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miscdebris's page

Pathfinder Society Member. 303 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


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Spirit Ridden is better. It gives you the same benefit, but you can change that skill every morning.

Bugger. I knew about Martial Focus and didn't look for it. Thanks.

And yes, on the left.

In Swashbuckler, Knife Tosser could use a link on the left.

Also, how does it qualify for Ricochet Toss?

Swashbuckler@ArchiveofNethys wrote:
Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Ricochet Toss@ArchiveofNethys wrote:
Prerequisites: Quick Draw, base attack bonus +6, weapon training class feature with a ranged weapon.

I emphasized the possible problems.

Many of the guides are also no longer being updated. It's best to catch this on new ones.

I would not mind getting write access to some of the old guides and taking some time to put in the stars.


Perhaps can be done by a Rogue/Achemist/Investigator archetype.

And no, the Tinker Alchemist archetype doesn't do it for me.

Grizzly the Archer wrote:
The Ring of Revelation can be used for a different mystery using the emulate class ability feature. Mark Seifter made a comment on this stions-Here#1802

Well, that isn't entirely official.

Perfect Tommy wrote:
You can't UMD ring of revelation

Could you please include the source?

OPs last post was in July, 2016.

Bodhi's Paladin guide got hit too.

2 people marked this as a favorite.
DungeonmasterCal wrote:


While wading through muddy water have them feel things moving and bumping against their legs.

Bonus points to actually have something brush against their legs while giving the description. How loud is that remote control Roomba?

2 people marked this as a favorite.
Boomerang Nebula wrote:
miscdebris wrote:
Boomerang Nebula wrote:
102. GM: you all succumb to the confusing maddening scream of the otherworldly horror, everyone swap characters.
Ha! I'm running that right now. The PCs love it!

Did they say "oh f-" ?

They were stunned for a moment, then "That's f-ing awesome!"

Ravingdork wrote:
To be fair, my math never checks out. That's why I use spread sheets to track most everything. :P

That counts. ;)

Tels wrote:
Ravingdork wrote:

According to my notes, I spent 465gp on 75 masterwork shuriken.

(1 / 5 + 6) * 75 = 465

I don't see how that's possible. Shuriken are sold in bundles of 5, so masterwork shuriken are likewise sold in bundles of 5 as you simply add the cost of masterwork (300 gp) to the cost of the weapon (1 gp). So 1 bundle of 5 masterwork shuriken costs 301 gp. Even crafting them will only reduce the cost to 1/3 the amount.

The cheapest method I could think of to get around the masterwork cost is abuse the masterwork transformation spell. This allows the spell to affect "50 pieces of ammunition" which shuriken are considered to be in every way except "technically a thrown weapon."

So pay a caster 60 gp (spellcasting services is CL*SL*10) to transform 50 shuriken into masterwork weapons. The cost would be 10 gp (to buy 50 shuriken), 300 gp for the material compenent, and 60 gp for the spell itself, totaling 370 gp for 50 masterwork shuriken.

d20pfsrd wrote:

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Emphasis mine. RD's math checks out.

Boomerang Nebula wrote:
102. GM: you all succumb to the confusing maddening scream of the otherworldly horror, everyone swap characters.

Ha! I'm running that right now. The PCs love it!

avr wrote:

Cool. Just to note - fiendish heritage isn't required for tieflings to take rakshasa-born etc. any more, though it was originally.

If you're playing around with metamagic like your runeguard does I'd start with an arcanist. They're even better at that than wizards between the options to do so prepared or spontaneously and their exploits.

Which book changed that?

Nutcase Entertainment wrote:
cappadocius wrote:
Luthorne wrote:

A druid archetype that ditches shapeshifting?
Thank you, not everyone has every single book.
What Luthorne said. Also, d20pfsrd has nice tables showing what the archetypes trades (granted, it really needs an update).

Just don't use the tables with authority. There are mistakes, and missing archetypes.

N. Jolly wrote:
While I'd love to get back to guide writing at some point, I have at least 3 projects on which I'm working now as well as other obligations. I'm at the point where I should be trying to pass these guides off to others who will be able to maintain them better than I am.

Working so much, you don't even know how many projects you're on. Make sure you take some time for you.

Is there anyway we can suggest things to your guides, an if so, how?

Ravingdork wrote:
Karcinal Eschatar wrote:
Would a half-orc qualify for the Racial Heritage feat, and by extension Paragon Surge?
If a half-orc took Racial Heritage and chose half-elf (or elf?) then they would qualify for paragon surge.

Only Half-elf.

Ravingdork wrote:


Ovoridani Chorster, adopted sister to Araonna Chorster, is a kitsune oracle with the ability to keep those around her safe from death.

Because of a combination of archetypes and abilities, she gets twice as many channel positive energies as a cleric of the same level, and has numerous magical items and feats that help her utilize that ability to the fullest. She can channel as a standard action, move action, and as a swift action, allowing her to heal her comrades three times in a single round (for roughly 31d6 healing). When channeling positive energy, she can also set an enemy ablaze for 11d6 fire damage AND grants those she heals a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks for 5 rounds simultaneously.

What's more, she has ultimate control over her channel options, able to channel in a radius around her up of up to 75 feet, a smaller radius a distance away from herself, or in a line or cone.

For combat she relies on the powerful cold ice strike/flame strike spell combo and her enchanted weapons, while using dust form, magic jar, and a variety of other spells to keep herself protected.

As with many divine casters, she is also equipped with numerous buff abilities for herself and her allies, as well as several powerful condition removal spells.

To round out the character we have TEN bonus feats that grant her a host of fun spell-like abilities and unusual weapon proficiencies. :D

A big thank you to PossibleCabbage for bringing this amazing build to my attention.

I'll be honest, I'm a little turned on right now. heh. (I'm playing a human life oracle of Milani in Kingmaker right now). It would take a huge amount of retraining to get there. I do, however, have an undecided feat next level...

Anyway, those 10 bonus feats, let me see if I can track them down. Craft Wondrous Item is from the Spirit Guide Hex, Tails are easy enough as they replace mystery spells, and Exotic Weapon Proficiency is from Kitsune Favored Class?

ConanTheGrammarian wrote:
O.J. Pinckert wrote:
The best way to make players say "Oh F-"... As they are looking around, calmly say "You hear an audible click..."

My players would point out that you can't, by definition, hear an inaudible click. They would then ask if they saw any invisible people or smelled any non-olfactory odors.

At this point, someone would break into "To Dream the Impossible Dream," substituting "To Hear the Inaudible Click!"

And then I would probably be the one saying "oh f---".

Because that. Is how. We roll.

Emphasis mine. (Your username demanded correction. heh)

Temple Charletan's Improved Familiar is invalid, it can't have the Valet archetype, as Improved Familiars don't get Speak with Animals of Its Kind.

PhD. Okkam wrote:

And on the hunter and occultist will guide, or the guide is already abandoned?

I don't think it's abandoned, this guide was largely outsourced, and no one has stepped up to write those sections.

1 person marked this as a favorite.
Matthew Downie wrote:
Gaurwaith wrote:
102) Your group of level one adventurers falls into a "Pit of 102 Housecats"
Careful - that's 10,200 experience points you're potentially giving them.

So make it a swarm?

Lady-J wrote:
Isonaroc wrote:
River of Sticks wrote:

79. GM: There's a door ahead.

Rogue: I check for Traps. ... Looks like a 34 after bonuses.
GM: You look the door over, but do not FIND any traps. Do you want to open the door?
I usually go with "see" as it's slightly more paranoia inducing.
if you go with see then that opens the player up to asking if they can smell/hear a trap if you say they cant see one

You are not aware of any traps on the <thing>.

Clockwork Familiar (Ex) wrote:

At 6th level, the tinkerer turns her familiar into a clockwork familiar that takes any form she wishes. She must choose which type of item is installed in the clockwork familiar. She gains the clockwork familiar at no cost, as if she were a 7th-level spellcaster with the Improved Familiar feat.

I'd say no to most archetypes due to my emphasis. Emissary and Sage would be ok.

Victor Ravenport wrote:
Imbicatus wrote:
Poison Dusk wrote:
Metamorph Alchemist is #1 for me. Such a cool idea, but should have alchemy returned.

I actually really like Metamorph Alchemist. It can have an insanely high STR bonus, and is a truly martial shapeshifter that I have always wanted. It has a lot of good options, and still can take discoveries. Listing spells and bombs does make it a lower tier than a normal alchemist, but it's a better fighter.

It's likely going to be outclassed by the shapeshifter coming soon, but maybe not. As it is, it's the only character that can "wild shape" from first level.

Hold on, I don't mean to inject into the discussion, but what is this about a shapeshifter coming out soon? What is the source? I have been dying to play a proper shapeshifter, since I looked at the meta-morph, but the mechanical side of things was just a bit too lack-luster for me.

Merely speculation, but from what I've heard it's not a proper shapeshifter, though it's pretty close. Go look at the Ultimate Wilderness product discussion.

AA2 pretty much everyone is getting the remake, huh. ;)

VRMH wrote:
Ravingdork wrote:
Introducing the new Armor Modifications Comparison Table!

Very cool, and very useful. But... shouldn't the "masterwork" quality be added too?

(Gotta love people who get something nice, and immediately ask for more, right? Seriously: thanks for the effort!)

((Oh, and what about with or without the armored kilt?))

(((Just kidding, just kidding!)))

Don't forget special materials!


PossibleCabbage wrote:

What exactly is a butcher scything anyway? Particularly aggressive wheat?

"A big ol' axe" is at least something you could use to cut a cow into quarters, I guess.

What is a cow by prepossessed wheat?

2 people marked this as a favorite.
Kaouse wrote:

Quickened Ill Omen + Persistent Blindness/Deafness? Hope you can make 4 consecutive saves, buddy.

Even if the opponent CAN negate it on their turn, Quicken Spell alone makes it worthwhile.

That's my plan for my next feat as my Dual Cursed Oracle. Quicken Ill-Omen followed by one of Waves of Ecstasy, Chains of Light (favorite as they can't take actions until they beat the save), Greater Forbid Action, Serenity, Debilitating Portent, Charitable Impulse, or Reach Bestow Curse.

It occurs to me that I need some non-will save attack spells.

1 person marked this as a favorite.
Ciaran Barnes wrote:
Maybe use the hit die of your favored class?

That is just too simple. I love it.

bitter lily wrote:
NOOOO, everything in PF rounds down. (Except anything where lower is better.) The hit should become the lower one, IMHO, unless the fraction is truly small. Yes, it penalizes multiclassing, which I suppose reflects a bias of mine. But you're ignoring it!

Why I rounded instead of rounded down is the example of Fighter 19 Monk 1. 1d9.9 would be 1d8. If that's the case, there is no point in trying to make this work. I figured 1d8.9 would round down, 1d9 would round up.

bitter lily wrote:
Sorceror 10, Dragon Disciple 9 would be 10d6+9d12. I'm not sure what you intended to type, but let's go with Sorc 10, DD 10, or 10d6+10d12, which averages to 10d9 as you say. It should NOT round up, no, it should be either a d8 & d10 averaged, or a d8. That's a ferocious HD for a caster!

I was calculating something else here. I just missed a spot editing. I was supposed to be Soc10/DD10.

Also, I was trying to avoid averaging dice in play.

bitter lily wrote:

I would argue that it would be easier in play to assume that every HD type above a d8 adds 1 pt/die rolled, while a d6 subtracts 1 pt/die rolled (min. 1/die).

So looking at CMW & single-classed recipients, to keep it easy, it's 2d8 + CL + HD mod. The HD mod is -2 (min. 2) for a d6 full caster, 0 for a d8 partial caster, 2 for a typical martial, and 4 for a barb/DD. What this...

That does simplify things a tad.

Cyrad wrote:
I don't think healing needs to be buffed for martials as it kind of messes with the healing economy a bit. However, it does seem reasonable.

I'm more doing this for the healer to give them more resources when dealing with the barbarian with max con and retrained HPs that just loves to dodge into weapons and spells.

Cyrad wrote:
My biggest issue is that I don't understand why you want to cap the CL based on the target's HD.

I did that because I'm removing the cap on spells like CLW. CLW no longer caps out at 1d8+5. In other words, CLW can do 1d8+20.

Yes, I know the Life Oracle has a revelation that does that. I planned on giving them double CL to it instead.

The HD cap is not really needed, I suppose.

bitter lily wrote:
miscdebris wrote:
Of course, pre-calculate your "healing die" when you level to speed play.
I'm guessing this means "record your hit die, and average if necessary," rather than "pre-calculate an average result on your hit dice," but I would like to be sure.

Yeah, that's what I mean. It really only matters for lots of multi-classing. Wizard 6 Cleric 3 MT 1 Evanglist 10 is 6d6+3d8+1d6+10d8. The average die size would be 7.3, which would become d8. Sorceror 10, Dragon Disciple 9 would be 10d6+10d20. The average die size would be 9, so round that to 1d10.

I imagine that most things would stay 1d8 (Channel would go up to d8) except the full on martials. It does mean that mass healing effects need to be rolled individually though.

I'm trying to boost martial healing a bit. I don't understand how this is less reason to use heal spells?

With spells that heal dice, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play.

Spells that have a capped caster level, such as heal, etc, cap at either the HD of the target, or the caster level of the caster, whichever is lower. CLW from cleric 10 healing fighter 7 would heal 1d10+7. CLW from cleric 7 on fighter 10 would do the same. Cleric 18 heal cures fighter 7 70 and fighter 20 200.

I don't know about spells that heal a fixed amount *(infernal healing), but I think they might be fine.


LuniasM wrote:
CRB wrote:
A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round.
Based on this text, a player is limited to one spell per turn plus one Quickened spell and can never cast more spells in a turn than that.

What about immediate action spells?

Scenerio: During a turn, I cast Fireball, Quickened Fireball, then move by something with grab, provoking. Can I still cast Liberating Command and then maybe finish my movement?

1 person marked this as a favorite.
Alexander Augunas wrote:
miscdebris wrote:
What is the check for recuperate?

Treating Deadly Wounds is an application of the Heal skill, and it uses the same DC as listed in the CRB. (I think it's like DC 20 to cure deadly wounds, if my memory is correct.)

Heal checks can be done untrained, so you can either put ranks in heal or spend a bucket of extra stamina to give yourself a bonus, depending on how badly you want it to go off. (Since you're only taking 10 minutes to treat yourself, you can do it multiple times if you want.

Ok, that's not too shabby. :) I would like to see "treat deadly wounds" or a DC in there somewhere though, just for clarity.

Treat Deadly Wounds is DC 20, -2 or -4 if you are missing healer's kit charges.

What is the check for recuperate?

Lady-J wrote:
be careful when spreading superstitious as it will cause your allies to need to save vs your own spells

Not to mention that desperately needed healing spell to bring them back up as they will automatically accept the rage when they drop.

Double Weapon Advantage: Can switch to two-handed mode using just end for better power attack and better single attack rounds without expending actions and without dropping anything.
Double Weapon Disadvantage: Yet another feat needed in a combat style already needing too many feats.

Torbyne wrote:
What the heck, is there any new material in the book or is it just a compilation of reprints and errata?

The latter, almost exclusively.

Ravingdork wrote:


More sweeping changes are on their way due to the plethora of new stealth errata released with the recently released Adventurer's Guide. To start, I have updated all of the Lore Warden fighters in my gallery to better match the new version of the archetype:

Enyo Quache (6th-level human daring mercenary)
Macellano Alamander (8th-level human trick fighter)
Manny the Mancatcher (1st-level human bounty hunter)
Taur Thelyn (13th-level human forest warden)

Manny links to Enyo.

Sahansral wrote:
thelemonache wrote:
I think I google search at least once a month to see if this was ever answered. :_(

Same. And it makes me sad and loosing hope in pathfinder. Bard is a core class, a cornerstone of the fantasy genre and yet masterpieces, one of the class' few unique mechanics, is riddled with unclear rulings and unanswered questions for years now.

It's really frustrating, especically when we, the customers are expected to buy new products with new masterpieces included.

Sorry, obviously no native speaker, I wish I could my sentiments in a more elaborate way...

This isn't a bard problem, it's a bardic masterpieces problem. Bard is fine, it's the tacked on masterpieces that are causing the issue.

Fighter Advanced Weapon Training Warrior Spirit. It pretty much grants all of them, and can go up to +7 (Weapon Master, Gloves of Dueling)

Gray Warden wrote:

I suggest starting with Cleric: Alchemy (Artifice) subdomain and Conversion inquisition and proceed with Brewkeeper.

What does the Alchemy domain actually do for the Brewkeeper?

What does the Alchemy domain do for Brewkeeper?

miscdebris wrote:
Scroll down to Switch Blaster. It's a good start.

Edit: Heck, just read the whole thing for a quick overview. Go to N. Jolly's for the bacon.

Scroll down to Switch Blaster. It's a good start.

1 person marked this as a favorite.
trams wrote:
I really love this guide - nobody talks about the Vigilante :(

Isn't that the whole point? I mean, if we talk about it too much, Keyser Soze will get us.

Biffy wrote:

Hi RavingDork :)

i a while back ran the first barbarian build on this page DGWY/edit
i found it to be ridiculously fun but would love to see what you might tweak or even see it as part of your roster in your format.

Fixed the link and made it linkified.

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