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Pathfinder Society Member. 924 posts (925 including aliases). No reviews. No lists. No wishlists. 5 Pathfinder Society characters.


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chelish diva bard archetype? good for making Signora Castafiore, perhaps?


some of my favorites

Mutant Eye (especially on a mesmerist with the fearsome guise trick)
Militia +1 to attack on a flank, you have to be from this one country in Tian Xia
Axe to Grind very easy damage booster

I also love the funky traits that add weirdly to class abilities, like Martial Manuscript or those weird gunslinger traits.

Perpetual Companion for knocking out the downside to being a craven halfling (woo, OP!...not really)


You could always cast continual flame on one side of a big piece of wood, and then carve a negative cutout of your text on a thin piece of balsa wood. ta~da: a lit up sign.

You could even get extra fancy with layers: 1 layer of flamed wood (most of it gets painted over black), then a layer of stained glass, then another of flamed wood with your first color's flames cut out of the second layer, rinse repeat. Out the other end you get a signpost with colors that never fade.

Anyway...back to your question: if Pathfinder has real-life elements and physics and such, then you also have to account for particles of good and evil, you know, that can be detected and interfered with by detect evil and holy word

EDIT: Ninja'd by many people...


Round 1: Cast create pit. Trap some poor schlub in the pit.
Round 2: Cast communal mount, putting horses adjacent to the pit. Hopefully some of them fail their saving throw, _and_ hopefully some of those don't die from the falling damage.

Horses are Large, and as far as I know can't climb out of a vertical-ish pit. What sort of penalty or other modifier is then applied to the mope you initially trapped in the pit? In other words, what is the crunch text on horse pit?


there's a cavalier archetype just for nagajis called 'first mother's fang' that lets your lizard-man ride around on a giant snake. don't ask me how it works...


There is at least one puzzle in a PFS scenario that (if I remember properly) depends on an English acrostic. So, Common is probably English.


Conceal Spell is naaaassty hard to use, as written.

1) Say you want to feint. Okay, fine, roll to feint. Then, roll to actually _hit_. Succeed at two checks or nothing happens. Feinting is basically terrible, but if you have a massive Bluff bonus, you can perhaps skate with it.

2) Say you want to Conceal a Spell. Okay, fine, the other guy rolls his _highest_ of 3 different skills, and you hope he fails. Then, he rolls a saving throw. Will negates? Crap!

Want to have an easier time concealing your spell? Figure out how to reduce the bonus of _3 different skills_ for _everyone in the room_, rather than just boosting one skill of your own. Good luck!

Oh, yeah, if you're a mesmerist there's a bold stare or two that can reduce _one_ of those skills (Perception) for _one_ person. Good luck!

Cunning Caster is massively superior. This is why it isn't PFS legal


Okay, using a bagpipe (or any sort of flute) has a little bit of cognitive dissonance because in the real world that would take up your ability to speak as well as both your hands.

In Pathfinder? You can cast spells and talk and swing an axe and play the pipes all you want. Nothing about any form of bardic performance involves handedness or inability to talk or anything. Go nuts.

Also, so, it turns out a bard with a crummy Cha bonus isn't as good a bard as can be. So what? This still sounds like an awesome concept, and you're not going to lose a lot just by being not pretty. Just pick spells that mess with your enemies with sound. The Cha penalty is a bummer for spell DCs, but sound burst still deals unsavable sonic damage, even though it's not much.

I like soundstriker a little better than thundercaller for fluff reasons, mainly that thundercallers are mostly Shoanti humans, and the sound of booming thunder is a drum noise, not a bagpipe noise. I think soundstriker is a pretty good bet, and that a bagpipe is certainly capable of making 'potent sounds'. It's not exactly mandatory though. Other cool options are

a) straight bard. It's pretty good!
b) silver balladeer, it's a very musical archetype, and the idea of breaking curses with bagpipe music seems cool
c) savage skald, it's a bit skaldy and a bit bardy
d) court bard, if only to turn inspire courage on its head and make music that debilitates your enemies instead of inspiring your allies

I don't think there's an 'el kabong' archetype that lets you attack with your weapon, nor is there a 'bladed bagpipe' item as far as I know.


I'm loving my unchained summoner

a) play a demon. name another class that lets you do that
b) play a bonkers melee character. Who cares if you bite it, just come back tomorrow no harm no foul!
c) in addition to having a bonkers burger-truck demon lady melee sting-monster, I get a caster class that has a ton of mechanical oomph. Like, illusions? mind control? meh. just summon a whatsit and make it kill your problem.


hmm, still makes it pretty good for alchemists or eidolons. Imagine a 20-armed giant snake lady with 20 extra combat feats. That still seems pretty nice.


How about +3 to Knowledge (nobility) for a 'dorgi' (daschund-corhi hybrid)?


hmm, I usually have two thoughts in mind as a DM in this sort of scenario.

D&D is a game where you defeat the thing. Whatever that thing is. The DM is responsible for making the thing the PCs have to defeat. Answer the following question: is this PC trying to defeat the other PCs? If so, time for a chat.

The other thing is: disallow social checks from player to player. The skill 'Bluff' is a useful abstraction allowing for a range of success to failure for interacting with an NPC is a dishonest context. Would one PC like to BLuff another PC? Okay. Tell them to lie to their face. This is what PCs are for: roleplaying with other PCs. Don't let dice get in the way of that. If you can't convincingly lie to another PC, then you don't, high Bluff or not.


hmm, if you had an extinct turnspit dog, I think you'd get a hybrid power!

+2 on endurance checks
+2 on checks vs. cold

yip yip!


I would love to grapple a bleeding whale with a sharp stick and have it drag me around. That sounds like an amazing idea. What would you say is the minimum +CMB bonus you'd need to reliably (~75%) hit that CMD of 37?


Saldiven wrote:

An Inquisitor with the Chivalry Inquisition can start with a wolf at first level. It isn't a full BAB class like the Cavalier, but is a far more versatile class. Additionally, the ubiquitous Fates Favored/Divine Favor combination more than makes up for being 3/4 BAB when the additional to-hit is needed. If you opt for the Sanctified Slayer archetype, the Studied Target ability makes up for the lack of full BAB without having to use a limited daily resource.

Alternatively, the Inquisitor could take the Sacred Huntmaster archetype, also allowing for a wolf Companion at first level. This archetype allows the Inquisitor to automatically grant his/her Teamwork Feats to the wolf in question.

The Cavalier does average one more HP per level, but the Inquisitor gets two more Skill Points per level, gets that awesome Bane class feature, and is a 6th level caster with lots of utility, self-buff, and debuff spells.

That is a pretty cool way to do it. The trick I think is to

a) make a party with no overlapping roles
b) have each member contribute something to every character and mount

The oracle has full divine spellcasting and the amazing friend to the animals. The cavalier grants teamwork feats to everybody. An inquisitor would have level 6 divine spellcasting (and no communal air walk), and the sacred huntmaster (or just a plain hunter) would only grant his teamwork feats to their own mount. I know teamwork feats aren't generally awesome, but every little bit counts.


I was thinking about how to make a great murderhobo, as you do, and I figured I would try to draw inspiration from whaling. I figure if I can make a character that can kill a whale with an iron hook, that that technique would be pretty good facing, say, a dragon as well.

Relevant details: Whale, CR 10, AC 22, CMB +29, CMD 37, HP 157 There are bigger whales and littler whales, but let's stick with the standard whale for now.

Herman Melville wrote that whales are great at bleeding to death when you puncture them, which is great for them I suppose, but Pathfinder whales have no such weakness.

I already know all about transforming into an angry crystal monster and using a combination of strong jaw and Furious Finish to smash a whale to pieces. So, that's one method to accomplish whale murder. Are there more?

Like the harpoon, for instance. It's a spear with a poor throwing range, and for the price of EWP: harpoon, it's also gives you the 'grappling' special ability on a 1-in-20 critting weapon. I would love to throw a harpoon and either kill a whale outright or grapple it and make it bleed a lot, but I just don't see how to make it happen.

Hence: the advice forum! How would you kill a whale with a sharp stick?


I actually worked this out a while ago. There might be better options with later books (like the ACG), but I think these work pretty good

a) you'll want an oracle
of Nature
with the Seeker archetype (for trapfinding, if you think that's important)
with the bonded mount and friend to the animals revelations (+Cha to all the wolves' saving throws? great!)
once you get high enough level you can get all the wolves trained to deal with the spell communal air walk
you can also take the wolfscarred curse, which is mechanically awful but thematically appropriate

b) you'll want a cavalier
with the order of the paw order
I forget what teamwork feats you'll want. Probably Pack Flanking is great, but the reqs are steep.

for 3? then you'll want one of these two options

a sorcerer
with the wildblooded archetype
with the sylvan bloodline

or for way more force multiplication (but with no wolf companion at 1st level)

a bard
with the animal speaker archetype (why not)
taking Animal Ally at 3rd or 5th level (you'll probably want to go
1 Mounted Combat
3 Nature Soul
5 Animal Ally
7 Boon Companion). Since you can't buy a wolf with your starting gold, you can however buy a pony. A very scared pony.

Think about granting the bard's inspire courage to your melee oracle, your cavalier, you, and all three of your mounts. I think that's pretty great.


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I don't know the answer, but I always carry around a gold-plated weapon just in case I run into a DR/gold monster.

funky, there's no rules for copper weapons. You never know...


Alignment auras are things that can be measured. It's as if your intentions (your ethos?) gives off a certain kind of radiation that can be studied or interfered with (think of the spell holy smite).

Take a look at the description for the spell detect evil. There's a table there that shows how powerful an evil creature has to be before detect evil works.

PCs can certainly walk around a town casting detect evil all the time and killing people they find as evil. There are a few problems with this.

#1: An axe murderer with 4 hit dice (or class levels) who isn't a paladin or a cleric will not detect as evil. So those people will get missed.
#2: Spells (and spell-like abilities) all produce visible manifestations. You might not play with this rule, but if you do, then casting any spell openly in public will invite general cries of, 'A charm person spell! Everybody get 'im!' When mind-control magic is easy to come by, everyone must assume that any magic they see is just that.
#3: Detect evil itself is not foolproof. Perhaps the dastardly noble or wizard gets a friendly bard to cast an undetectable alignment (or similar) spell on them every day. Maybe they just wear lead underpants.
#4: Say you cast detect evil, and you find an evil person. You go to the magistrate and declare, 'This person is evil!!' The magistrate must then ask: prove it. Detect evil (and zone of truth, and a few others) only give information to the spellcaster. They don't (by themselves) make with the big orange neon illusionary arrows pointing at bad guys. If you say someone is evil and must be punished on that basis, you then have to convince someone else to believe you.
#5: Say the town butcher is a 5th-level commoner and is evil. Fine, he detects as such and isn't wearing lead underpants and admits it when asked. Did he do anything wrong today? Nah, maybe he overcharged for some sausages, or maybe he just said mean things, or maybe he did nothing. Is that a capital crime? It probably isn't.

Again, it's your game. If your PCs are given the rightful authority to cast whatever spells they want, and have jurisdiction over a town that lets them kill anyone they 'need to', and everyone's okay with it...well, perhaps sometime soon some big-league adventurers from higher up the food chain will 'detect evil' on them!


uh, for the boozy koan-gnome: don't you still suffer the normal effects of drinking alcohol?

GameMastery Guide wrote:
Drunkenness: Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier. Drinks consumed in excess of this total cause the character to become sickened for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.

Huh. Looks like you only ever get sickened. I guess you can koan all you like while feeling slightly queasy. I always thought this was the normal limiting power of drunken masters, that you couldn't keep on drinking.

Don't you also need to use a potion sponge to drink underwater?


I think a clever mesmerist would looove to put a chain of eyes or an unwitting messenger onto someone who wasn't, perhaps, 100% clear on what they were getting into. It's one thing to walk up to a mesmerist and say, 'I am willing to wear a chain of eyes.', and clearly using Sleight of Hand to touch a stranger to implant the trick wouldn't work. But there's an area in the middle there that has the potential for exploitation.

To put it simply, how much does the target need to know to be willing, and how much can you lie to them?

Unconscious targets are always willing...hmmm...that's got potential too. No wonder Meligaster is evil!


Okay, let's try putting something together

race: Kitsune
traits: Adopted (Varisian Tattoo), Mutant Eye
class: mesmerist 11
abilities
Str 6, Dex 16, Con 12, Int 14, Wis 10, Cha 18

Feats
1 Divine Fighting Technique (Desna) (+1 atk/+6 dmg over Weapon Finesse is too good to pass up)
3 Improved Feint
5 Deceitful
7 Conceal Spell (trying for PFS legal, I know)
9 toss up between Greater Feint (for the team) or Mesmerizing Feint (to feint weird critters). probably Greater Feint
11 toss up between Excoriating Stare (for another -2) or Improved Conceal Spell (to make that better). Probably Excoriating Stare

Stares
3 Disorientation
7 Infiltration
11 Susceptibility

Tricks
1 Fearsome guise (so, I can disguise myself as joe schmoe while secretly being a tattooed Varisian while secretly being a 3-eyed fox person)
2,4,6,8,10 no idea!

So, I can have all kinds of roguey things to do in combat (feinting, stare damage, star damage), I've got loads of magic disguises and I can always try to cast charm person or detect thoughts on the sly, and I can try for a nasty lockdown with disorientation/shaken/sickened.

How's that? What other mesmerist tricks would be good? I'd focus on tricks to give other teammates, because I'd usually want a fearsome guise on myself.


How about last year's April and the Extraordinary World? Or this one featuring CG puppet people: Kaena. Or, oh, any animated film that gets coverage on rogerebert.com or themarysue.com but only plays in one art house in LA and one in New York the bastards!

Uh...I'm super fond of Paprika. Muppet Babies meets Akira. sorta.


say you're a typical half-orc rogue with a greataxe walking around, ho-hum, got my axe in my hand, one hand is wearing a cold iron spiked gauntlet, and the other is cloaked by a stupid-looking sleeve from a wizard's robe, ready for action.

Suddenly, a whatsit! appears. What do you do during the surprise round?

a) Partial charge the critter and sneak attack it: No! That's just what they want you to do! Never charge into melee by yourself on the first round of combat. Your AC is still terrible!
b) activate a spring-loaded wrist sheath from your robe hand to grab a dart and throw it at the whatsit: maybe. You get +Str to damage, but the range is only 20ft. If you're a charismatic type, you could also use the underhanded rogue talent at this point
c) fire a bolt from your wrist crossbow: yes! no +Str to damage, but the range is higher than a dart, so you'll hit more often. plus you can use underhanded if you've got it, and you can use funky bolts if needed.


My least-favorite: the invisiwizard.

a) all their spells are geared towards making themselves safe from everything
b) ranged combat? too risky, what if an enemy ::gasp:: sees me?
c) does this barrel contain the secret to ultimate cosmic power? No? How about this one?


'swhat I get for not reading...


Anyone ever tried out a fighter 7/Stalwart Defender? You don't really care about the downside of the defensive stance...

By the way, how would you get Point Blank Master on a ranger or a slayer? I thought you needed Weapon Specialization first?


okay, this idea is reeeaallly half-formed in my head, and it could use a lot of minds looking at it to help out.

I want to use the mesmerist class to make a 'magic spy', someone who can

* steal something undetected
* cast spells unnoticed
* hide their true identity
* do sneaky things to help in combat

Things I've thought about so far

* race: kitsune, because they get a nice DC boost and the feat Realistic Likeness
* the mesmerist trick fearsome guise for an unlimited duration disguise self
* the feat Conceal Spell, along with spells like charm person or detect thoughts

What I need help with

* any way to boost the trapfinding of a mesmerist. I'm sure that'll be important if I'm sneaking around somewhere invisible
* ways to help with Conceal Spell. I'm already ahead of the game because my spells don't have verbal or somatic components, but any Bluff skill boosts won't help. Bold stares allure or infiltration can help vs. Perception, but susceptibility won't help vs. Sense Motive (Conceal Spell's check isn't an opposed check, unless it is), but I don't know of a bold stare or other sneaky thing to knock down a target's Spellcraft checks
* some way to contribute during combat that's sufficiently 'sneaky'. For instance, good as it is, Divine Fighting Technique (Desna) is out, because the first thing someone's going to ask is, 'Why does that adventuring party have so many different people who fight with starknives so prettily?'
* anything else! archetypes, different races, fun spells, interesting feat combinations, dirty tricks, the works. PFS-compatible would be nice, but not required.

Pathfinder is clearly not optimized to make this character (compared to a high DPR barbarian). If it wasn't hard, I wouldn't be thinking about it!


huh. you learn something every day. There's an oblique mention of what Blood of Dragons does in the Core Rulebook FAQ. Oh well, one less bloodline feat, I'd probably live without Improved Initiative.

@BadBird that is a nice looking sword. I'd be worried about a stealth penalty if I had it unsheathed tho...


BadBird wrote:
I don't believe you get the Sorcerer bonus feats connected to your bloodline; Dragon Disciple and Blood of Dragons grants you the Powers as if you were going up levels in Sorcerer, but not the feats.
Core Rulebook wrote:
Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

If Blood of Dragons only stacked with sorcerer levels viz a viz abilities called 'bloodline powers', then why does it also reference bonus spells?

You know what's neat? A Sor4/DD1 is still only a 4th level caster, but (s)he does get the 5th level bloodline spell from the draconic bloodline (ehh, resist energy?). Sure it's not an extra spellcaster level, but it does mean you get your bonus spells 'early'.


Okay, let's re-iterate, this time optimizing for damage goodies, rather than ephemerals or one-spell ponies (much as I love acid + grease + Dazing Spell, or the flaming shuriken combo mentioned above). I'm sure this can be optimized further by spell selection, better traits, or by selecting a dragon energy type other than fire.

Race: Draconic Heritage Human
Class: Scaled Fist UMonk 1/Draconic Sorcerer 4 (Red Dragon)/Dragon Disciple 6
Abilities (20-pt buy) Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Traits: Arcane Temper, Fury of the Red
Bloodline Arcana: mutation: blood havoc
Feats
H: Weapon Focus (temple sword) (all of the high-damage monk weapons look kooky, I guess the temple sword is the least kooky)
1M: Improved Unarmed Strike, Stunning Fist, Dodge
1: Favored Prestige Class (dragon disciple, choosing Perception)
3: Arcane Strike (getting to +3 by level 11)
5: Spell Focus (evocation) (for the occasional 4d6+8 scorching ray, also if you have blood havoc and no bloodline damaging spells, Spell Focus (evocation) seems an obvious choice)
7: Prestigious Spellcaster
7B: Power Attack
8B: Improved Initiative
9: Spell Penetration (or Varisian Tattoo (evocation), haven't decided)
10B: Toughness
11: Prestigious Spellcaster

How's that?


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Rysky wrote:
Steve Geddes wrote:
BigNorseWolf wrote:
Rysky wrote:
Except for people who want to play a White-Haired Witch.
I'm at a loss at why you wouldn't take the hex rather than the archetype post clarification.
It may be suboptimal as a PC option, but a DM could still use it to build an unusual adversary.
*nods*

I dunno, I designed a tiefling ex-UMonk 1/WHW 4/Evangelist of Calistria X that I've managed to play in 2 PFS sessions so far. Looks good to me, but yeah Weapon Finesse (and Feral Combat Training) are feat taxes.


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I use a house rule where instead of 25 words you get 140 characters. It's an update to the protocol, is all.


Questions involving the interactions of two feats from two different player companion books! I'm sure this will end well.

Bladed Brush:
Paths of the Righteous wrote:

Bladed Brush: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).

As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.

So, okay, I know there's a rather sprawling thread about using Bladed Brush with Slashing Grace or the magus's spell combat class feature. And so I don't really want to get into that because after the first page or so the thread kind of goes off the rails. Let me assume for these questions that a brush wielder uses two hands to paint with. (This means that while you can select a glaive as your Slashing Grace weapon, you can never actually use it. A gelatinous cube falls prone.)

Spear Dancing Style:
Weapon Master's Handbook wrote:

Spear Dancing Style: Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

A weapon wielded in this way loses the brace and reach special weapon features.

Precise Strike deed:
Advanced Class Guide wrote:
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Question #1: Can a character with Bladed Brush use both Spear Dancing Style and a swashbuckler's/devoted muse's precise strike?

Question #2: Can you use the 'light mace' side of a Dancing Bladed Brush as a 'light piercing weapon' for the purposes of precise strike?

Question #3: If you wield an enchanted glaive with Spear Dancing Style, does the 'light mace' side keep the glaive's enchantment bonus? Or is this one of those 'you can't enchant the shield bonus granted by Two-Weapon Defense' sorts of deals?

Question #4: Can you use Bladed Brush's move action to restore the reach property of a glaive being wielded in the Spear Dancing Style?

buckler shield:
Core Rulebook wrote:
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.

Please note that a buckler is not a feat nor a class ability.

Question #5: This one's a bonus question: What the heck is this lady doing with a buckler (or possibly a spiked light shield) on her arm? If Bladed Brush doesn't let her use a glaive one-handed, then what, is she taking the -1 to attack rolls (and gaining no shield bonus btw) for the lulz?


Llyr the Scoundrel wrote:
Arbane the Terrible wrote:
Cu Chulainn
I would argue that Cú Chulainn with his berserking style of fighting would fall under Barbarian.

Wasn't Cu Chulainn's signature move something like?

a) hide your favorite spear in a river
b) go fight a duel with some dork at the river
c) when things are going badly, kick the spear at the bad guy, which either kills them or just sunders their weapon, armor, and shield

I would love for a 'kick a spear in a river' combat feat. I'd take it.


I talked about this here, but, basically, the movie Inception.

a) almost every spell you might want to cast involving dreams has unlimited range, except for the dreamspun sorcerer's 9th level bloodline power
b) there's no such thing as 'perform: dreamcrafting' or similar
c) it's way easier to just force Joan of Arc to become a paladin with a geas or a curse than by appearing in her dreams as a burning bush.


oo~ooh, that's pretty neat. For my build I'd probably yoink Enforcer and an Imperial dragon bloodline arcana. That's an impressive synergy right there.

yeah, I'm really not into claws/Feral Combat Training with a DD. FCT is an amazing feat with the right build, but I hate to turn into something 'x/day'.

Huh, if I went with Eldritch Scrapper, I could ditch the claws (I'd rather be punching), the breath weapon (which the prestige class gives back), and the wings (ditto). Dragon Style + Arcane Strike + martial flexibility ::rrrowwwrr:: Well, that's certainly worth considering, although I'm not sure if I'd get the 9th and 15th level powers at all without being a Sorc9 or a Sorc15


Well, see, that's the rub: trying to pull off both. Let's say that the 3 bloodline feats are Improved Initiative, Power Attack, and Toughness.

A Monk1/Sorc4 has a BaB of +3
A Monk3/Sorc2 has a BaB of +4

Is +1 to BaB (plus other goodies, granted, an extra monk feat, evasion, +10ft movement) worth the -2 spellcaster levels?

Put it another way: could a Monk1/Sorc4 stand on the front lines and contribute as a primary melee character?

I think the Prestigious Spellcaster feat really nails the cake here: now you don't have to give up so much spellcasting to be a good dragon disciple, because no other prestige class gains so much from losing spellcasting levels.


can you tell I really like the Scaled Fist archetype for UMonks?

Race: Draconic Heritage Human
Class: Scaled Fist UMonk 1/Draconic Sorcerer 4/Dragon Disciple 6
Abilities (20-pt buy) Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Traits: Blood of Dragons (+2 saves vs. sleep and paralysis), Fury of the Red
Feats:
H: ??? Weapon Focus (unarmed)?
1: Favored Prestige Class (dragon disciple)
Monk Bonus: Improved Unarmed Strike, Stunning Fist, Dodge
3: Dragon Style
5: Dragon Ferocity
7: Prestigious Spellcaster
9: Dragon Roar
11: Prestigious Spellcaster

Lessee...
10th-level sorcerer (1 off from full), +7 BaB (1 off from 3/4), flurry of blows with a high Strength mod + Dragon Style, + oodles of dragon bloodline goodies (3 bloodline feats I didn't even bother to pick).

So, this is decent. Can it be made better?


before a Worldscape article beats me to it.

yes, I know the Iroran paladin exists. How about an unarmored paladin with a giant sword? going for a cross between a smashy paladin and a healy paladin

Race: Human
Class: Scaled Fist Monk 1/Paladin of Smiad X

(Smiad is a minor empyreal lord whose favored weapon is greatsword)

Feats:
H: Noble Scion (War)
1: Weapon Focus (greatsword)
3: Greater Mercy
4: Improved Unarmed Strike, Stunning Fist, Dodge
5: Crusader's Flurry
7: Power Attack
9: Ultimate Mercy (you'd need a +Cha buff like eagle's splendor at this level, but it's manageable)
11: Shield of Swings

Starting Abilities (20 pt buy)
Str 17, Dex 12, Con 12, Int 8, Wis 8, Cha 17

+Cha to saves, AC, Init, and CMD, and flurrying greatswords. Grab a +UMD trait and a wand of mage armor, maybe a winged helmet and a greatsword made of blood crystal, and go to town. What do you think? What would you change?


I don't know about that, but I have a slayer 2/rogue 4 who has both combat trick and a combat style. great way to get a lot of feats in a hurry


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cooool language business...

is there any funky money as well? like, copper/silver/gold/crystallized genie tears? solidarii to the drachm?


Boomerang Nebula wrote:

In the real world the sun is so far away that the shadow cast by a flying object or creature stays roughly the same size regardless of altitude.

Really? I did not know that. So, while it would be easy to spot a shadow of a flying rogue on the ground (thus negating stealth), actually responding to the attack would be hard because you'd be looking at the sun (either blinded or dazzled).


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This is instead of those silly threads about using Perception to see the sun...

Imagine a flat plain, and a clear, bright day. Stealth without invisibility is more or less impossible. ... Or is it?

Could a flying rogue figure out their position with regards to a prospective ground-based target and the sun, and thus use the sun to conceal themselves from their target?

Further, could the rogue get to within 30 ft. of their target, and thus pull off a sneak attack with a ranged weapon? How close can you get to someone via this method and not appreciably shade them?


ah, so, you're saying that if a demagogue bard used his incite violence power against a dwarf paladin of Ragathiel (who fell for it) against 'all orcs', that paladin would be in trouble. However, if the group of dwarves who were originally incited kept up the tradition of violence against orcs for thousands of years and taught all their kids how to smoosh orcs better than they normally would as a result, that's okay then.

yeah, right.

a) yeah, so, 'does a paladin fall if' threads tend not to go anywhere, I'm cool with that.
b) you notice there's no such thing as 'hatred' for orcs, right? orcs and half-orcs may get all kinds of rage powers and feats and whatnot, but never anything specific against dwarves...


Divine Anthology wrote:
Ragathiel's Paladin Code: Redemption finds hearts from even the cruelest origins. I will strive not to act upon prejudice against fellow mortals based on race or origin.
Core Rulebook wrote:
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Would a dwarf paladin of Ragathiel be in danger of falling if they used their racial Hatred ability?


Can I cast raise dead on my own thread?

In the intervening two years there's been some developments, I guess. Now I'm trying to nail down an unarmored paladin with a big sword before the archetype appears in Worldscape!

Violence Princess take 2
Race: Human
20-pt buy
Str 16, Dex 12, Con 14, Int 7, Wis 10, Cha 17
Classes:
3 Warrior of the Holy Light Paladin of Ragathiel (there's a code now!)/1 Scaled Fist Monk/8 Paladin
Feats:
1 Noble Scion (War)
H Weapon Focus (bastard sword)
M Improved Unarmed Strike, Stunning Fist, Dodge
3 Greater Mercy
5 Crusader's Flurry
7 Power Attack
9 Ultimate Mercy
11 Shield of Swings
Traits: ??? no idea

19 Cha (by level 8): 4 LoH
8 levels of Paladin: 4 LoH
8 levels of Warrior of the Holy Light: 2 LoH

(I keep wanting to write 'scaled fish' monk...)

Ultimate Mercy 2 levels later, but +Cha to AC from the Scaled Fist monk at level 4, flurry of blows with a divine-bonded bastard sword, 2 skill ranks a level, and the not-that-great Shield of Swings as a defensive topper.

Here's a question: You get +Cha to AC from Scaled Fist monk (when unarmored). Do you also get the +Cha (as deflection) to AC during your smite attack? Or does that break the 'same stat bonus twice' faq-rrata?

Also: what would some good traits be?


Secret Wizard wrote:


Also, I see nothing in Evangelist (either PrC or Cleric archetype) that would grant versatile performances back.

The 2nd evangelist boon for Shelyn gives 1 versatile performance, and if you already had the feature, then you get an extra +2 to the check.


I don't have the original sources to read, but here goes.

In order to get Desna's Divine Fighting Technique, one must either

a) worship Desna and take a feat
or
b) be a cleric, inquisitor, or warpriest of Desna, and give up a 1st level domain power
or
c) be a chaotic good bard, and give up a versatile performance

Is this correct?

Does this mean that a chaotic good bard can get +Cha to atk and dmg and worship Shelyn? And can take, say, levels of Evangelist and get one or two versatile performances back?


yeah, it works. I have an ex-UMonk/white-haired witch/evangelist of Calistria with FCT and Boar Style so she can drill holes in bad guys with her hair.

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