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A feat suggestion:

Spirit Talker (ACG)- a variable hex with a LOT of STRONG choices...


I dimly recall a ruling/FAQ entry that suggested you could cast/create a magic item with a caster level below the minimum for a spell. Am I remembering correctly?

For example, a fireball spell is 3ed level, and can be cast by a 5th level wizard, at a caster level of 5. Similarly he can prepare a scroll of Fireball at caster level 5. However, if the wizard so chose he could use a caster level 2 (2d6 dmg, range 480 ft. vs 5d6 dmg and range 600 ft) because he wanted not to kill all the people exposed to the blast or because he wanted to make the scroll cheaper (2*3*25 = 150 gp < 5*3*25 =375 gp )

This is particularly relevant recently due to the Consume Magic Item exploit of the Arcanist...


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This is currently just first impressions, but Occultist arcanists might be the strongest of the lot. Spontaneous Improved Summon Monster (min/lvl duration and standard action) summoning spells are quite strong. For 2 exploits (1st and 7th - you also get a couple of SLA's from the 7th) and a changed (possibly better - unlimited summon monster IX is damn good!) capstone? If you are enthusiastic about charging your reservoir (say by using consume magic items) you can pretty easily drop a max level summon monster EVERY encounter.


Question, is there a monk's robe/Robe of Arcane Heritage equivalent for Investigators?(as a bonus question, how about for Slayers?) Such an item might be really key to making a build like this work (much like Gloves of Dueling for the fighter...).


Alexander Augunas wrote:
pad300 wrote:

Just because I can see myself trying, what is the general opinion on "Wierd Words"

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

No, because of bolded. With the exception of Precise Strike's interaction with thrown weapons, no Swashbuckler abilities interact with ranged weapons. They all specify "melee attacks."

Yep, Precise strike and regaining panache... which is just about all you need, yes...


"So given spells like calcific touch and flesh to stone, what wizard doesn't decorate his home with the petrified remains of smitten enemies?"

The kind who's sufficiently paranoid that he/she worries about someone with a pot of Stone Salve getting loose in their house?


Ghoran may be worse.
Plants are immune to half or so as much stuff as constructs, and Ghorans have constitution scores and the Ghorus seed ability to A) recover from bad conditions and B) to re-allocate their skill points. Add 2 points of natural armor and SLAs (Goodberry is pretty nice at low levels)...

Plant Traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.

Construct Traits:

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.


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I wonder how many hexes will be usable by both the Witch and the Shaman. There is a significant dearth of non-sucky non-combat hexes...Shapeshift is a definite step in the right direction (especially if witches can use it as well).


I think I can top you Risner! Hannah V 4.0

Also, a question, if you are using 10 min/lvl buffs (eg Echolocation), why not Heroism?

Build:

7th level Bard (Word Striker)/ 3ed Level Rogue

Aasimar (Agathion Blooded) Halfling
Favored Class: Bard
Alternate Favored Class Bonus (ARG): +3 Levels to effective bard level for Weird Words

Ability Scores:
STR: 8 (-1) (8 base, -1 age, +1 Lesser Age Resistance)
DEX: 14 (+2) (12 base, -1 age, +1 Lesser Age Resistance +2 racial )
CON: 14 (+2) (14 Base, -1 age, +1 Lesser Age Resistance
INT: 14 (+2) (13 Base, +1 Age)
WIS: 11 (+0) (10 Base, +1 Age)
CHA: 24 (+7) (15 base, +2 racial, +2 level, +1 Age, +4 Headband)

Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69

Saving Throws:
Fort +8 = +2(bard) +1(rogue) + 2(CON) + 2(Resistance) + 1(Competence)
Reflex +13 = +5(bard) +3(rogue) + 2(DEX) + 2(Resistance) + 1(Competence
Will +9 = +5(bard) +1(rogue) + 2(Resistance) + 1(Competence)

Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA)

Class Abilities:
Cantrips (Detect Magic, Read Magic, Prestigidation, Mending, Mage Hand, Sift)
Spells of up to 3ed level (6/5/2 per day)
(Ear Piercing Scream, Expeditious Retreat, Grease, Vanish, Anticipate Peril)
(Heroism, Invisibility, Mirror Image, Gallant Inspiration)
(Good Hope, Confusion)

Bardic Knowledge
Performance: (Countersong, Distraction, Fascinate, Inspire courage, Wordstrike, Weird Words) (4+7(Cha)+2*6 = 23 rounds).
2 Versatile Performances (Comedy: Bluff & Intimidate . Oratory: Diplomacy & Sense Motive)
Well Versed
Lore Master (1/day)
Sneak Attack (+2d6)
Trap Sense+1
Trap Finding
Rogue Talent (Ninja Trick: Pressure Points)
BAB: +7

Racial Traits:
Darkvision 60
Immortal Spark Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
(note, I am not using Variant Aasimar Abilities for +2 Cha)
acid resistance 5
cold resistance 5
electricity resistance 5

Traits:
Adopted -> Zest for Battle {DoG} (+1 damage when have morale to attack)
Reactionay (+2 on initiative)

Feats:
1st Flag Bearer (Cha 15)
3ed Arcane Strike (Arcane Spells)
5th Point Blank Shot
7th Precise Shot
9th Ability Focus: Weird Words

Skills:
Stealth(10 Ranks, +3 Trained, +3 Dex, +4 Small+ assorted invisibility spells)
Perception, UMD, Perform (Dance), Perform (Oratory), Disable Device, Perform (Comedy),
All Knowledges (1 rank)

Gear (62,000gp, 60,057 used)

+1 Elven Chain (6,150 gp)
+1 Darkwood Heavy Wooden Shield (1,257 gp)

Headband of Alluring Charisma +4 (16,000 gp)

Cloak of Resistance +2 (4,000 gp)

Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to all saves; 4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to attacks; 4,000 gp)
Sniper Googles (20,000 gp)
Tome of the Transmuter {UM} (+2 NAC on Age Resistance for 24 hours; 2,635 gp)
Spell Component Pouch (5 gp)
Handy Haversack (2,000 gp)

Buffs:
Age Resistance, Lesser{UM} (24 hour; Also +2 Natural AC from ToT above)

Maths:

Attacks: 
Weird Words
Hannah relies on the interpretation that Weird words can dump multiple attacks on a target, if the user chooses.
It is assumed that multiple ray attacks can inflict multiple sneak attacks

Attacks:
Weird Words
10x ranged touch attack at +13 (+7 BAB +1 Small +2 Dex +1 PBS +1 Flag +1 comp)
1d8+7(Cha)+1(PBS)+1(ZfB)+2(AS)+1(flag), Fort save DC 24 for 1/2 dmg

Hannah's preferred attack mode is to sneak up on something using all that stealth she's got...and Wierd words them for 10 touch attacks vs flat footed touch ac at +13 to hit.

Each attack does 1d8+12 fort save for 1/2 + 2d6 sneak +4 for sniper googles.

Assuming a high fort save (+13), the 1d8+12 becomes = ((16.5*10)+(8.25*10))/20 = 12.3775

Assuming a low fort save (+9), the 1d8+7 becomes = ((16.5*14)+(8.25*6))/20 = 14.025

Sneak Attack Damage (per attack) is 2d6 + 4 + 1 Ability damage (Pressure Points) = 11 + 1 Ability damage (Pressure Points)

DPAttack = h(d+s)+ft(cd+cb+r)= 0.95*(d+11)+0.95*0.05*(1*d) = 22.797 or 24.440 + 0.95 Ability damage

h = 0.95
d = 12.3775 or 14.025
s = 11
t = 0.05
f = .95
c = 1
b = 0
r = 0

DPR = 10 * DPA = 228 or 244 respectively + 9.5 Ability damage

Without sneak attack:

DPR = 123 or 140 respectively


Coming back to Xanesha's change in difficulty, on thing is really important

zylphryx wrote:

for RotR:

for RotR:

:

Finally, the melee damage she dealt also changed significantly. AE is Impaler of Thorns +17/+12/+7 (1d8+8/19–20/×3) for an average of 13 points per hit (for a potential max of 39 points of damage per round excluding critical hits) compared to the original of impaler of thorns +20/+15/+10 (2d6+9/19–20/×3 plus 1 Wisdom drain) for an average of 16 points per hit PLUS 1 Wisdom DRAIN, putting her potential max excluding critical hits to 48 points of damage AND 3 WIS Drain). This is an EXTREME change considering in both versions after her first attack "she prefers to fight in melee" ... the original has her dealing a more devastating attack with a better chance of landing most if not all of the hits.

The original version facing 6th level characters

1) 14 Con and d6 hd (wizard) = 6+5*3.5+6*2 = 37 hp. One round at max dmg
2) 14 con and d8 hd (cleric) = 8+5*4.5+6*2 = 43 hp. One round.
3) 16 Con and d10 hd (fighter) = 10+5*5.5+6*3 = 56 hp. Two rounds
4) 20 con and d12 hd (the raging barb) = 12+5*6.5+6*5 = 75 hp. Two rounds

AE version vs 7th level characters

1) 14 Con and d6 hd = 6+6*3.5+7*2 = 41 hp. Two rounds.
2) 14 con and d8 hd = 8+6*4.5+7*2 = 49 hp. Two round.
3) 16 Con and d10 hd = 10+6*5.5+7*3 = 64 hp. Two rounds
4) 20 con and d12 hd = 12+6*6.5+7*5 = 86 hp. Three rounds

The party dies a LOT quicker against the original...


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Note that were-bears are LG, not necessarily cuddly. He might find a group of Orcs and eat them...


I second don't kill it, but if you can manage 8th level spells - trap the soul should work nicely. Incapacitate the main body by hammering on it until it's well below zero hp (just don't do too much damage it can't regenerate). Then inscribe an appropriate gem with trap the soul (and your opponents name). Put the gem on it's unconscious corpse... trap the soul kicks in, no save, no SR...Store the gem safely, and maybe figure out if you can do something useful with the trapped soul of a high level spell caster.


As a quick note, I'm not at all sure that there should be such major consequences for using/abusing a succubus in this fashion. In game, several NPCs in City of Locusts appear to have done something similar without huge succubus conspiracies to overthrow them.

eg. City of Locusts, Pg. 27 : "Profane Gift(SU) Anemora is under the effects of a profane gift (+2 Con) granted to her by a succubus named Lelaxiss whom she has bound and imprisoned in a distant hidden locale".

Similarly, Areelu Vorlesh has a profane pact with a lilitu demon...

If published NPCs can play this game without huge repercussions, I do kind of wonder why PCs can't...


I think you need to do Arleesh as well. I also think you should consider throwing a lot more things like Mirror Dodge and/or rings of Evasion.

Consider one thought experiment. The second last encounter, Arleesh and friends vs 1 PC: Sorceror 20/Archmage 10.

Arleesh wins init, gates in Hekatonchieres and tries a quickened dominate person. Dominate Person gets laughed at.

Sorceror is next init. Casts Augmented Mythic Metor Swarm, with Channel Power and a Metamagic Rod of Consecrate Spell. Drops all the meteors on Arleesh...
SR doesn't apply (Channel Power).
Fire Resistance/Immunity doesn't apply (Augmented Mythic Meteor Swarm)

Impact Damage : 8d10 = 80 (consecrate) dmg (bludgeoning) * 1.5 (Channel Power) = 120 + 4 fort saves vs Knockdown,
Fire Trail Damage: 16d10 =160 (consecrate) dmg (fire) *1.5 (Channel Power) = 240 no save
Explosion Damage: 4* 10d10 = 400 (consecrate) dmg (fire) *1.5 (Channel Power) = 600 + 4 reflex saves for 1/2. Assume all saves made = 300

Total Damage (with all saves made) = 660

Arleesh dies (at -109 hp). 1 Spell. Everything else in the encounter (gimcrack, 4 advanced Vrolikais, the Hekatontarchies, Khoramzzadeh Reborn), all die as well from the blast damage, unless they make rather improbable saves... and them Kho's death throes clean the floor...).

Your revised Kho has at least a chance to live through this, if he makes at least 2 of 4 saves at DC of 21 + Caster stat (assuming no other feats, etc...) He has a Ref +26, but well, I think you can expect at least a +15 from that caster stat...

And Chuckles the sorceror still has a quickened spell and maybe a magic item use left, in this round....


As detailed here, I was having trouble with the first shipment from my order, 2918797

http://paizo.com/threads/rzs2qn99?Paizo-Order-2918797-Shipment-part-2

Today, Feb 6, I got home from work to find a package - the USPS has finally delivered the initial order...

Unfortunately, Paizo has sent me a e-mail on 5 Feb, "A package containing 2 items from Paizo Order #2998781 is about to ship from the Paizo warehouse via Standard Postal Delivery". I am unsure if you have actually shipped said second package. If you can, please stop it. If not, I need to know what to do with it when it arrives...

Thank you,


Justin Riddler wrote:

Hey there,

Sadly we have not heard anything on our end about your package. Sorry to hear that it has not arrived yet. I've gone ahead and set up a replacement order #2998781 and you should be receiving a confirmation email shortly. You can also verify this change from your Order History page.

~Justin Riddler
Customer Service

I have received the confirmation e-mail. Thank you very much, and I hope that this is the last you hear from me...


http://paizo.com/threads/rzs2qlcj?Paizo-Order-2918797-Shipment#1

As mentioned in the previous thread, my order, #2918797 shipped as two packages: one on the 2nd of January, containing Pathfinder #7 (non-Mint) and Pathfinder #25, and a second package on the 6th of January. I have received the second package, but not the first. It is now February 3ed... Do you have any visibility into what happened to the first package?


Dear sirs,
I believe there is a problem with the shipping of my order, #2918797. This order shipped as two packages: one on the 2nd of January, containing Pathfinder #7 (non-Mint) and Pathfinder #25, and a second package on the 6th of January, containing the balance of the order. The order was to allow 7-11 business days for transit. I have received the second package, but not the first. Do you have any visibility into what has happened to the first package?

Thank you


Build a bunker. Ward and protect the bunker heavily. Build the tower up From the bunker. Have a permanent projected image from the bunker, to the top of the tower. Hide in the bunker. Use the projected image to launch your spells and look around - keep YOUR narrow butt out of the line of fire!

Remember to protect your bunker against assassins and other sneak in and kill you types (Special Forces in general). Also remember to always plan a couple of escape routes...


williamoak wrote:

Unless somebody has something good to say about a non-houseruled "construct armor" modification, I'm going to put it in red. This FAQ pretty much makes it fairly useless:

http://paizo.com/products/btpy8k8r/faq?Pathfinder-Roleplaying-Game-Ultimate -Magic#v5748eaic9op2

Although there is no clear answer on it's effect on other non-defensive abilities.

My opinion is that with a custom construct, it can be pretty damn good for clerics. If said construct has either or fast healing or high DR, it's a big HP reservoir in melee combat.

Consider a terra cotta soldier - 64 hp and DR 5/Bludgeoning. Add a custom fast healing ability... That's a lot of HP, and it doesn't hurt a clerics AC much (if at all), what with Magic Vestment.


MWK Mithril Buckler - 1005gp


Helic wrote:

The problem with most golems isn't the price as much as that their CR is lower than the caster level required to make them. This means you can generally only make golems that are low powered compared to your expected encounter ratings.

Are you sure that this statement is correct. I was under the impression that the caster level requirement for a magic item was not a hard and fast requirement - rather it can be bypassed by a +5 DC to the spellcraft check. Presumably this would also apply to constructs; they are magic items after all.


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Capture it alive, put a yoke on it to control the breath weapon direction and horns, and the pull a Maasai...There is no need to harvest ALL the blood at a time.


To smack the snow cone wish factory discussion on the head, you do realize that you can simalcrum any creature in the infinite universe within the HD limits - 26 HD at 13th level (earliest possible wizard cast). You don't even have to have met them - you could read about them in a book somewhere.

The caster simulacrums a advanced efreet of 20 HD... post simalcrum, he gets a 10 HD efreet - a normal efreet - who can cast 3x Wish per day.

Simalcrum the spell is indeed broken... Next discussion please...


What are your hexes? My suggestions would be 1) Slumber - yes, it's the first item on the sheet, it's that good... 2) Probably Evil Eye (or Feral Speech if you are an animal friendly witch - this is a preferred option for me - animals make great bodyguards at low levels).

Traits - depends what is available - if your DM will let you have Finding Haleen, TAKE it. Otherwise I would look for a trait to make perception/ride/(and handle animal if you went feral speech) class skills, or add to your fort and reflex saves. Note that if you are using Ultimate Campaign, one of the witch backgrounds (found familiar) on pg 42 gives you access to the animal friend trait (which give handle animal and a +1 will saves...). Note that I loove traits, and I often take the extra traits feat or a flaw... Finding Haleen, Animal Friend, Valamashai Veteran/Eyes and ears of the city + hedonistic?

Skills I would rethink considerably. At first level, I would put 1 rank into:

Perception (this can keep you alive!), UMD, Know Arcana, Spellcraft, Ride, Handle animal, and 2 more of choice if you took Finding Haleen - heal and alchemy?.

Ride is a very useful skill for a witch - it allows more movement without using your actions - allowing you to close, use a hex, and then move away. It (and handle animal) also combine well with the animal focus above. As you level up, max Perception, UMD, Know Arcana and Spellcraft. You get Ride to a level of making the checks automatically (at least 9, likely 14 or 19...). Skill checks tend to top out after a bit... so you start to spread around. 3 ranks in Acrobatics, and a bunch of other little fiddles. Some ranks in fly (although you can use a flying mount with Ride). Ranks in Linguistics... Remember that adding int bonus from items tends to come with extra skills; often knowledges.

I would also recommend reading both the witch guides and the guide to traits from here http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides


If you are high enough level, and can gather the necessary info (the ghost's name), prepare a trap the soul spell gem. Have a pc carry it in and let the ghost possess him... instantly taking possession of the gem... sayonara mister ghost.


DJEternalDarkness wrote:
For some reason I want to see a giant pile of treasure in one of the magic dead areas of the Mana Wastes with liches just waiting to come back when someone moves their phylactery...;)

Dunno. I can see a bunch of high level pc's turning this into a treasure mine. Remove Phylactery, and carefully observe Lich reformation. Chain the "body" up as it forms, and then jump Lich as soon as it regains "consciousness". Disable the lich with Trap the Soul/Temporal Statis/etc and sell the piece of treasure. Repeat...


JTibbs wrote:
pad300 wrote:
The classical method for long term defeat of a Lich who's phylactery is (as yet) undiscovered, is Trap the Soul (Will save, not Fort, not mind-affecting, not a death effect...). It does, however, run you directly into a typically strong will save.

... But the lichs soul is already trapped, elsewhere...

I don't think trap the soul will work on Lichs, unless they are wearing their phylactery as jewelry or something.

1) RAW - it works, it doesn't hit any of the accumulated immunities.

2) I'm not sure a Lich's soul is trapped elsewhere. Rather a lich's phylactery is a contingency device. When a lich's body is destroyed, it's soul is released. The phylactery intercepts it, rather than letting the soul go to Pharasma's judgement, and stores it while recreating a body. Then the phylactery releases the lich's soul into the new body. This view is reinforced by what happens to a lich when you destroy it's phylactery, before you kill it. The lich doesn't automatically die - rather, it is just unable to use it's rejuvenation ability anymore... If it's soul was in fact trapped in the phylactery, it would fly free, off to Pharasma's judgement, and the lich would die... Instead, you still have put it down, and then the soul wanders off to Pharasma...


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The classical method for long term defeat of a Lich who's phylactery is (as yet) undiscovered, is Trap the Soul (Will save, not Fort, not mind-affecting, not a death effect...). It does, however, run you directly into a typically strong will save.


Regarding the arcane trickster build, this thread might help:

http://paizo.com/threads/rzs2n7bi?Whats-the-least-painful-path-towards-Arca ne

Particularly, as I suspect you will be playing in Golarion, thus potentially putting Inner Sea Magic into "play", look at post 85 ...


First do you have a con boosting item? I'm guessing yes because of the HP, but if not, it helps with the fort save, and the extra HP will be useful. Similarly, Dex items add to AC and reflex save.

Second, have you considered some long duration (1hr) defensive spells, even if you have to do custom spell research. Things like Defending Bone , an improved Mage Armor (say a 3ed level version - maybe use one of the oracle armor revelations as a basis). At your level these will combine especially well with a rod of lesser extend (3000 gp).

Third, surprise: Armor and shields are actually quite useful...

A mithril buckler +x is cheap and 0% ASF and 0 ACP, and some of the shield enhancements are quite nice (arrow deflection, fortification).

A haramaki is a 0% ASF, 0 ACP, and AC+1. It can be enchanted; at +3 it's better than your mage armour spell (or you could research a wizard version of magic vestment...).

Depending on what your DM will tolerate by way of item customization, the on command smoke that doesn't impair the users vision property of a Volcanic Shield would be exceedingly nice. In theory, at the higher end, you can make a Mithril Breastplate into Celestial Armor, with 0% ASF and 0 ACP. Some DMs call shennanigans and say Celestial Armor is already Mithril, so ask first. Some Discussion here


Ross Byers wrote:

RD, you miss my point.

A great many things in the game, especially at high level, are dependent on magic. Including fighters.

Killing them using antimagic field isn't a revelation: its what that spell is FOR.

"Out to slay a lich? Use an antimagic field."
"Out to slay a demon? Use an antimagic field."

****

The other part of what I'm saying is that, because the PCs are also dependent on magic, antimagic field is a double-edged sword. You might take away the the mythic abilities of that Mythic Cyclops, but it's still a big guy with a club, and you just lost 10 points of AC.

To use your Lex Luthor analogy, it'd be like if kryptonite also shut down his battlesuit. Sure, you just took a lot out of superman, but its not exactly a one-sided battle after.

Against selected adversaries, using Source Severance

gets damn close to said kryptonite... Paizo needs to start editing its spell additions a bit more closely methinks.


thaX wrote:
Banizal wrote:
Hey guys - im here in atlanta at dragoncon. Has anyone heard about the Arcanist yet? Jason Bulmahn spoiled it at the paizo panel. Its a Sorcerer/Wizard combo that prepares spells like a wizard, but their spells have slots kindof like a Sorcerer. It seems "out there", but Jason gave a good teaser about it. Keep your eye out!
This is what the wizard should have been in the first place in 3.0 instead of having both Wizard and the Half Class Sorcerer. This just sold me on this book, as it will completely replace the wizard. Make the Icon Ezren!!

If you really want a caster like this that is pretty balanced (and even flavorful, in world), run out and buy Monte Cook's Arcana Unearthed.

http://rpg.drivethrustuff.com/product/1946/Monte-Cook%27s-Arcana-Evolved?it =1

It's pretty awesome...


Magisters (Monte Cook's name) return. Cool. I always liked that casting mechanic.


1) To be clear, your character does not need, nor have the ability to take the fly skill - that is for the pteranodon. Your character needs the ride skill.

2) Padded barding made of the special material Griffon Mane?


Bump, anyone actually care to weigh in on the actual topic? A combat-trained CR 4 animal for 75gp isn't a significant balance problem? Note that this is currently legal for PFS play to boot...


Marthkus wrote:
pad300 wrote:
Marthkus wrote:
Someone just post a situation.

As you approach the brazen gates of (hell), something stirs besides them. It is the Fenrir/Cerebus/The Hound of Hell. He lunges forth wildly, salivating at the smell of your tender flesh, but is restrained by the mystic chain Gleipnir. Still, to pass beyond the gates, you will have to defeat him...

Yes, you can close and melee with him, but wouldn't you just rather stand 120 feet away and shoot him full of arrows?

That situation is a non-encounter. My monk could just chuck rocks at the thing.

It is indeed a non-encounter for someone with effective ranged weapons. A 20th level character without such weapons though - well, DR and Fast Healing/Regeneration say suck it to rock boy...

As for examples of such encounters in actual play - the "Shoggoth in a bowl" encounter in Pathfinder #65, Into the Nightmare Rift...


On the original topic, I am not so sure that it is hate, just that their design philosophy for base classes in general makes good prestige class design very VERY tricky.

In theory, the classes are balanced - a Witch 10 is CR 9, as is a Ranger 10 ... as is a Sor4/Or3/MT3 multi-prestige class combo. Yet Paizo's design philosophy is no empty levels, and you get better abilities as you progress to higher levels, to the point of capstones at 20th level - so higher levels are better than lower ones... A prestige class has a designer has to take into account both early and late entries into the class, as well as favored class bonus - it makes for a very difficult balance challenge.


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Ok, according to the animal archive, a Combat Trained Bison is 75 gp... Well within the purchase price of a 1st level pc.

This thing is a CR 4! Melee gore +10 (2d6+12) AC 17 HP 42...

Handle animal to get this to attack something is DC 10...

Is this a typo, or did the weapon of choice of low level PCs become the Bison!


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Marthkus wrote:
Someone just post a situation.

As you approach the brazen gates of (hell), something stirs besides them. It is the Fenrir/Cerebus/The Hound of Hell. He lunges forth wildly, salivating at the smell of your tender flesh, but is restrained by the mystic chain Gleipnir. Still, to pass beyond the gates, you will have to defeat him...

Yes, you can close and melee with him, but wouldn't you just rather stand 120 feet away and shoot him full of arrows?


Equipment suggestion for the fighter types:
+5 Luck Blade (0 wishes) defending Armour Spikes.
+5 to AC, +1 luck to saves and a 1.day reroll.
Costs 86050 gp.


Lord Pendragon wrote:

I posted a while back that at level 17, my current plan is to take Weapon Focus and Greater Weapon Focus. Folks' praise of frostbite also got me wondering whether maybe Rime Spell and something else bolstering Frostbite might be more effective than a flat +2 to hit.

Well, as a bit of insight, a single rime frostbite attack is worth you and everyone else in your party getting a +3 to hit said opponent... With the addition of your opponent getting a -3 to hit (2 pts of strength + entangled), a -1 to damage (or more, 2 pts of strength), cannot run or charge, and takes a concentration check to cast spells. And adds a bunch of non-lethal damage...

Rime frostbite works really well. At 17 though, I would be tempted to just take Extra Arcana (Wand Wielder), and buy a staff of Rime Frostbite (8th Caster level, 2nd level spell = 400*2(2nd level spell)*8(CL)= 6400 gp creation cost = 12800 purchase cos = chump change at 17th level). Add a couple of other wands - true strike is quite nice... Carry it around, and When you need to free a hand, your familiar can grab it from you... they make excellent caddies. This gives you 90+% of the benefits (and a few others on the side), and leaves you with a spare feat to play with.


Regarding casting spells while holding charges from Frostbite:

"Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. "

The way round this is the wand wielder arcana. This will allow you to both get extra actions from Spell combat and use Frostbite...

Rnd 1. Use spell combat and spell strike to cast Frostbite, take an effective full attack plus bonus attack, burning frostbite charges. Draw a wand from a spring loaded wrist sheath on your non-weapon hand (swift action).

Rnd 2+ Use Spell combat and wand wielder (with wand of your choice - intensified shocking grasp L10 anyone?) to take a full attack burning frostbite charges and add the touch spell from the wand...it is not clear to me if the intent is to allow the Magus to use spell strike with the spell from the wand, assuming a touch spell. Either way, you will still get an extra attack - either a pure touch attack from the touch spell from the wand, or a bonus regular attack from spell strike.

Rnd n - drop wand (free action). Use spell combat and spell strike to cast Frostbite, take an effective full attack plus bonus attack, burning frostbite charges. Retrieve wand using weapon cord (swift action)


1) Airship or balloon? Airships can maneuver, balloons are at the mercy of the wind.
2) Science only - no magical short cuts, like using Fabricate to craft perfect chambers for hand guns, when science was not sufficiently advanced to craft effective chambers for small bore guns...Or bound air elementals moving your airship.

The technological order of development would be something like
1) Large Bore guns
2) Small bore guns
3) Airships

Why - As alluded above, casting smaller gun chambers that don't explode in use is much harder than casting large ones... A purely techno airship (not balloon) pretty much requires a power source with the density of a IC engine, which is more challenging than a small bore firearm.


let the player use the spell research rules to research Mage Hand. If Baba Yaga can have all sorcerer/wizard spells as well as a variety of divine spells, "Baba Yaga knows all witch spells, as well as all sorcerer/wizard spells. Baba Yaga also has knowledge of many other spells that she has researched. Many of these are arcane versions of divine spells."

I will note that the multiclass is not particularly optimal, as the Arcane Trickster levels will not advance her hexes...


magnuskn wrote:


Brajakh Kar: Beastbrood Tiefling Wizard 1/Ninja 13

Chidori Hikari: Kitsune Ninja 14

Toshiro Kurosawa: Human Fighter 1/Wizard 5/Eldritch Knight 8

Falk: Human Fighter 14

Dario Nevara: Aasimar Oracle of Lore 1/Priest of Saranrae 13

Kazumi Kaijitsu: Human Lotus Geisha Bard 14

Ameiko

Ok, you have 7 Characters running around not six... but I'm kind of surprised you are having trouble putting these guys on their asses. They have only 2.5 casters, one of whom prefers the flashy damage spells, and another of whom is a bard.

Consider thee Omox demons encounter, it should stack up a body count if you change the tactics...As Luz noted, control water lets an Omox raise the water level 24 ft over a an area 120x120 ft - which is the entire G2 encounter area. Edit the area so the ceiling is only 10-15 ft up.

read all of this, carefully :
http://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquati c-terrain#TOC-Underwater-Combat

http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-D rowning

http://www.d20pfsrd.com/skills/swim

How many of your pc's have swim as a skill? Note that you can't hold your breath and cast anything with verbal components..and this may also limit the bard, depending on their choice of perform skills. The ranged fighter has a) to make his perception checks to shoot at someone and b) is at -2 per 5 ft of range underwater. Invisibility/HiPS effects are a lot less effective underwater: " Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. "

Your party can't see the omoxes until they close ("How far you can see underwater depends on the water's clarity. As a guideline, creatures can see ... 1d8 × 10 feet if it's murky." ) Also, the omoxes have 120ft darkvision - your pc's appear to top out at 60...

Let them get into area, about 1/2 way to G11. Meanwhile the omoxes use telepathy to co-ordinate and alert the demons in G5 ang G6. Raise the water level - immediately they are all simultaneously drowning/holding breath - there is nowhere to get air. Add Acid Fog, which works fine underwater - No save, no Sr, 1/2 move to slow down their escape (on top of their reduced swim speeds), and dmg of course. Leave one or two party members outside the effect and concentrate on them with spring attack grabs, and then the Omox swift action dimension door itself and its victim away as a swift action - taking the victim someplace well separated from the party - either just the other end of G2 (near G4, where the demons from G5/G6 will be gathering, remember telepathy) - where no perception check will give the rest of the party any idea of how to get to them, or if you're cruel, G13, and let the Hydrodaemons join the party/massacre...

If your really nasty, let Kiyomi warn the demons ahead of time... Some equipment and a bit of planning could make for a really nasty ambush.


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I would agree with James Jacobs. I suspect that your most important problem is 6 PCs. It's not just 50% more actions, it also allows much more specialized builds.
A 4 pc party needs a general combatant (ranged and melee), Divine Caster (yes, healing and dealing with status effects is still very important), an Arcane caster, and has one further slot for a specialized build (in theorycraft a trapfinder/skill monkey). With 6, you can have 2 specialized combatants (1 ranged - the archer whose been giving you trouble, and 1 melee focused), the divine caster, the arcane caster, and 2 further specialists - one of whom can overload the casting roles (all those buffs you mentioned!) or the focused combatant role (even more), while the other specialist is a skill monkey (your stealth focused ninja)... A 6 pc party (even without animal companions, NPCs, cohorts, Planar Bindings, etc) allows competent players to build much more specialized builds, with corresponding gains in efficiency of tactical role filling...


Derron42 wrote:

A little bummed that there has never been any mention of a truly mythic, hall of fame swordsman in Golarion or even the history of Golarion beyond Sirian Aldori ... and again, melee types seem to get the shaft by first appearances with this seemingly great product.

We're supposed to get - Tar Bapohn (arcane caster), Jatembe (arcane caster), Arazni (arcane caster), Kortash Khain (arcane & divine caster), Dark Comet (monster type), Oliphaunt of Jandelay (monster type) ... so that's 6 of the 9 characters and/or creatures in this saucy product.

Leaves only 3 for potential melee or rogue-ish types. Better give us at least 1-2 martial types Paizo. Otherwise, y'all are off balance. Sorry ... facts of the case.

Don't get me wrong - I'm psyched to get Jatembe, Arazni, Tar Baphon, & the "Olly of Jay" ... but, hello?!

Any awareness that the MASSIVE audience for fantasy adventure has loved,LOVED - Jedi Knights, Inigo Montoya, Aragorn, Lancelot, Miyamoto Musashi, Drizzt Do'Urden, Highlander, Zorro, the swordsmen & women from Crouching Tiger/Hidden Dragon, etc., etc. ?! Hello?! McFly? Anybody home?!

Need Sirian the First or some badass swordsman ... we already have a multitude of arcane casters!! [Runelords, Arazni, Tar Baphon, Jatembe, Queen Abrogail, Queen Telandia ... the list goes on]

James, Jason, Erik ... please explain the rationale. There must be something I'm missing.

I'm gonna be as gentle as I can here: Being able to b*tch-slap the laws of physics is a strong survival trait when things start to get ridiculous...


How the devil did Sabaton not get mentioned once in this thread?

Final Solution.

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