 1d6 vs 3 might be similar, but still gives painful dips (which might be what the GM is looking for, I suppose)

edit: darn it, ninja'd. Eh, I guess it was kind of a fairly straight forward progression for dialing the damage/healing ratio after all this 3 months stuff.

Claxon wrote:

Indeed, your chance to get worse is equal to your chance to get better. You really have to roll successive 5s and 6s to die. It would happen if you ignore the condition or are unable to fix it for an extended peiord of time. But this seems...unlikely. Or at least a contrived setup to make it so.

And if such was the case I would mostly be annoyed.

Heck, your chances of getting better are larger. 4 is neutral, 6 and 2 cancel eachother out, 3 and 5 cancel eachother out, and that leaves 1 which allows you to recover 25% of your constitution. 3 numbers heal, 2 numbers hurt.

Of course, just because it is unlikely that you will die doesn't mean that this isn't a rather big problem. You are still going to usually have at least a few points of CON damage most of the time. So that means maybe a loss of 1-2 fort and 1-2 hp per hit dice (so 1-40 HP loss). You are stick coughing up a lung every couple of days here.

neferphras wrote:

The problem is there are very few things that let you give a luck bonus to a party (other than prayer). I am not the problem typically. I dont want to get near the pug most of the time, but the i also dont want to mess up the barbarian charging the archer that my pug is giving a bad day to and thats the problem with the pug.

Of course. Pugs are not really appropriate for PFS since there is less chance for coordination of characters. Even in a home game, it gets a bit dicy to convince the other players to somewhow revolve some aspect of their character around your character.

Whether that is worse etiquette than being the master summoner that clogs up every battle with 10+ summoned creatures is...debatable.

neferphras wrote:
and yeah there is the Pug... but honestly i have summoned that one the least so far, but thats likely because clerics rarely cast prayer in PFS from what i have seen. If i had a reliable luck bonus i could give others i would use this one a lot.

Oh yeah, this is definitely not something you just toss into any party. Everyone has to plan to avoid the problems beforehand or you are just messing up your guys too.

Still, there seems like a decent and wide spread number of ways to avoid the problems. Half orcs for anything. Clerics with prayer. Archaeologist bards and Destined bloodline bloodragers are also fantastic (bard for skill monkey and bloodragers for tanks...damn, why is that bloodline to so good?!)

I also like Irorian paladins since they are just immune to this kind of reroll. I know, they are as reviled as first worlder since they are a unarmed focused archetype without flurry or DR bypassing things. I like the idea of taking the oath against fiends to switch your divine bond to armor, and then you just use a regular weapon. Then it is just an archetype that waters down smite in return for flexibility (still on par with other damage boosters though), and it supports light armor use.

Anyway, back to the main point- there are options, and they provide enough of a spread that you can make a decent party without relying on items to bypass unluck.

RJGrady wrote:

However, that didn't explain why outsiders weren't just covertly assassinating other people all the time.

A battle between two armies of teleporters would be amazing to see.

Either they are too smart, or they aren't smart enough.

With the big dumb bruisers, it is obvious why they don't- they are more likely to just charge in and wreck main street than assassinate someone.

With the more subtle manipulators and assassins- overuse of teleporting can give them away, or at least clue people into the fact that something magical is happening. That gets the wrong sorts interested- expert wizards, inquisitors, and paladins. They might not know that a demon is causing this yet, but they will start snooping around when there are magical assassins running about. And you definitely want to avoid that.

Plus, you have to be careful since who knows what kind of hidden items, spells, or guards might be at the location.

Claxon wrote:

Consider average rolls:

Average of a d6 is 3.5, so you are most likely to roll a 3 or 4 on average. Which means on average you heal aan equal amount or more than you take. In fact, only on rolls of 5 or 6 do you decrease.

A problem that I am wondering about and whether the math above (that I ignored) has taken into account is the possibility that while you could roll a 5 one night, and a 3 the next night. With the maximized restoration occuring both nights you're at effectively no penalty again.

You can really go for a long time without needing to worry about this too much. You would have to consistently roll 5s or 6s for it to be a problem, because otherwise the restoration will heal up latent ability damage from other nights.

Yeah, there is a 1/3 chance of your condition worsening, a 1/6 chance of your condition getting a slight improvement (potentially canceling out the previous drop in condition) and a 1/6 chance of your condition absolutely improving.

Overall, this is not that bad. There is a reason why a lot of means I've seen quoted at a glance appear to be over 3 months.

mplindustries wrote:
Xunal wrote:
What do you think would be the best all-round two handed weapon for a first level character to start out with? I was looking at this lot (without the reach feature):
The Nodachi

Yeah, but being the giant katana wielding magical half vampire makes you feel like .... 'that guy'.

But yes, 1d10 and 18-20/x2 is rather good. It also has slashing and piercing (if that was ever a concern, like a water segment).

Power attack is the usual choice, since it lets you hit hard (and 1 shot a ton of things, particularly with bloodrage boosting your strength).

Combat reflexes is interesting if you grab a reach weapon though. If you do use a polearm of some sort, then it is definitely a fine pick for level 3.

Barathos wrote:
Daneel wrote:
zza ni wrote:
which is why a linch mob going after that flesh gloem \vampire is not complete without them TORCHS !!
...and pitchforks. They bypass DR 5/piercing.

IIRC there's only like two monsters with DR X/piercing.

Clubs and sickles are way more useful.

Well, there are a lot of things with piercing AND slashing, and there is an entire class of fiends, the rakshasa, which have piercing as one of their shticks.

But yeah, with the overall sentiment- piercing seems more like it was originally meant to be a nerf. Piercing is on- arrows (archery is overpowered, longspear (the one simple reach weapon), and rapiers (the only finessable 18-20 weapon rogues have). Also note- there are no simple slashing weapons that can be 2 handed. There are bludgeoning weapons, which is because DR/bludgeoning is too big of a deal to not give that when skeletons, an almost iconic low level enemy, has that DR; slashing can be removed to make simple weapons 'worse' to a small degree. Not saying this was a good move, but one that was kept since it made enough sense that people didn't want to incur wrath for changing it.

Anyway, for the original question- as many have said, the only options are either to find something that would get past any DR, or just blast through it. It is not the 'find a clever solution' DR, it is 'I need this boss to last for another couple rounds' DR.

c873788 wrote:
lemeres wrote:

The reason why it is a decent archetype or not is due to a single change to the summon list- pugwampis.

I'm sure most people are aware of the pugwampis and that it is the only reason to consider the archetype in the first place. However, the action economy and duration as written at the moment are so terrible that you wonder if it is even worth considering. Another very slight drawback is having to wait until 3rd level before the build concept can work.

True, but you have 3/4 BAB, light armor, decent enough hd, not entirely terrible weapons (longspear for keep away, mostly), some buffs, and the levels are too low to see just how much your eidolon has been nerfed yet.

Basically, you are still better off than a wizard.

The reason why it is a decent archetype or not is due to a single change to the summon list- pugwampis.

They have a 20ft unluck aura that is basically AoE no save misfortune hex (as in, reroll all d20 and take the worse result; this affects saves, attacks, skills, etc.). And since they are summons (on a low level list, so you can summon a bunch of them by mid levels), they are far more disposable than the party witch.

Heck, the fact that they go down in 1 hit is practically a feature rather than a flaw. Enemies will chase them down to get rid of the debuff, wasting turns while your casters spam Save or Suck spells and dividing themselves while your martials gang up on them 1 by 1. They are not combatants- they are nodes for an AoE debuff spell that can do thinks like flank and aid other.

Also, the aura has a nice out- grabbing a luck bonus or using animals lets you ignore it. Crafter's fortune is a legitimate way to avoid this problem for days/level (the unluck aura does say 'any sort' of luck bonus)

I would normally say ranger since it has better stat synergy...but your stats are awesome enough that getting a bit of CHA is not a problem.

Swashbuckler has the advantage of having 2 handed like attacks despie the fact that it is built around non TWF sword and board. So, combined with the fact that it tends to have a DEX focus, it has fairly good AC. And if you go inspired blade (hey, take advantage of those stats by getting all the mental ones involved), you can get dex to damage from level 1 without restricting your race options (that is a bit more catch up early on though- you only hit like a 2 hander when you when you get precise strike at level 3)

Paladins of course have a large advantage as tanks as well though- they can swift action heal themselves. If you go human so that you have a spare feat at level 1 , then fey foundling (+2 per dice on healing) is amazing. Admittedly, you can do that with any race, but I would want a buffer since the feat doesn't come into play until level 2 (so having an extra feat for things like power attack is always good)

Ranger and maybe slayer are also options. I am mostly thinking of the fact that they get TWF or archery feats. Those tend to be good when you have large static bonuses to damage (like from the destruction judgement- justice for extra attack on top of a gestalt's full BAB is not bad either)

Well, having a rogue that has to deal with a large band of warriors (mixed fighters and some barbarians) in order to escape/save someone/get an item? could be interesting.

Basically, make a game with elements from the stealth genre of videogames- it is somewhat possible to win a straight fight, but it hurts, and there are too many enemies to actually do it often. Just looking at videos of that online should give you some design elements and objectives

You might want to throw out the normal fighting and sneaking for stealth kills (at least when things go right). Obviously there should be exceptions (people wearing particular protective armor).

OF course, that doesn't necessarily mean you can't have room for social elements as well. Just remember- LIE, CHEAT, STEAL. You have a goal, and no one will stand in your way, but fighting fair is for chumps that want to get a spear in the gut.

AZGrowler wrote:
While the bayonet is listed as a two-handed weapon, by itself it's either a spike or a knife that's designed to attach to the end of a crossbow or firearm. Common sense would argue that you'd need either a crossbow or musket to use it with two hands.

The cheapest crossbow is 35 gold..which brings to total cost to 40. Still less than a greatsword.

Stylistically, I would ask if you could use that 4d10 worth of scrap that the gunslinger starts out with (with the same restrictions- you are not a level 1 gunslinger, so you can't get it to work-assume it is broken from the get go). No one said this gun had to be particularly good. It is just a platform to put your bayonet on.

For a more general answer to the thread title- no, since there are few unified classifications of outsiders which are 'neutral'. Their themes just do not mesh well enough.

You get tieflings and aasimar since they each come a strong alignment spectrum. Things like ifrit also get by since they are born from all the 'fire' creatures, giving an extremely clear theme.

But can we name some neutral outsiders for a bit? Axiomites (living math equations), inevitables (axiomite's robot army), psychopomps (skeleton-y things), proteans (snakes with a shapeshifting and uncontrollable bent), and aeons (weird creatures symbolizing dualistic abstract concepts).

This is a lot harder than 'he has devil horns', 'he has feathery wings', or 'he has fire for hair'.

I would imagine that a wide variety of things could be wrong with a weapon when it becomes 'broken'. Bending, loose pins, cracks in the blade, etc.

Yeah, depending on the manufacture, an axe could just have a few small parts break/but, and it just becomes loose. Check an example: here (warning, while this page and the following are tame, this work has some degree of violence. Nothing crude, but still noticable)

Secret Wizard wrote:
3. Go Strength with high Dexterity, which is less optimal but has good damage and doesn't lose levels.

Why every thinks this is hard is beyond me. With a decent point by (20 pts), you can easily get beginning stats like these

STR 16 DEX 16 CON 14 Mental stats- 10/ whatever (dump and move points as you please)

One of those 16's is a 14 raised by racial modifiers (it is not hard to find a class with +str, +dex, or + to whatever). After that, use the 4th level ability score adjustment to raise dex to 17.

BAM. You qualify for all the good TWF feats. I can only think of one that needs higher requirements, and that is greater TWF (an attack at BAB-12 is not really worth the effort though).

After that, you just bump strength like normal. You lose maybe 1-2 attack and damage, and honestly- fighters aren't in need for much more attack (they are already one of the most accurate classes) and you are grabbing TWF to get a ton of nice static bonus damage anyway.

Rambear wrote:

People making monk-barbarian or Barbarian-paladin builds before the game starts assuming they will just switch alignment whenever their build demands, without a proper in-game reason for the change. Mechanics should not trump fluff in my opinion.

Monk sounds like it would be easy to justify- after leaving the temple, you lost your focus and discipline, and eventually took to barbarian-esque hobbies- Booze, women, and bar fights.

I mean, I can see from a role playing perspective that the player should just ask the GM to give him an in game event where he goes on a bender and starts leaning more neutrally. Heck, make it a parody of the Hangover where the monk has to go on a short quest to find out what happened last night since he has to find out whose baby this is.

The barbarian paladin thing seems like it would need constant flip flopping though, and that seems to go against the spirit of 'atonement'.

Avoron wrote:

Yeah, underwater rules seem to fit nicely.

One thing I would like to note, the polymorph subschool description says that if you change into a form that can burrow, you can breath while burrowing, so I believe you wouldn't need to make the concentration check.

Whoops, missed the breathing thing (cause....underwater rules? Really?) Yeah, that does seem like it removes that element. Too bad.

Might serve well to get the half dozen other class options that give earthglide. I think there is an oracle mystery, a sorcerer bloodline, and maybe a subschool for wizards. Since all of those are full casters... yeah, adding a hitch might help.

EDIT- oh, and for the original problem. Overall, I would prevent the druid from casting while inside the ground under the same logic that the caster can't usually cast spells into the room next door (unless it is some long distance spell designed for that, of course). If he just wants to chill underground and buff himself though...then that seems alright.

I would actually say you should use underwater rules. I mean, earthglide does say this:

Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

So why not treat it like you are fighting some crazy mermaid while you are stand on the beach or on a small boat? So lets check out underwater combat, cover, and casting.

Attacks from Land wrote:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.
Spellcasting Underwater wrote:
Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Notice that lovely concentration check. It is not super hard to pass, eventually, but it is still a nice little nerf.

Anyway, we also see the rules for improved/total cover. Since the character is spell casting (and probably has an exposed arm), they would likely get considered 'at the surface', and as such only get a boat load of AC and reflex bonus.

EDIT: OH, darn, you ninja'd me Avoron.

Secret Wizard wrote:

If you wanna make it really ambiguous, allow players to side with him.

This whole "make him commit genocide" throws relatability out the window.

Or at least, it is better to ease into genocide.

Start off with a few starving goblin orphans (it helps if they are kicked around by a hole villagers), and move into recapturing ancestral farm land to help rebuild their culture. And then, after they get a nice chunk of resources... then you start beheading farm boys for the crimes of their forefathers.

Totally support a postcolonial perspective on this though. Definitely have more neutral goblins mixed into the fray. Oddly, I usually imagine orcs and lizard folk more when taking this approach (orcs being a broken and displaced people who were driven to the surface by the dwarves in this setting, as well as the troubling 'different skinned other' in many settings, and lizard folk are xenophobic since they have to deal with encroaching humans, which oddly gets a humans vs goblins feel since the lizard folk are just plain being out bred)

thegreenteagamer wrote:
Also, I hate bards, goblins have lower charisma (an important stat for bards), and bards are exponentially more useful the more people in their party they can inspire at once, so a lone goblin bard is not so much awesome.

Well, unless I am misunderstanding something, NPCs do not actually have to follow point buy rules. Give him 50 CHA if you want (well, there might be balance problems there, just saying though).

But yeah, most bards tend to work better as a multiplier. Archaeologist bards get luck bonuses instead, so you could use that for someone solo. It also give a thematic advantage- he dug up the old goblinoid ruins himself.

Summoners or shamans could have some nefarious and long lived force whispering the tragic tales into his oversized ears though. Summoners are also fairly reliable for 1 character fights due to good old Summon Monster X spells, and they can do decent reach builds (similar to the reach cleric due to standard action summoning SLA)

Bronnwynn wrote:
I suppose not... though it's a bit silly.

Well, that same fighter could take metamagic feats as well.

Many options lack basic sense prerequisites since it is assumed you have the needed things, since it would be silly to take it other wise- why waste paper and ink?

At least firearms are pretty much the most forgiving weapons when it comes to nonproficiency. Touch AC can take that -4 (heck, it is the entire reason why there are TWF builds for gunslinger- those things are not light, so they take -4/-4)

It is most likely just a mistake on the chart. Go with the actual text when possible (if you believe that d20pfsrd does not have the right text, you can just look for the pf prd for the official material released by Paizo under the Open Game Licence.)

According to the text, it is just martial flexibility and the AC bonus.

If you are going with reach and polearms, then level 9 (when you have +6 BAB) definitely should be for the lunge feat.

The lunge feat does not directly help you increase the area you threaten for AoOs, since it ends when your turn ends. But it allows you to strategically place enemies in the best position for drawing AoOs. And that is what reach builds are all about- control through the threat of smacking fools.

Normally, with most reach weapons, you end your turn with the enemy 10' away from you. That means they only need to take a 5' step (which does not draw an AoO) to reach you, and they still get their full attack.

With lunge, you end your turn with the enemy 15' away. Most will have to move 10' to reach you, which means they will draw an AoO and they will most likely lose their full attack. So that is offense and defense with a single feat.

Now, this is not always going to work (big things tend to have the reach to stop it; it is nice to help prevent drawing AoOs yourself from entering their reach though). Still, it works often enough, and even without all that strategic stuff, you can still full attack anything in a 45' wide circle (10' reachx2, 5' lungex2, 5' stepx2, your 5' square). Which is always nice. Overall, it has enough strategic value that I would say it is worth the price of admission.

Pin down and stand still seem like a great combo.

Stand still makes it so that AoO drawing movement can be stopped with a maneuver (used in place of the AoO). Pin down expands the kinds of movement that draw AoO to 'pretty much all of them' for practical purposes (ie- withdrawl and 5' steps draw AoOs).

So that means that casters can't get away from you with a 5', and instead they have to stand in shankin' distance if they want to cast spells. A few turns of failed spell casting, and jsut about anything would be dead.

You qualify for pin down since you are a swashbuckler 11 (which counts as fighter 11 for combat feats). So you are at the perfect place to just charge in and stop the caster from ever getting that spell off in the first place.

Of course, doing things like raising your will save (I like half elf with dual mind+12 wis+will raising trait+iron will myself. Maybe throw in improved iron will to raise your chances.) You can't always win initiative, and casters might start off outside of your movement range.

Generally, you lose all your normal natural attacks and gains the natural attacks of the form you gain.

There are some exceptions though. The transmutation school does include lines about how certain abilities that add on natural attacks after the fact (it directly references sorcerers that might have bloodlines that grow claws) can still do so.

Not entirely sure whether the hair and gore addded after the fact though.

Secret Wizard wrote:
To optimize for that, you'd need to go with an oversized goblin for the +2 to strength instead of the penalty. That, in turn means that you won't be able to ride your mount until you get to Mammoth rider.


Where is that from? I've seen oversized ears and baloon headed, but my google-fu couldn't even find a random bestiary entry for such a thing (which is kind of disappointing- another thought- Giant dwarves). Although I guess hobgoblins are already oversized goblins...

Also- I thought that this was about using the primal companion hunter to make something GLORIOUS. UnArcaneElection touched on a similar thought.

Dafydd wrote:
I am gonna echo the "Bane is better." +5 damage vs +2d6+2(4-14) is an easy contest in my mind.

Actually... I forgot 2 points for the higher levels. So a level 5 inspired blade (that used its bonus feat to grab weapon expertise) does +9 damage, which is actually the same as the average added by bane (2d6~7 +2= 9).

There are advantages and disadvantages to either option though.

The inspired blade option is constant- as long as you have 1 panche, you get all +9 (+4 if you use up your panche...for reasons?). Bane from the inquisitor ability is for rounds/level.

Of course, bane has the advantage of raising your enhancement bonus. While the damage itself has been accounted for, we can't deny that it allows you to punch through DR far, far more easily. If you get a +3 weapon, most DR is ignored.

Of course, I suppose you are still 1-2 points behind on damage with the swashbuckler levels due to the fact that you are delaying the destruction judgment. So it comes down to whether that is worth the free improved critical. Still, you are not hemorrhaging damage potential here.

Deadmanwalking wrote:
DominusMegadeus wrote:

Wow, I didn't even think about Inspired Blade. 1 Inspired Blade and then full Inquisitor, yeah.


Str: 10
Dex: 16
Con: 14
Int: 12
Wis: 14
Cha: 8

Could go Human for a floating +2 or Tiefling for Dex and Int. Seems solid.

Yep, that definitely works.

If you really want to do the whole 'charming Swashbuckler' thing, you can go Conversion Inquisition pretty easily as well.

I suppose that an inspired blade/inquisitor wouldn't need much CHA. You get panche from INT (and you always have a minimum of 1 from the CHA side), and inquisitor raises your fort and will saves (even gives you something like evasion for them) and you get a nice bump to reflex from swashbuckler dip+dex focus, so charmed life is not that important.

Anyway, I would at least take 3 swashbuckler levels to grab precise strike (+3 damage). Going 4 levels qualifies you for weapon specialization (and you get a bonus feat that level too), and if you are an inspired blade, it is not hard to pick up. 5 levels gives you whatever weapon training type thing you get (which means another +2 damage for inspired blade and free improved critical). So 5 levels gives you an extra +7 damage on each hit, and saves you from getting keen.

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How about a first world summoner focused on being a trickster?

The first world summoner is often decried as one of the worst archetypes since it turns the eidolon into a fey (which halves its BAB and reduces its hit dice) and switches the SLA from Summon monster to Summon Nature's Ally

But one interesting change to the SNA list saves the First Worlder- they get pugwampis on SNA II list.

Pugwampis are small, weak little ugly dog creatures... who happen to have an aura that is a 20' radius of no Save AoE Misfortune hex. Yes, they cause everyone to reroll every d20 (attacks, skills, saves) and take the worse result. And since it is on such a low list, a well built summoner can get 1d4+1 of these little buggers per summoning spell. Just spread them around the battlefield and let the aura do the work. Do not think of them as summons- they are expendable nodes in an AoE debuff spell. Let the party chase after them- those are turns wasted where they are dividing their forces.

And the first worlder thus becomes a 1 (very good) trick pony witch. Throw in some of the summoner's battlefield control spells (since anything that requires a save is gold here) and ability to take summon monster like a normal caster, and you can make this guy annoying.

And there is a delightful loophole as well- luck bonuses cancel out the aura. Also, animals are immune. So great for half orcs and rangers/druids/etc. And if the party just so happens to have the right buff spells prepared? Let them steam roll.

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Some Other Guy wrote:
Hmm wrote:

1) If you are an inquisitor Shelyn, what will be your art? You probably want a few token skill points in a craft skill for flavor and roleplay reasons.
1) I'm not sure yet. I have a week to flesh out the character completely. I'm not a very artistic person, so I may struggle with this. Fortunately, the way the GM plays, social skills aren't very valuable, so I can push points into things like craft and handle animal without sacrificing other inquisitor stuff.

Well, here is an answer- Do not put any skill points into the arts yourself. Make the Velociraptor do it. I want to see some points in perform: dance (make him do a Samba while wearing a ridiculously offense sombrero, pancho and fake mustache), craft: painting (beret and a painting palette), Perform: Pipe organ (a cloak and half of a white mask- do this after taking acid or fire damage), and perform: acting (frilled collar and holding a skull; also, another scene of him wearing a fedora, in a trenchcoat, smoking a cigarette, and standing under moody lighting from a street light)

Yes, I am treating this a bit like an old cartoon... but you have to admit
A.) A circus style act is perfectly valid. It lets you combine your god's love of art with your role as an animal trainer.
B.) Dinosaurs doing people things. It is hard to get past the humor of that.

Another interesting facet of the unique wording of their unarmed strike ability is that it also means they get full power attack damage on 'offhand' unarmed strikes. A slight advantage (since it makes a cumulative x1.5 over both hands into x2) but it is there.

Anyway, the bodywraps of might strikes actually looks like a perfect item for you. I am fairly sure it was designed to make it possible to use unarmed strikes for offhand/AoO attacks (since a normal Amulet of Might Fists would be overkill and overpriced for so few attacks).

ShroudedInLight wrote:
The only two that really matter are Quick Clear and Fast Musket

At least for general fundamentals of the style.

Some of the deeds are nice, particularly with signature deed. Up close and deadly gives +3d6-5d6 of extra damage per hit that is rather nice. Especially since it lacks the strings attached seen with sneak attack- once this gets signature deed, it is just pure GM tears from there

pickin_grinnin wrote:
I took a one-level dip into fighter for my brawler, and it was a good decision. He kept encountering situations where he needed to pick up a weapon and use it briefly (for one reason or another), so I ended up using my flexible feats on weapon proficiencies. Dipping into fighter gave me those, so on the occasions when he uses a weapon (he usually doesn't) I could use a more interesting feat with it.

Well, fighter would work well since martial weapon proficiency plays well into his original concept- There is a martial weapon, Lungchuan tamo, which is basically a dagger that trades in the 19-20/x2 crit for the monk property.

I know it is an eastern dagger and all...but easier to write off then.... wushu darts.

I might personally look into sohei monk though, since they can use actual daggers in their flurry. Looking at far strike monks... they seem quantitatively worse since it says 'thrown weapons' instead of 'throwing weapons'. That leaves out room to just go to town normally with a dagger (maybe having 1 nice magic dagger to keep in hand, and using the other hand to take advantage of all those ranged feats while using disposable weapons). If it could just use melee weapons normally, it would be a great archetype (since it has a full attack option while moving).

TriOmegaZero wrote:
Since it specifically lists the longsword as an example, it is the game term 'one handed weapon'. Kukris are not valid for Slashing Grace.

This is further reinforced by the fact that the other two dex to damage feats, dervish dance and slashing grace, both use 1 handed weapons.

While not officially said anywhere (as far as I know), the general trend this establishes is that 'we do not like for it to be easy for dex to damage to work with TWF.'

Dervish dance itself tries to forbid TWF. Having options for 1 handed weapons only means that any attempt to TWF with them would get -4/-4 penaties.

The sawtooth saber does look like it works with slashing grace and TWF... but that is still another feat take on a chain that already needs 2-3 feats. And 2 of them require for you to have +1 BAB (which can be prohibitive to things like rogue, vivisectionist alchemist, etc.)...and it only actually works with a swashbuckler dip, since that is the only way to get dex to attack rolls with those weapons.

Undone wrote:
Westphalian_Musketeer wrote:
Then what do you turn into if you cast Heal ten thousand times?
A lantern archon.

Actually thinking about it, since most people do not turn into their alignment's outsider until after they die, does the same apply for sout alignment?

Do you have to wait until after you die to turn into an ooze?

Yorublaireau wrote:
Not a bad idea, but I believe that replacing it takes 24h of prayer. :/

Fair enough, it is troublesome.. still, it is an option. It only costs you time rather than you wealth, so it depends on your party and campaign whether that is something you can afford.

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No, it turns your alignment to Sour. Casting electric magic makes you bitter, and water magic is neutral.

Now, who here had good grades in chemistry? I did, but then again, my highschool chemistry teacher often had to ask me for help teaching the class (he was a gym teacher put there to cover the 'extra' class).

Errant Mercenary wrote:

How about a reach build? They usually are fairly straight forward in what they need and how they work, but they require understanding and control of the battle field.

I recommend Combat Patrol if he's up for a bit of a more interesting challenge.

I would actually go with lunge. When you attack something at the end of your range with lunge, they end up 15' away instead of the usual 10' away. So that means they can't just take the usual 5' step to avoid AoOs and get full attacks. So lunge adds both to offense and defense.

Lunge also has the advantage of getting polearms to full attack anything in a 45' circle. Always nice.

How about a melee debuffer (possibly on top of reach)? I know of a couple simple feat chains that can get 1 hit to give a -4 to saves against spells (and -2 to a lot of other important stuff). Who doesn't love that?

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