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xevious573's page

Goblin Squad Member. Pathfinder Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 501 posts. No reviews. 2 lists. 1 wishlist. 1 Pathfinder Society character. 2 aliases.


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Dragon78 wrote:
When a infusion or utility wild talent states a level such as 4th what level can you actually take that ability?

Atleast twice the level of any wild talent save for 1st level wild talents which can be taken at 1st level. So 4th level for 2nd level wild talents and so on. Essentially Sorcerer spell levels.

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Brew Bird wrote:
Jamie Charlan wrote:
Shadow_Charlatan wrote:
Jamie Charlan wrote:
A feat that only does something when you croak is NOT a good feat unless you've more bonus feats than a fighter and don't *need* as many as they do.
Might be a good feat if you have this.. Mythic ability-Immortal..
That's a tier 9 mythic ability though. If you're dying to things that won't outright negate the ability (coup de grace or critical from any mythic or anyone with a weapon that can bypass epic) there's something seriously wrong with your character build.
Maybe it's intended for players who have games where character death is pretty common. Not everyone plays the game the same way, I for one think that the feat sounds like a lot of fun. My enemies are going to think twice if I tell them I'll explode when I die, and now I don't have to lie about it!

Or maybe it's not even meant for player characters.

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Kalindlara wrote:
That was fast. ^_^

Very.

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I love this book. <3

P.S. Intuitive Spell Metamagic feat doesn't do anything save for make you spend a higher level spell slot. This is due to the rules concerning Spontaneous Spell Casting and Metamagic Feats. There is only really technical differences between spending a full round action to cast a metamagicked spell and spending a move action to center one self (and thus negating the -10 penalty) and then a standard action to cast a spell. In other words, it is only good if you are already casting a metamagicked spell (likely Logical) since you won't have the move action to center yourself. Is this intent? Thanks =)

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Honestly... why does Dex to Damage have to be so difficult. Why does being able to expand the list of finesseable weapons have to be so difficult.

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Insain Dragoon wrote:
Alexander Augunas wrote:
graywulfe wrote:
Xethik wrote:

Page 140—In the Pummeling Style entry, change the

Benefit entry to read “Combine your unarmed strikes
together”.

Huh... That's a really bad feat! Does nothing.

Something tells me that in the many edits this went through something got deleted/reworded here. I would suggest that after they officially announce the errata, first make sure they have not fixed this already, and if not post a FAQ thread.

Xethik is quoting a change to the feat's listing on the feat table, not the actual errata to the feat itself.

The actual errata for Pummeling Charge reads as follows:

Change the Pummeling Style feat’s introduction to “Your unarmed strikes weave together in an effortless combo, focusing on the spots you’ve weakened with the last hit.” Change its Benefit section to “Benefit: Whenever you use a full-attack action or f lurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess."

So actually, its a flat nerf to any builds that were using Feral Combat Training in conjunction with the feat, but that's about it.

Also note that the new Pummeling Style has completely removed that critical part. This is a very good thing because previously that line led many to using the feat in a very weird way.

Edit: Also I guess if Parry couldn't qualify for Signature Deed anyway it wasn't really a nerf. Though if I had been in charge of errata I would've made it capable of qualifying then lol. It's a shame they didn't errata Charmed life to be a permanent save bonus.

The big problem is the Gunslinger 11th level prerequisite that needs to be scrubbed from the Signature Deed feat. A better pre-req would be 11 levels in a class with Grit or Panache [edit]or Luck[/edit] as a class feature (so that Archetypes can benefit as well). Most home games I think are pretty okay with assuming that, considering the side bar in the swashbuckler class. So with that assumption, it is a nerf.

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Why does Daring Champion lose Opportune Parry and Riposte? Shouldn't it have lost Precise Strike?

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Cuàn wrote:
I think it was mentioned before, but could anyone who has the pdf verify for me if the Overwhelming Soul archetype for the Kineticist really does use Cha instead of Con for it's class abilities?

It really does. It can't take Burn because of that though it does still have a couple of contingencies to allow it to use powers that require burn.

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Dragon78 wrote:
I remember there is ability for fire to "burn away" fire resistance and there is an ability that acts as target dispel magic in the case of spell effects. I do not recall seeing anything that helps against energy immunity.
Deadbeat Doom wrote:
Did the Kineticist gain any abilities to penetrate energy resistance/immunity? If so, are those abilities available to all elements?

Draining Infusion. You can target any creature who has the subtype as the element of your kinetic blast element (fire subtype for fire blast) and you can try to drain away elemental energy from them. Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. It allows a fort save, which heavily reduces the damage on success. This blast ignores immunities and resistances. It's available at level 1 as a Substance infusion and for a cost of 1 burn. It has bit more info that you can see when you get the book.

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Sharkles wrote:
What are the Sensate's and False Medium's abilities? I'm always interested in fighter and rogue support.

The Sensate are the Perceptive fighter. They gain resistance to attacks that are dependent on senses (replacing bravery). They eventually gain the ability to enter into a Centered state and grants them insight bonus on small collection of rolls such as attack and damage. Very eventually their senses become utterly perfect and it becomes incredibly difficult hide from them. I like this archetype though I disagree on the necessity of their abilities being SU. OH and they do get Perception and Sense Motive as class skills. This class is not actually Psychic in nature but does make a great class to take the Psychic Sensitivity feat with.

The False Medium can fake the Occult Skill Unlocks and gain the ability to perform very minor illusions. It's... less useful for typical PCs and I think is much more a DM archetype. In my opinion anyway.

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Alric Rahl wrote:
Wait say that again Xevious I can take Improved Feint without needing Int 13 and Combat Expertise. can you tell me at what level or would that be giving too much info?

1st level for Improved Feint. The level for Greater Feint is uncertain as it is written oddly but if it's not as soon as 1st level then it most definitely at BAB +6.

Lukas Stariha wrote:
My only disappointment regarding the Mesmerist is in the tricks. It doesn't sound like the concept of implanting tricks has been altered to be able to choose what trick can be activated when it is triggered, like I hoped would occur. While I love the Mesmerist and I'll reserve full judgement until I see the class myself, as of right now, it seems like it is still true that only the most-universally applicable tricks will be useful.

You are correct in your assumption here (on having to choose your trick first).

QuidEst wrote:
What's wrong with Cult Leader? Painful Stare is the only thing it hurts to lose, so it's just more focused on spells and buffing.

Cult Leader Preview in case people haven't seen it.

  • The Archetype doesn't include new Bold Stares to accommodate its new use as a buffing tool. Essentially meaning you completely negate the Bold Stares class feature while buffing an ally.
  • Replacing painful stare means that the Cult Leader loses access to nearly 50% of all Mesmerist feats. The only feat that will affect their Stare is a range increasing one.

It's just a personal opinion but it feels like I lose out on the opportunity to try the new feats out with Cult Leader. Plus it's separating my abilities out into 2 separate focuses and kinda not really being a master in either. Just my opinion.

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Joe Hex wrote:

Is the Mesmerist is still a 6th level caster?

Edit: Has the weapon proficiencies changed at all? I remember from the playtest the weapon options were a bit lacking.

The mesmerist was the class least changed. I think they separated a couple of the bold stares (the Allure one I think got separated into 2 bold stares) and added a few tricks and bold stares (including one that lowers the DCs of spells and spell-like abilities of the target of your Hypnotic stare). They can take Improved Feint and Greater Feint and any feats that require either one of those feats without meeting the Combat Expertise or Int 13 requirements (there are 2 new such feats in this book).

It otherwise stayed the same.

I'm a little sad nothing was given to the Mesmerist to make it better with the Hypnotism Occult skill unlock. Most other of the new classes got class features that really helped sell the idea. Occultists are good at Psychometry. Mediums get anti-haunt techniques. Psychics get mind reading and telepathy class features. And Spiritualists get stuff like constant detect undead and see invisibility, things that help sell the master of the Ethereal bit that Spiritualist are supposed to be. It seems like the Mesmerist could atleast get to hypnotize people with the Skill unlock faster or more often atleast. Or maybe some psychic dueling ablities. MMM... psychic duels (see below for a question)

Anyway, the Mesmerist is still pretty awesome despite my grumblings. I'm actually a bit more disappointed in the Cult Leader archetype which is oh so perfect for my character and yet I don't want to take it because of mechanical deficiencies.

Seifter, got a couple of questions. Could you explain why the Feint line played an important part in a play test or point me towards the specific playtest.

Second. The maximum spell-level a character can cast determines how much a MP a character can use in a psychic duel manifestation. Alternatively, if you can't spell cast or don't get beyond 5th level spells, 1/4 you HD determines your maximum MP spent. My question is for characters with Spell-Like abilities. Can a Balor with it's Implosion SLA, a 9th Tier Mythic Character with the Divine Source ability (which grants up to 9th level SLAs for the domains a character chooses to grant), or a Kineticist, whose blasts eventually count as 9th level SLAs, spend up to 9 MP in a single manifestation?

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Joe Hex wrote:
Alric Rahl wrote:
Joe Hex wrote:
Alric Rahl wrote:
Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.
I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.
I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)

If you liked the Mesmerist in the playtest, especially after the updates given to it in the playtest thread for the class (I certainly did), then you'll find the class more or less how you remembered it. While there might be a few new Tricks (I haven't compared the old mesmerist versus the new mesmerist), the main gifts to the Mesmerist comes in the form of feats and spells.

Feats. The Mesmerist has necessitated a whole NEW category of feats. The Stare feats. These feats augment the painful stare ability, allowing you to trigger additional status effects or more damage when you trigger Painful Stare. Normally you can only use one Stare feat at a time but there is a feat that will allow you to use two Stare feats when triggering Painful Stare. (Sadly that means the Cult Leader archetype can't use these feats as it trades out Painful Stare).

In addition there are a couple of feats that augments people who have tricks waiting on them. One of these gives a boost to initiative while they have a trick waiting on them. So your tricks can give an additional boost while waiting to be triggered.

Spells. The Mesmerist has a very potent spell list. They get a lot of the mind based spells you know and love. They are the second best Possessors next to the Psychic class and they are Second best to the Psychic class in Dream magics. Don't let second best trick you though, they are very, very good in those particular branches of magic. They share alot of the same spells that make a Psychic feel truly psychic, like Psychic surgery (which can undo almost all mental effects such as ability damage and EVEN memory lost from instantaneous effects), mind reading/altering spells, Mindscape spells which make them fairly potent psychic duelists, and other awesome goodies.

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Lanowar wrote:

Are there any new Investigator talents without having to go Psychic detective?

Also what are the feats like anything interesting for the non occult classes to pick up?

No new investigator talents.

The Occult skill unlocks are all unlocked with a single feat that any one can take to gain very minor psychic talent. There are a lot of feats that can build off this psychic talent even if you don't have levels in a psychic class.

Anyone can alter the shape of their skull with Elongated Cranum and don't need to be psychic to be able to do so (though gain additional benefits if they use Psychic magic) (Speaking of Elongated Skull, can someone find good pictures of the three types of modifications so I can better understand what they are supposed to look like).

If you intend on specializing in Possession spells (a new series of spells replacing Magic Jar), there are feats that can make you better at Possession such as bypassing defenses and reading the mind of the host.

Speaking of Possession, Monks can become more resistant to Possession effects with the Spiritual Balance feat

You can learn take the Lucid Dreamer which allows better interaction with Dream and the new Dream spells.

Finally, there is a feat that can make it so you can communicate with creatures you don't share a language with.

Also all of the Metamagic feats are available to everyone (save for the ones, I suppose, that take away the Thought and the Emotion component to spells). Of the Metamagic feats, the one that will be of most interest to people (I think anyway) is the one that lets people cast spells while in a rage.

That's about it. I left some of the list so you'll have to check them out when the book is released.

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chad hale 637 wrote:
Skeld wrote:
Magus archetypes -Skeld

does the mindblade basically get a version of the spell "shadow blade", or "instant weapon" or something else?

[edit]I am wrong about Apport object.[edit] That being said, The Mindblade Archetype is perhaps the best Soulknife archetype. They can psychically create weapons that gain weapon enhancements as they level up. They are even able to dual wield and spell combat at the same time eventually. These weapon are more or less as real as any other weapon as long as the Mindblade has psychic points spent towards them.

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QuidEst wrote:
Mesmerist gets the Possession line, right?

As Matrix Dragon said.

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Hey Mark. I have a question on Psychic Duels. Do spell-like abilities count for the purposes of determining the maximum number of MP that can be spent on a Manifestation? Can a Balor with its 9th level Summon SLA spend 9 MP? What about a 9th Tier Fighter with Divine Source mythic power? This would also be pertinent to the Kineticist who primarily relies on SLAs.

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Mark Seifter wrote:
Aww man, I wanted to be the one to announce the kineticist goodies. Sometimes I wish we did class previews a few weeks sooner so that the last few didn't get scooped.

Do it!

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One day, I want the people grovelling at my feet for the tiniest bit of details about a new book. Darn you Skeld and your unnatural ability to get the new books first!!!!

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Gisher wrote:
Lanitril wrote:

Readies action to ask the first people getting the book questions.

Won't actually probably be online when that happens so I'm just going to ask.

Soooo. How about those kineticist archetypes? What are they like? Specifically one that has something to do with blood? I think something like that was mentioned. If not, tell me about your favorite kineticist archetype.

Occultist? Medium?

Maybe an archetype or option for non-occult classes that you really like?

I'm excited about any Occultist archetypes. Sadly none got mentioned in the blog preview. I hadn't considered that there might by occult archetypes for older classes. Those could be interesting.

The Cavalier is known to be one such class, the idea being about having a Ghost horse. A sorta spiritualist/cavalier.

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Axial wrote:
One of my players wanted to know: is there any class or archetype here which is effective at healing?

All of this is information coming from the Playtest and I'm not certain whether it remains true in the actual book.

The Occultist and the Spiritualist classes could get Cure spells. They both could get the Heal spell. The Spiritualist gets other healing options such as the Restorations, Remove Disease, Remove Curse and so on and so forth. Spiritualist also gets Raise Dead and Breath of Life but none of the other resurrection options. I imagine that none of this has changed.

The Discipline of Pain option for the Psychic class gets Lay on Hands but can only use it on themselves. In addition, they eventually get breath of life cast on themselves once per day.

The Kineticist (The Telekineticist and the Hydrokineticist) had a healing option but I'm not certain whether it remains.

I don't know if they have healing focused archetypes or feats.

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equinoxmaster wrote:
When will it start shipping?

Ninja'd

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Imperium Knight wrote:
Or if you can use it take Piranha Strike which works similar to Power Attack but just needs Dex instead.

Technically, that feat doesn't work with Rapier, the go-to weapon of the swashbuckler. Lotsa people ignore that bit though.

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Bryce Kineman wrote:
Logan Bonner wrote:
At the low end, the book introduces a telekinetic 0-level spell that hurls an object at an opponent.

See I was Worried at first when I read the Rivani's Background. The Playtest had nothing in it to suggest that These so called "Psychic's" where indeed Psychic's starting at first level. (Aside from Mage hand). I was also hoping they would have something for the mind reading thing, and that seems to have been Addressed too in this Preview.

Good work guys. Now lets see what you guys have done to Improve the Mesmerist and Kineticist(a defined limit on the number of Kinetic Cover's would be nice)

Perhaps you didn't look at their spell list thoroughly but in my Playtest document, I see that Psychic has detect thoughts available as a 1st level spell, meaning a 1st level Psychic could start off with mind reading capability. It's the only class that has access to it at that level.

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If you go flat damage, you'll be fine. As the game progresses the Weapon die size begins to matter less and less. This is doubly true for Swashbucklers who get level to damage and can get Dexterity to damage. I would recommend keeping dex pretty high, see if you can make a 13 str work with your point buy or die rolls or however your stats were generated (difficult with the Str penalty but worth it for Power Attack).

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Only class with Undercast spells? So no Ego Whip for Mesmerist. ~sigh~

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Kazaan wrote:

There are some mistakes I'm seeing.

PRD wrote:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.
When you channel energy, you decide what type of creature to target, either Living or Undead. You do not choose to either heal or harm; that distinction is determined by your desired target compared to the type of energy you channel. So lets say the Anti-Paladin chooses to target Living creatures. He channels negative energy which normally damages Living creatures. Now NEA doesn't actually cause you to count as Undead for targeting purposes; it only flips what the energy does to you. So Negative energy targeted at you heals while Positive energy harms. But it still needs to be targeted at a Living creature because the Dhampir is alive, not undead. So lets say there is a Dhampir and three creatures without NEA. Our Anti-Paladin channels negative against Living creatures. This will heal the Dhampir, but harm the other three creatures. Then, he channels negative against Undead creatures. Neither the Dhampir nor the other three are affected because none of them are Undead. That is the problem OP has. The solution is selective channel for the Anti-Paladin. He can exclude the horse and just heal the Dhampir.

That is an interesting perspective. I'm not sure whether that's the intent or not. I clicked the FAQ button to see if we can get a developer opinion.

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FLite wrote:

yeah, but necromantic affinity (RAW) doesn't effect channels.

I said that.

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Vrog Skyreaver wrote:
xevious573 wrote:
The concept of "having" multiple alignments isn't completely unheard of in PF or even 3.X. Use Magic Device allows a character to emulate alignments. The Master Spy prestige class can do all sorts of alignment shenanigans and can essentially "be" any alignment though they still do essentially still have only one "true" alignment. I don't really see how this is that different. Essentially, the Vigilante/Master Spy/UMD-User have mastered mental techniques that allow them to "be" different alignments for different reason.
Let's not forget horizon walker, which can be effected by things as if they were a different alignment (in some cases multiple alignments simultaneously).

Thanks! Forgot one apparently.

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The concept of "having" multiple alignments isn't completely unheard of in PF or even 3.X. Use Magic Device allows a character to emulate alignments. The Master Spy prestige class can do all sorts of alignment shenanigans and can essentially "be" any alignment though they still do essentially still have only one "true" alignment. I don't really see how this is that different. Essentially, the Vigilante/Master Spy/UMD-User have mastered mental techniques that allow them to "be" different alignments for different reasons.

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RumpinRufus is correct. Your horse is safe while the antipaladin is "healing".

That being said there is still answers to your question if you care.

Options that affects Inflict and Cure Spells (But not Channeled Positive/Negative Energy)
Necromantic Affinity
Pallid Crystal (Associated deity is commonly an undeath deity and in Golarion is specifically associated with Urgathoa.)

Option that affects Channelled Negative Energy
Death Domain 8th level ability

Of these options, the most likely only option available to your horse is the Necromantic Affinity feat and only with GM permission.

Alternatively, you can see about making your mount an undead creature by taking the Vampiric Companion feat.

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Most of my fall damage comes purposefully, whether jumping off a building or dimension dooring above an enemy or some such. I have a Dragoon(Fighter Archetype) build that relies on jumping off a flying mount and using the Branch Pounce feat from Heroes of the Wild to do lotsa damage. This build was going to use Boots of the Cat to minimize my own fall damage. Due to quirks of wording on the feat and magic item involve in this combination, I would take minimal damage and the target of my charge would take full.

Branch Pounce:
Branch Pounce (Combat)

You are adept at climbing trees and using the higher
ground to your advantage in battle.
Prerequisites: Climb 3 ranks, Stealth 3 ranks.
Benefit: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your own fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and also adds the appropriate amount of falling damage (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if you had fallen 10 fewer feet. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall and treat the first 1d6 points of damage you take from the fall as nonlethal damage. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.

At higher level, my dragoon archetype should (in theory) let me jump back onto my mount instead of landing adjacent to the target of my charge. I assumed my mount dive bombed downward.

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Mark Seifter wrote:
I mean, if you're spending one of your only ten talents on being better at falling, with a character who doesn't have lots of spells and stuff to handle things, shouldn't you get something pretty big? Martials can have pretty cool non-DPR things too, but only if we (by we I mean we all the players and GMs, not we the design team) are OK with it (and for the record, it might be better to compare the Unchained monk, which no longer needs surfaces but does have to spend ki; however, if you're making lots of falls every single day such that the ki starts adding up, that's pretty unusual in my mind). Anyway, the way some people are talking, it sounds like Perfect Fall is an obvious selection for them, but for me, there's other stalker talents I would likely take instead depending on the build (though Perfect Fall + the feign death one are a fun combo for that stereotypical thing in movies in comics where they fall off a cliff but you didn't see the body, and they aren't actually dead).

You misunderstand me. I have a problem with WHEN it is available. NOT that it is available. It breaks expectations for a guy who is barely not a commoner (lvl 2) to be able to fall a mile and expect to survive. If this guy had bit more power and experience under his belt, then I'm fine and cool with it.

As to talking about spellcasters preparing Feather Fall or taking the flight hex. That starts getting into the differences between a character who has a limited amount of resources per day (spellcasters) vs a character who can go all day and doesn't need to spend per day resources to do their "thing". With "mundanes", this gets difficult to figure out how exactly to give them powers that are equivalent(ish) to what the spellcasters get without breaking them into utterly supernatural areas [note: I actually have a large capacity to accept something as merely extraordinary and not necessary magic]. It is a difficult task and is much more complicated once we start discussing numbers.

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I don't think I've ever seen a spellcaster prepare Feather Fall for the record, so I think both the fighter and the wizard/cleric would screwed.

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There's an awesome pair of boots for around 2k as well. Admittedly I don't expect my characters to fall hundred of feet in the early levels. I expect them to fall 10 to 20 feet. Turns out if we use that set of expectations, Noncasters DO have the equivalent of Feather Fall, doesn't even require a spell per day or a spell prepared/known. We call it Acrobatics.

EDIt: Boots of the Cat costs 1k and are a required item for my favorite Dragoon build.

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Perhaps I think the nice things should be in the range when the disparity between casters and martials is truly widening like 9th level and above?

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Well, honestly. I prefer to keep the "supernatural", if you will, extraordinary abilities as close to or after 6th level. E6, Alexandrian's "Calibrating Expectations", and all that shenangians. I realize this is supposed to be the "Superhero" class... but Level 2 is way to early for that type of Superhero ability to show up for a Mundane.

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Mark Seifter wrote:
xevious573 wrote:
Stephen Radney-MacFarland wrote:
Imbicatus wrote:
Stephen Radney-MacFarland wrote:
Shisumo wrote:
Is there some reason why we don't have a psychic vigilante? I seriously feel like a vigilante class that can't give me a real close approximation of The Shadow, in the wake of Occult Adventures in particular, has missed the mark.
This has come up. Remember, this is the first iteration of the class...and the tools you are talking about has not seen release. Thus a lack of occult in this document.
Well, there is some occult in the document, as shown by the warlock's Living Shadow talent.
I did say lack. You can lack something while still having some of it. But I digress.
So, uh, how does that talent work? Occult Adventures might be available only to Subscribers only by the time the playtest ends.
If you promise to post a 14th level playtest where you can use it to its full potential and test it out, I promise to do my best to convince Jason to give an early reveal of that spell for you :D

Eh, well I'll have to think on that. But if it is an ability that could work thematically in Shadows of Gallowspire, there might be potential. Otherwise, my groups will talk about available playtest times.

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Stephen Radney-MacFarland wrote:
Imbicatus wrote:
Stephen Radney-MacFarland wrote:
Shisumo wrote:
Is there some reason why we don't have a psychic vigilante? I seriously feel like a vigilante class that can't give me a real close approximation of The Shadow, in the wake of Occult Adventures in particular, has missed the mark.
This has come up. Remember, this is the first iteration of the class...and the tools you are talking about has not seen release. Thus a lack of occult in this document.
Well, there is some occult in the document, as shown by the warlock's Living Shadow talent.
I did say lack. You can lack something while still having some of it. But I digress.

So, uh, how does that talent work? Occult Adventures might be available only to Subscribers only by the time the playtest ends.

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Well Archaeik the wording of Spirited Charge is wonky. I think the intent of the "(triple damage with a lance)" is unnecessary clarification. It doesn't need to be there to make the multiplying rules work.

The Exchange

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Pathfinder Companion, Roleplaying Game Subscriber

Uh, think you made a mistake there Kinevon.

Charging Lance is x2
Spirited Charge is x2
Critical Hit with Lance is x3

Final Multiplier is x5.

Bringing the total to 5d8 + (Flat numbers[non-Precision Damage] x 5)

Page 12 of the Core Rulebook:

Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

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Pathfinder Companion, Roleplaying Game Subscriber
Bwang wrote:

...and nobody has posted the old saw:

A katana can cut through a TANK! It's true! I saw it on the internet!

Time to play a Samurai in Reign of Winter and test that theory.

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Pathfinder Companion, Roleplaying Game Subscriber

It turns out most other weapons don't need to go through hoops as it were. Swashbuckler is freely available. If you want dex to hit and damage on any piercing or slashing one-handed weapon, swashbuckler or cavalier with an archetype is there. Many of those weapons don't have a cultural footprint that makes people think Dex to hit and damage so it really isn't a huge issue in most other weapons case as people are fine being strength based on those things.

The only other weapons I can think of having a real issue with this (personally) are the Sawtooth sabre (Red Mantis Assassins are the saddest) and Whips.

I'm fine with putting effort into making Whips a strong weapon but it feels like I can't use the weapon for the early levels due to just how feat intensive it really is to EITHER be good at maneuvers or be able to do damage to creatures with armor or +3 or more natural armor - ie. You put all your feats for the first 3 levels into just being able to use the whip (and be dex based) against humanoid enemies in which case you have a fairly subpar weapon which only has the benefit of a good reach but the damage is 1d3+4? Yeah you probably won't power attack as that won't be available due to all your feats going elsewhere. Or you can be good at maneuvers but not even really get to be able to damage against almost every single humanoid enemy you might face.

Anyway, my solution to your "problem" as it were is just get rid of Piranha strike and force anyone who wants Power Attack to have the STR requirement. So even my finesse based characters tend to have a 13 strength since I do not like Piranha Strike. For the record I do ALSO believe in fairness and despise the level to damage (and its doubling) and the Auto-Disarm and Auto-Trip and Combat Maneuver Immunity the Swashbuckler has.

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Aelryinth wrote:

A Katana is no more intrinsically finessable then a bastard sword. It's heavy, and the balance of the blade is farther up the cutting edge. Finessable weapons have balances at the beginning of the hilt or further back, so you have precise point control (like the rapier) or are very light so it doesn't matter (light weapons).

The fact they are portrayed so dexterously in fiction and movies is because that's showy swordsmanship. A naginata looks like a finessable weapon if you are performing weapon drills with it...so does a rifle. They aren't. Try picking one up. The reason they move so fast and sure is because there are two hands being used, not because they are finessable. People really underestimate how crucial being really strong is for moving a weapon well.

For the record, I care far more about the Rule of Cool then historical accuracy.

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Pathfinder Companion, Roleplaying Game Subscriber

Guys, guys. The sin of the Katana isn't that requires a feat to use. While I'm no expert on fighting with a katana, it is typically depicted as being used with two hands. Unless you intended to two-weapon fight with a Wakizashi or using a Sword and Pistol build or Spell Combating (you probably should just use the Kensai archetype if you're going to do that) build, chances are you can just hold the Katana in one hand while using your open hand for whatever it is you're doing. Since you'll probably use the weapon two-handed (using a shield with a Katana is pretty much Anti-Flavor), you won't need Exotic Proficiency since you can just use it as a Martial Weapon.

NO. The real sin of the Katana is just how difficult it is to weapon finesse it. You need a magic item or a swashbuckler dip to be able to weapon finesse with the Katana.

You want to know a sin on Paizo's part?! Failing to include text that allows some archetypes for Cavalier (or Rogue*) to be modified to work with the Samurai (or Ninja*) class. Why? Daring Champion is almost everywhere I want to be with the Samurai class. Seriously, I want to finesse with a Katana and I don't want to feel forced to do a swashbuckler dip or wait until I can afford a magic item. UGH!

*I am a fan of the Vishkanya Deadly Courtesan archetype. Sadly, it can't work with Ninja despite the Vishkanya in Bestiary 3 having the Ninja class. Grr.

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Pathfinder Companion, Roleplaying Game Subscriber

It requires a feat to get more monsters added to your summon monster list either way... If the Summon Good Monster feat from Champions of Purity doesn't give you enough good options for Sacred Summons, this book will not really provide very many more with the Expanded Summon Monster feat.

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Pathfinder Companion, Roleplaying Game Subscriber
Mimo Tomblebur wrote:

Thank you for the Dispel Focus feats. I think the game has needed those for a long time, considering the failure chance of Dispel Magic, and the fact that you are always going up against casters stronger than yourself.

I am also very excited to have a Summon Bane weapon.

I do wish Banishing Critical would have been open to bards. I love the idea of a halfling bard knowing exactly where to poke the huge summoned creature with his tiny rapier to make it pop. It also would have thematically worked very nicely with the Arcane Duelist archetype. (We will soon be up to 35 classes, so why make such a feat so specific to one?)

Spell Perfection(G. Dispel Magic) and those feats plus Varisian Tattoo equals a +10 bonus on dispel checks... I can't wait to abjure again.

The Exchange

Pathfinder Companion, Roleplaying Game Subscriber
Gelarshie wrote:
I just want to know what new ways are there to summon monsters as a standard action. What about those tattoo feats? Are those valid?

Tattoo Attunement will let you bring out the stored summon monster out as a standard action and can hold a single summoned creature for hour per level. So you can summon a monster before going into an enemy base and then store him as a standard action. Then when you get into a fight, you can bring out the the stored creature as a standard action.

Besides that and I think the Inquisitor archetype, there are no new ways of summoning creatures as a Std Action.

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Pathfinder Companion, Roleplaying Game Subscriber

So earlier today, I was playing WoTR with my Oath against Fiends Paladin and managed to dimensional anchor a Succubus Priestess of Nurgul (or something along those lines) before she could ethereal jaunt. Later I decided to read D. Anchor and E. Jaunt to learn a little bit more about the interaction there. That's when I came upon an interesting solution to an ENTIRELY different problem I was facing in a Carrion Crown campaign and quite likely in the future of WoTR.

An enemy I had faced before but continued existing (a powerful lich) had mazed me the first time I fought him. At the moment I have a find the path prepared, but today's WoTR session taught me that self-targeting yourself or allies with a D. Anchor (not a huge issue if you or they aren't prone to teleporting) proves to be an effective defensive technique if you know your are facing a foe that is quite likely to maze or plane shift you and cheaper spell slot wise.

Thought I'd pass on this tiny bit of wisdom.

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Pathfinder Companion, Roleplaying Game Subscriber

VMC Void School wizard is excellent option for any character that requires enemies to fail their saving throws. Excellent catch there Matrix Dragon. I want to VMC enchanter with Mesmerist. School familiar (familiar folio) for enchantment produces a very similar effect (for enchantments anyway) as void school.

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