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Ramoska Arkminos

stuart haffenden's page

Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber. 2,061 posts (2,358 including aliases). 5 reviews. No lists. No wishlists. 6 aliases.



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Let me get this right, Spell Scars basically allows you to prepare extra spells (assuming you have the time - using scribe scroll rules).
You can either cast them straight off your body and then they're gone, or prepare spells for the day using them as if they were in your spellbook, thus increasing your repertoire.

Is that correct?

Do the scars cost the same as scribe scroll?

Can you prepare a scar at any level you can casts - like a 3rd level shield at 3rd level?

Now...

If one were using the Cabalist archetype where you become a spontaneous caster I assume the spell scars would effectively increase your spells known? or would you only be able to make scars of your known spells?
Also perhaps the scars would still be used up (vanish) if used, effectively increasing your spells known only on the days where you have had time/gold to create them? Or would you be able to keep using them indefinitely until replaced?


Can a Wizard with a Faerie dragon familiar (they have sorcerer levels)get the dragon to use a wand of true strike on the Wizard?
Share Spells says the wizard can cast on the dragon but not the other way round and true strike has range: personal and target: you ??

Can I buy magic items for my familiar, which item slots would a faerie dragon have? Headband seems reasonable, as does rings but I'm not sure about the others.? ?

What other cunning stunts can wizards pull off with a faerie!


When my character hits level 6 I'm going to be using my INT for hitting and damaging. Trouble is, before that, levels 1 - 5, I'm stuck with either Str or dex using a feat for weapon finesse.
On the bright side I have 25 points to spend.
Option 1. Spend 10 points on Str for +3 to hit until level 6 when it becomes utterly useless to me bar for the occasional strength check or vs Str draining monsters.
Cost: 10 valuable stat points.

Option 2. Spend the same 10 points on dex and take weapon finesse (human bonus feat) for +3 to hit. The points stay useful throughout my career boosting a poor reflex save, granting AC, Initiative and extra AoO (taking combat reflexes in build)
Cost: one Feat.

Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Cost: 5 stat points and -1 to hit for 5 full levels.

Help!
What would you do?

Extra info that my help...
Human Defiler Hexcrafter/White Haired Witch about to start Wrath of the Righteous where we'll end up level 20/Mythic Tier 10.


When my character hits level 6 I'm going to be using my INT for hitting and damaging. Trouble is, before that, levels 1 - 5, I'm stuck with either Str or dex using a feat for weapon finesse.
On the bright side I have 25 points to spend.

Option 1. Spend 10 points on Str for +3 to hit until level 6 when it becomes utterly useless to me bar for the occasional strength check or vs Str draining monsters.
Cost: 10 valuable stat points.

Option 2. Spend the same 10 points on dex and take weapon finesse (human bonus feat) for +3 to hit. The points stay useful throughout my career boosting a poor reflex save, granting AC, Initiative and extra AoO (taking combat reflexes in build)
Cost: one Feat.

Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Cost: 5 stat points and -1 to hit for 5 full levels.

Help!
What would you do?

Extra info that my help...
Human Defiler Hexcrafter/White Haired Witch about to start Wrath of the Righteous where we'll end up level 20/Mythic Tier 10.


2 people marked this as FAQ candidate.

If I have cast, say, frostbite and I'm level 5 I get 5 touches.
If after using 2 of them I decide to grapple someone, what happens to the remaining charges?

Still available?
Go Nova?
Lost?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So Bob has taken a potion of fly and Mr. Trippy has successfully performed a trip manoeuvre against him, what happens?

Is Bob tripped? Does he suffer from any penalties?

When you're thinking in 3D things get muddled pretty quickly!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

When prone you suffer a -4 penalty to attack rolls.

Does that effect your CMD? Why?

Thanks in advance.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Will there be wrath of the righteous paper minis?


I want to play an Aasimar but also want to gain the favoured Class bonuses from 2 different classes, it that even possible without being a half-elf? If so how!


So I'm a constrictor snake and I bite you. Because I have grab I get a free attempt to grapple you, let's say I roll high enough.
So do I get to add constrict damage at the same time? Yes/no why?

In my next turn, can I bite you? Or do I have to maintain the grapple, and if successful, then just do constrict damage again?

Can I maintain the grapple and bite someone else?

Is it better to let go and start over so I can get bite and constrict damage again?

Help!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So if you take a vermin type AC with no INT score it doesn't get any Feats. If you then spend your ability score points increasing its INT does it gain the feats retrospective?


If I cast frostbite as a level 5 Magus I get 5 charges to use. Do those charges continue to be held if I cast another spell?
So could I cast frostbite on turn 1 and shield on turn 2 and still have those 5 charges to use?

Is it casting another touch spell that make those held touches dissipate?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

When an Alchemist uses the Beastmorph ability do they gain the size increase bonuses or is it only the listed abilities (choose from)???


I'm building a grapple type character [Catfolk] and would appreciate any advice as I've never gone with a manoeuvre based dude before.

This dude is replacing my previous character that failed his save vs a Demilich trap the soul ability [that sucked!]

Catfolk Ranger 2/Fighter 12

Stats [15 point buy, after stat increases and items]
Str: 22 +6
Dex: 16 +3
Con: 16 +3
Int: 13 +1
Wis: 12 +2
Cha: 10 +0

Saves [including Heroism]
Fort: +23
Ref : +17
Will: +13
+3 vs Death/Energy Drain
Cat's Luck: 1/day roll Ref twice - take highest.

Hit Points: 144

AC
Base: 28, FF: 25, T: 14
Buffed: 40, FF: 33, T: 22

Attack routine [including Heroism]
Bite: +26 (1d3+10+2d6)
2x Claw: +27 (1d4+12+2d6)
Gore: +26 (1d6+10+2d6)
Armour [grappling] +1 Spikes 1d6+7

Power Attack
Bite: +22 (1d3+18+2d6)
2x Claw: +23 (1d4+20+2d6)
Gore: +22 (1d6+18+2d6)

CMB:+20 [+29 > +35 Grapple depending on buffs]
CMD:46

Skills: [of note]
Kn. Dungeoneering +18
Perception +19
UMD +23

Feats
1. Combat Expertise
2. Weapon Focus Claw
3. Power Attack/Imp.Unarmed Strike
4. Improved Grapple
5. Great Fortitude
6. Skill Focus UMD
7. Snapping Turtle Style
8. Snapping Turtle Clutch
9. Nimble Striker
10.Claw Pounce
11.Greater Grapple
12.Body Shield
13.Pinning Knockout
14.Weapon Specialization Claw
...then...
15.Snapping Turtle Shell
16.Imp. Great Fortitude or Iron Will

Gear
Helm of the Mammoth Lord/Circlet of Persuation
Headband of Wisdom +2
Amulet of Mighty Fists +1 & Holy
Cloak of Resistance +5
Ring of Rat Fangs
Belt of Str/Dex/Con +4

Wands [UMD]
Shield of Faith +4
Barkskin +4
Resinous Skin
Protection from Evil
Heroism
Fly
Enlarge Person
Mirror Image
Resist Energy
Lockjaw

Basics are to pounce with the claws. Grapple and Pin as soon as possible and use Lockjaw to apply the hurt. I gain +6 to charges from class levels. I can grapple at -2 as an AoO and use my grappled foe as a sort of shield 1/round. My defences are DR from Resinous Skin, decent AC and Mirror Images, with Protection from Evil vs head-twist magic.

It probably looks like a jumbled mess to anyone with Grapple based character experience but its where I'm at and I think I've been looking for so long I'm probably not seeing the wood for the trees.

Any input is appreciated, nothing is set in stone other than the Grapple/Natural Weapons general concept.


I'm going to be playing a Magus in the mythic AP and wanted someone advice as to which mythic powers to take.

I'm a hex Magus, would I be able to take the hex power?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

If you take this at tier one you'll only start with one ability but does that increase as you level up to the maximum of 3, at least until you take it again. Or do you only get the one ability?

Also if at a higher level you take intelligent item twice can you combine the points to gain a level 5 spell 2/day. (assuming you are tier 5)?

Further to those questions what are the best abilities to choose for a Magus?
Is the cheap upgradable one always an auto choice?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So I can give it an arcane wand as its a sorcerer but what else can I do with it?

Can I improved it's UMD somehow?

How do I get the most out of having a familiar?

I'm a Magus and I want to use it to further break my action economy but have never used a familiar before.

Help!


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So I have a number of touches from casting, say Frostbite, and assign my familiar as the toucher, does that mean I can't touch and deliver the spell also?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Can a creature that is small enough to occupy the same square as another creature use the 5ft. step "non-action" to move into the occupied square?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I have a question about Magus abilities.

Assume I pass my concentration checks so we don’t have to worry about that bit.
Race: Tiefling [with prehensile tail holding a metamagic rod and 2 claws]
Class: Hex Magus Level 4 with a familiar.

Using Spell Combat and Spellstrike...
So I cast a metamagic’ed Frostbite [this give me 4 “touches”] and use Spellstrike to deliver a frostbite via one of my claws [at -2 because of Spell Combat] instead of using a touch because claws count as a weapon [1 of my 4 touches has gone].

Then, using Spell Combat [because I’m already adjacent to some monsters] I get my full round attacks too and at my level [4] that’ll be just the 2 claws [also at -2 from Spell Combat]. If they hit I deal claw damage and frostbite damage [as I still had 3 “touches” left - now I only have one “touch” left].

Then my familiar moves into a monsters’ space [he doesn’t have a 5ft. reach] and delivers my final frostbite touch via his attack.

Qu.1: Is all that legal?

Qu.2: Does the familiar moving into a monsters space provoke an AoO?

Qu.3: Can the familiar choose to use a touch attack instead of a normal attack?


If you have Acid resistance can you lick an ooze and get away with it?


So I cast Alter Self and now I'm looking like a Troglodyte and have 3 natural attacks [bite, claw, claw].

Frostbite states that your melee touch attacks deal 1d6+1/level cold non-lethal damage and you get your "level" number of them.

If I'm a 3rd level Magus can I use the Trog natural attacks to administer the 3 Frostbites?

Are they Touch attacks?

Another way of putting it would be...

Can natural attacks count as touch attacks?

OR

Do I use Spell Combat to administer the 3 frostbites through my sword because I now have 3 attacks [I'm a Trog]

How?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

How long does this spell last?


Would faerie fire stop mirror images working?


When under the effect of this spell are the granted attacks all at your full BAB? Or do they work like they do for dragons ie bite/tail full and claws/wings at -5?

Thanks in advance.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

If I'm a Bard casting Form of the Dragon from a scroll and I have Arcane Strike, can I apply the Strike damage to my natural attacks while in dragon form?


I'm under a greater invisibility spell but standing next to a monster. If I stay still I get +40 to my stealth, if I've moved a bit I get +20 to my stealth, but what happens if I'm using a vocal form of inspire courage? Or to a lesser effect, casting a spell.

Id assume inspiring in this manner would make my position obvious and leave me with a 50% miss chance. But could I use stealth to help?

I plan on using gr.invisibility as my main form of defence ( my AC sucks) because mirror image/blur/displacement don't really do much when you're invisible!


2 people marked this as a favorite.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I'm making a 13th level Arcane Duelist Bard for a current game and have the follwing spells, have I missed anything good, or selected anything bad?

1st: cure light wounds, grease, feather step, silent image, vanish, windy escape

2nd: allegro, cacophonus call, mirror image, resist energy, pilfering hand

3rd: arcane concordance, confusion, exquisite accompaniment, dispell magic, good hope

4th: dimension door, greater invisibility, shout, virtuoso performance

5th: colak of dreams, shadowbard.

My CHA is 26 [+8]. I picked Shout to have 1 AoE spell.
I'll use 2 performances [virtuoso performance or shadowbard] to get inspire courage and bladethirst running [with aasimar favoured class boosts] to give everyone +4/+4 and me an additional +4 to my weapon [+1 keen courageous]. Then into combat while greater invisible with either a cloak of dreams/coup de grace combo or just damage.

Any comments welcome.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So often you read how as you level the power spell casters gain grows far faster than that of martial classes. Would either of the following work to control that imbalance?

High casting ability scores do 2 main things..

1) Take away the extra spells/day they normally grant.

2) Use static save DC's

1. Your DC's can be increased, making your spells difficult to resist but you don't get any more than you class chart states.

2. You can have extra spells per day but the DC's are always the same. Maybe use 4 or 5 as the static score.

Is the combination of these abilities the main reason casters are 'best' ? What are we assuming when we make this statement? DM's are always honest and never fudge rolls (especially vs save or suck spells cast round one of combat vs the BBEG) . High save DC's make it too easy to succeed?

What are your experiences of being a spell caster, do you always 'win' ?


So if you've got mythic PC's and one dies how do you bring in a replacement with mythic tiers already?
All of a sudden the world have wandering mythic dudes looking for a job?

If you start them unmythic, or should that be immythic?, they will be considerably weaker and face the issue of dying more frequently.


I've never used, or seen used, any of the 'calling' spells but I'd like to use them in future.

So for those that have used these spells...are they any good and what does one call?

I was looking at the Bard and noticed there was an ability that used performance to mimic planar ally and that each spell has a HD cap but any extraplanar creature was a legal target, like protean or Archon, for example.
Assuming I want to call for help clearing a dungeon - What should I call?


COURAGEOUS weapon ability.

This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1)

So is the bolded part the numerical bonus or the complete bonus (including stuff like frost, keen, vorpal or holy) ??


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

If you have a +5 weapon with furious or bane does it get the extra +2 or not?


Has anyone ever used this item? Were you a barbarian, and did you have the fiend totem rage power to inflict the full 3d8+12 damage to every attack against you (melee non-reach that is)?

It costs 44k and grants 6AC (+2 Hide armour).

I want to buy it but my DM is understandably concerned about it's impact to his game. We're level 12/13 and playing Shattered Star if it makes any difference.

Edit:
Im making a level 13 Barby that is human and has superstition and a courageous weapon so my bonus to saves is +11. Base saves f +17, r +9, w +7 and raging saves f +32, r +20, w +18.

I have 200 hit points and DR 7 (+65 hp's when raging).

BUT when using Dazing Assault and Come and Get Me my AC is effectively 8! So is Hamatula Hide the right armour for me? I could save 8k and get +1 heavy fortification breastplate for 36k. Having such a low AC is like giving every monster the Bless Weapon spell, meaning they all auto-crit against me. Having a 75% chance to ignore those auto-crits might be a better option.

What do you think? Help!


How does Adamantine armour DR work with Barbarian DR?

Thanks in advance.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Would the increased barbarian level allow me to count my bab a 4 levels higher to increase the save DC?
That would seem a bit munchkinny but it's best to know!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

The core rulebook stats that barbarian rage powers only function while raging but the way superstition is written kind of implies otherwise.

The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

The bolded part is confusing. Why not just replace it with -and-?

So unless you are raging you don't get the bonus to saves, or do you but you would have to save vs friendly stuff?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

What are your character benckmarks for...

1. AC
2. DPR (per hit)
3. TO HIT
4. SAVES
5. SPELL DC's

1. 20+ level (frontline), 15+ level (support)

2. 4xlevel

3. 1.5xlevel

4. =level

5. 15+ spell level

Obviously these will vary based on starting stats, wealth, class and cheese but are those above about what you think are reasonable?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Can you deflect attacks from any monster or do they have to be using a weapon?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Can you use your regular AoO with combat reflexes? Is it all of them? Just the extras from the feat?
And why are you considered flat footed still if you're able to react to others actions?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I know, I know, the text says "dice" but do you really think this feat adds extra damage that can be multiplied and actually multiply it by 8 when the most the weapon damage dice gets multiplied by is 4.

No.

It has to be a mistake. Surely the intention was for the feat to work exactly as it currently does with the exception of allowing other listed stuff getting multiplied as well and by the same amount based on how many of the original three feat's you have. VS, IVS, GVS.

It's still awesome! So awesome I can see some DM's nerfing it a bit by just allowing strength to get multiplied or perhaps strength and enhancement bonuses the weapon has

If you take the feat as written and start adding everything and multiplying it all by 8 you may as well remove one handed weapons from the game as well as shields, who want that tat when a greatsword gives you a thousand damage.

Errata required!


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

So I'm an arcane caster and I have mythic abilities that make monsters save twice and take the lower result. I also have an ability to bypass SR. My mythic versions of spells like fireball can ignore resistance and immunities... surely I am a god?

How on earth do the mythic monsters stand a chance against a party of mythic PS's?

I could use lightning bolt, chain lightning etc vs demons! Normally they laugh at electricity but now they are wide open...

I really like the mythic book, it's just bloody awesome but I just don't see how the monsters will last more than a round or two with the kind of power mythic PC's get.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Please cancel my pawnshop sub.

Feedback: This line should include every monster in the AP. Having to buy non-AP pawns is unfair. I'd rather pay a bit more so that every monster is included so I can run the AP with just one package.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Improved Critical (Mythic)
Your critical strikes with your chosen weapon are deadlier
than most.
Prerequisite: Improved Critical, base attack bonus +8.
Benefit: Your critical multiplier with your chosen
weapon is increased by 1 (to a maximum of ×6).
Special: You can gain this feat multiple times. The
effects do not stack. Each time you take this feat, it applies
to a different non-mythic Improved Critical feat.

Ok so I thought that critical multiplier was the x2, x3 etc part of critting but it appears that its the number rolled to threaten a critical hit, as the mythic monster entries show that a monster that would normally crit on a 20 only, that have this feat in mythic form, have the chance to crit increased to 18-20.

So now I get that bit, but what does the to a max of x6 mean?

If you have a 18-20 crit weapon and take improved crit that range would increase to 15+. If you then took the mythic version would it be increased to 14+?? The feat doesn't say you can take it multiple time for one weapon so how cold you ever get to x6?

Do they mean that x6 is 15+ as you threaten a crit of 6 possible outcomes of a d20 roll and therefore you don't gain anything from this feat if you have regular improved crit on a 18+ weapon?


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

My take...

The word "targets" seems to have got some people confused with regards to Wail of the Banshee.

The spell needs to know which creatures get hit each casting because it's possible that there are more than "your level" number of targets within the spells overall area. You start at the center and count out "your level" number of targets working outwards, whether friend or foe.

You don't get to target anything once the spell is cast, the spell works out the targets based on where it's center is.

The spell then deals 10 points of damage per caster level to each target.

The spell targets, you don't.

Although it's obviously a little used spell due to it's level, there isn't a single person in the 30 or so players I know that has an issue with the wording of this spell. Different strokes I guess.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

I was reading a high level adventure and noticed that there were a couple of Cursed items. At first I admit I thought - yeah, that'll mess them up, but then I thought that if I was playing and got tricked with one of these I might have a different opinion!

Are they bad? Do you use them? What reactions have you noticed?

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