Weasel

BlackJack Weasel's page

229 posts. Alias of Raziel Azazel.



1 to 50 of 90 << first < prev | 1 | 2 | next > last >>

Hi all, I've recently been playing the Magus Archetype the Greensting Slayer Archetype from Bastards of Galorion and from looking at this Archetype, it has one very very big flaw that I'm attempting to fix and suggest to everyone.

The issue is with The Modified Arcane pool ability.

Normally magus have get this ability called arcane pool. where they can spend an arcane point as a swift action to give there weapon a +1 enchantment for 10 rounds. then at level 5 this enhances to +2 and every 4 levels it goes up by one. at level 5 magus can also give there weapon Shocking, Flaming, Keen, Vorple ect. needless to say, this is a really powerful ability.

now the archetype that I want to play is the Greensting Slayer.

what the green sting slayer does is replaces the enchantment with sneak attack, but the major problem is that you still have to spend an arcane point (you don’t get many and other things cost them as well) to give your next attack sneak attack. as you can see the problem. its way better to have a +1 weapon for 10 rounds than it is to get sneak attack on one attack that might not even hit.

and at level 5 when you can make your weapon flaming. so you can have a +1 flaming attack for 10 rounds, or you can get 2d6 sneak attack for one attack that might miss.

so what I’m proposing is that the Magus can spend an arcane point as a swift action to gain the sneak attack ability for 10 rounds with the same die progression. So a level 5 magus can spend one arcane point as a swift action to gain 2D6 sneak attack for the next 10 rounds.

There are some other Perks I think This archtype should get. I think it should get 4 skill points + Int mod per level and gain Acrobatics, Perception, Sense Motive, Slight of Hand and Stealth as Class Skills.

So this is a house rule I would suggest, Please let me know what you think.


hello everyone, I should be dming my first game soon and I'd like my party to fight some big mean beasties at low levels, monsters in the Huge size category, somewhat monster hunter style. is there anything out there that looks big and scary that isn't too much of a challenge mechanically?


hi all, I might be gming a game soon and one player described the type of character they'd like to play and my mind went straight to the arcane trickster. I was wondering whether anyone out there has ever converted the prestige class into a base class. I've had a go at it but its my first time doing anything like this and so I may have created an unbalanced mess for all I know. I know this is a lot to go through so I really appreciate your time.

Hit Die: d6

The Eldritch Trickster’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Level 1
BAB +0, Fort 0, Ref 1, Will 1
Cantrips, Arcane Bond - Familiar only, Sneak attack +1d6

Level 2
BAB +1, Fort 1, Ref 1, Will 1
Evasion, Ranged legerdemain

Level 3
BAB +1, Fort 1, Ref 2, Will 2
Sneak attack +2d6

Level 4
BAB +2, Fort 1, Ref 2, Will 2
uncanny dodge, Impromptu sneak attack 1/day

Level 5
BAB +2, Fort 2, Ref 3, Will 3
Sneak attack +3d6

Level 6
BAB +3, Fort 2, Ref 3, Will 3
Tricky spells 3/day

Level 7
BAB +3, Fort 2, Ref 4, Will 4
Sneak attack +4d6

Level 8
BAB +4, Fort 3, Ref 4, Will 4
Improved uncanny dodge

Level 9
BAB +4, Fort 3, Ref 5, Will 5
Sneak attack +5d6

Level 10
BAB +5, Fort 3, Ref 5, Will 5
Tricky spells 4/day, Impromptu sneak attack 2/day

Level 11
BAB +5, Fort 4, Ref 6, Will 6
Sneak attack +6d6

Level 12
BAB +6/+1, Fort 4, Ref 6, Will 6
Bonus Feat - Improved Familiar

Level 13
BAB +6/+1, Fort 4, Ref 7, Will 7
Sneak attack +7d6

Level 14
BAB +7/+2, Fort 5, Ref 7, Will 7
Tricky spells 5/day

Level 15
BAB +7/+2, Fort 5, Ref 8, Will 8
Sneak attack +8d6

Level 16
BAB +8/+3, Fort 5, Ref 8, Will 8
Impromptu sneak attack 3/day

Level 17
BAB +8/+3, Fort 6, Ref 9, Will 9
Sneak attack +9d6

Level 18
BAB +9/+4, Fort 6, Ref 9, Will 9
Invisible Thief

Level 19
BAB +9/+4, Fort 6, Ref 10, Will 10
Sneak attack +10d6

Level 20
BAB +10/+5, Fort 6, Ref 10, Will 10
Surprise Spell

Weapon and Armour proficiency
Eldritch Tricksters are proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. They are not proficient with any type of armor or shield. Armor interferes with a Eldritch Trickster's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells

An Eldritch Trickster casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an Eldritch Trickster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the Eldritch Trickster's Charisma modifier.

Like other spellcasters, an Eldritch Trickster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

An Eldritch Trickster's selection of spells is extremely limited. An Eldritch Trickster begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new Eldritch Trickster level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Eldritch Trickster has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered Eldritch Trickster level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the Eldritch Trickster loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An Eldritch Trickster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric an Eldritch Trickster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


hi all, I have this idea for a magical Slot item that whilst worn grant the wearer the Natural Jouster Feat, even if they don't meet the prerequisites.

Haven't decided on which item slot yet so any advice would be appreciated.


Hi, I have a question which i hope you guys can help me out with.

here is what elven battle focus does. emphasis mine.

"Benefit(s): While using Elven Battle Style, you can add your Intelligence modifier to that weapon's damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size."

does that mean that you can only gain the int to damage when making an attack of opportunity.

heres what the Elven battle style says.

"While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don't themselves provoke attacks of opportunity."


hi everoyone.

A titan fighter's Giant weapon wielder ability lets it wield two-handed weapons of one size category higher. so a human titan fighter can wield a large great sword. it says at an additional -2 penalty. when it says additional, does it mean -2 along with the -2 penalty one would normally have from wielding inappropriate sized weapons? or is this a rewording of the same penalty because you wouldn't normally be able to wield a large great sword with a -2 penalty.

"Giant Weapon Wielder (Ex)

At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.

This ability replaces the fighter's 1st level bonus feat."

so yeah, would a level 1 human titan fighter wielding a large great sword be at -2 or -4?


I just saw the item, Scabbard of many blades and it got me thinking how cool it would be to play a character that has a sword for every occasion. A rust monster appears? I'll use my Ironwood Longsword. A skeleton appears? I'll use my... hammer I guess... I think you're stating to see the issue.

it seems to me that the system rewards sticking to one weapon and just getting a version of that one weapon that does more and more damage as you level up.

this made me think about classes like the fighter with his all martial weapon proficiency. and all armour proficiency etc. whats the point in being able to have axes to all these different kinds of armour and weapons when the game encourages you to pick one and stick with it.

do you think there is anyway you can have a character who has a sword for every occasion and an armour for every situation and still make a character thats functional? just seems like a character concept thats dead in the water.


So, I'm sure everyone has seen threads like this a million times and are sick to death of them. but I'm hoping to open up some discussion here to better help my understanding.

Paladin's are champion's of justice whose primary job description is to smite evil in the name of there god. but really, that doesn't sound particularly just or even particularly good. I mean there is a reason why The Punisher isn't in the Avengers.

I was thinking of a scenario that involved an assassin and a paladin in the same party. lets say LG pally and CE Assassin.

now if I were to play a chaotic evil assassin, I wouldn't just make him a psycho who kills anyone for s%%@s and giggles. but rather a guy who kills people for money. he doesn't kill anyone for the right price, wouldn't kill his best friend or a puppy or that potential hit cause he thinks she's kinda hot. but generally, if some gangster payed him to take out some perfect stranger for the right price he'd do it and this is enough in my book to make him evil. he still has his humanity, or elfanity or whatever race he is. his alignment is evil but he's not relishing in world domination.

now, if a person did this kind of thing in our world, the rightful punishment would be inprisonment. but would a paladin be justified in strait up killing a guy? it seems to me that paladin's behave a lot more like the punisher than they do batman. killing anything thats evil and it kinda makes me question. are paladin's even good? i mean it may say so on the character sheet but are they really?

maybe I'm just misunderstanding how a paladin ideally should be played. if you were a paladin who upon first meeting the character I described, realised he had an evil alignment how would a paladin react? would a paladin draw his sword and kill as soon as he saw that purpley black aura or would a paladin try and save a soul instead of just taking one?

also, sorry for the ramble.


Hi, I was wondering how these two abilities work together with regarding certain weapons.

swashbuckler's finesse only works with light and one handed piercing weapons. Whilst slashing grace only works with light and one handed slashing weapons, which when using the effect become piercing weapons.

so basically, because weapon finesse is a prerequisite it means that slashing grace only works with finesseble light weapons and finesseble one handed slashing weapons...which there aren't any.

the feat itself actually gives an example of the longsword, but under its wording it wouldn't work because longsword's aren't finesseble. so its impossible to have weapon finesse-longsword as a prerequisite for this feat.

am I misreading the rules of this feat? or would you be able to get this feat with the longsword or bastard sword or klar or katana etc.


what kind of action is it to activate and deactivate folding plate. for clarity heres the description of the item.

This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield.

On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.


just wondering, is there anyway to get a surprise round against someone who knows of your presence? now as I'm asking this, I know the example I'm about to describe could be abused if it is actually a legal play. and probably isn't allowed purely because of that, but heres the scenario.

you walk up to a town guard and give your whole spiel "er.. excuse me sir, could you please give me directions. I'm running late you see and I can't quite find my way... 'Bampth!'" punch to the stomach.

now If I were to rule something like this, the natural thing would be to do a bluff check. but to be honest, I can't imagine the DC would be that high in the example I gave cause people don't generally expect a punch in the stomach from a stranger. but yeah... is what I'm describing rules legal? can you attack a person who is aware of your presence before initiative if they don't expect you to attack them?


quick question about the wizard variant multiclassing. I was looking at it and it doesn't seem to get any spells until level 11. am I understanding this right?

"School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.

School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip's key ability score.

Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.

Greater School Power: At 19th level, he gains the 8th-level power of his chosen school."


I've been thinking about the red mantis assassin's and I was wondering. is there a good example of how one would behave and act, or how one would behave? and how would one become a red mantis assassin. I mean the information about them seems to imply that they all have almost a hive mind. they all the same view regarding assassinating monarchs and they seem to all worship Achaekek for some reason.

I guess I naturally imagine the best assassins ever to be slightly stormtrooper-ish. Shinobi like beings with little to no emotion. I don't know if theres information i'm missing but yeah, what makes a red mantis assassin.


Hi, I know that there are a lot of 'get X to Y instead of Z' feats and traits out there, for example Bruising Intellect and Student of Philosophy, cleaver wordplay etc. but is there anything that allows getting charisma to sense motive instead of wisdom.

the reason I ask is because whilst I understand why sense motive is wisdom based, it would make playing a conman or gambler character easier. wouldn't have to have high wisdom and high charisma.


I was thinking that thematically, taking the Mantis Zealot Warpriest Archetype into the Red Mantis Assassin Prestige Class sounds great. I just want to ask everyone whether they think that this build is mechanically Viable.


During my last game our gm said in passing that he didn't understand why nobody playing a martial didn't grab a level in brawler, and he made some very good points. it got me thinking. one of my favourite classes is the Bolt Ace, the Gunslinger Archtype. but I hear a lot of people saying that its great up until level 5 then theres not much point in sticking with it. this got me thinking. Could the Brawler and Bolt Ace actually be a decent multi class option?

I was just wondering on the communities thoughts on this multi class because I haven't seen much about it anywhere. the only downside I can see is not having enough points to spend since you'd need to spend points in Dex, Wis, Con and until there becomes a way of getting dex to damage with unarmed strikes Str as well.

So yeah, I just thought I'd throw this out and ask everyone what there thoughts are on this idea.


I remember seeing a post a while ago somewhere on the forums that this particular combo makes a character immune to sneak attacks. I was just wondering if this is true and if so, would someone be able to explain why to me.

I'm currently playing a character who has the scent ability due to a magic item and if this actually does work together, well thats just another reason to grab blind fight besides from it just being a cool feat to take.


1 person marked this as FAQ candidate.

I noticed something strange about the sword saint archetype. it says at third level that a sword saint gains the Brutal Slash ability that replaces the Mounted Archer ability despite the fact that the samurai doesn't gain the Mounted Archer ability till level 4.

So what level would a sword saint gain this ability?


1 person marked this as a favorite.

Hi all, I have an idea for a crossbowman who's not afraid to get into melee and I'm trying to figure out how.

the Idea behind it all is to at later levels, be a greater snap shot/combat reflexes guy.

anyway, I've figured out how to not provoke with a lot of the actions.

Crossbow Mastery/Vigilant loading means I don't provoke when I reload while threatened.
is there anyway my character could fire whilst threatened without provoking.

I know at later levels because of Vigilant Shooter you can spent a grit point to fire without provoking, but that comes online very late and it costs a grit point.

I was wondering, would weaing a Cestus allow me to fire a crossbow in melee without provoking? if it does than great. mission accomplished.

so far the the obvious feat I'm aware of that allows a person to fire in melee without provoking is point blank master, but because of the weapon specialisation prerequisites the Bolt Ace can't qualify for it.

The other Feat I know of that might work is the Sword and Pistol Feat, though that would only work if I throw a punch with the cestus before I fire the crossbow, and the major issue with this is that you'd be using the cestus at a -2, and then a heavy crossbow at a -6 so you probably won't hit with the crossbow anyway, and if you planned on using rapid shot you're not at -2,-8,-8... which kinda sucks.

so yeah, how can a bolt ace fire in melee without provoking, without having to spend a grit point.


Hey, I was just wondering what everyone's general thought was on the idea of giving fighters combat manoeuvre feats for free. as it is right now, the only thing a fighter is good at his smashing things and its outclassed at that by the barbarian.

my idea was to give it 'improved x' for free at certain levels ignoring the prerequisites (power attack and combat expertise.' and then at later levels giving out 'greater x'

what do you think, I think that doing this would actually improve the versatility of the fighter.


Hi everyone, I've been wondering. does anybody here actually make 'bad gaming choices' because its beneficial for the story or maybe, its just the way you envision your character behaving.

I've seen a lot of videos and threads complaining about and or mocking bad players, or at least players making stupid decisions which results in them getting killed. but this got me thinking, is it wrong to make stupid decisions if those decisions portray a character more honestly or lead to a more interesting narrative.

I mean, you could argue that it was stupid of luke to disobey yoda and leave dagobah to confront Darth Vader. But it made the narrative the story that much better.

The other day I was watching clips from Critical Role and I was watching the bit where the character Grog, the Goliath Barbarian with an intelligence of 6 haggled up instead of down because the player thought it'd be more in character. And personally I really enjoyed watching it and I think it made for a better story despite the fact that it had a negative impact on the actual players.

All of this got me thinking, there seems to be a lot of people who think players who make bad decisions in game should be punished by the dm or the other players. but what if you want to play a rash character who leaps in and doesn't think of the consequences. should you be punished for playing a character like that?


I really like the spell shocking grasp as it reminds me of a popular technique in the anime Naruto named, chidori.

now heres the catch, I know that many of you are already probably screaming 'magus' but thats the thing. I don't want to use the magus just because I've heard that the shocking grasp build is so powerful and I don't want to build a character that would ruin a DM's game or upset the rest of the party.

now, I was thinking making this a rogue build with the major magic talent. does anyone have any other suggestion, Ideally I don't want to go wizard or sorcerer because i'd like a character who with the shocking grasp exception. doesn't focus on spells.

so does anyone have any idea's?


I was thinking about one of my favourite pop culture tropes, and thats the Disability super power trope. I always think theres something cool about people character who have turned there disability into an advantage.

From Marvel's Daredevil with super heightened sences, to Slaughterhouses Cherry with a machine gun leg to The Who's pinball wizard; its a super fun trope.

now to pathfinder, has anyone actually tried to build a character like this? I completely understand that it would involve probably a lot of house ruling but has anyone ever done and felt like they accomplished this kind of character in an rp.


lately i've been watching Legend of korra animated series, and it got me thinking about my favourite character of the show. and thats the Wise old uncle character Iroh. it got me thinking that it would be a fun character archtype to play. now Its got me thinking, what class best represents this kind of character, a character whose primary stat would most likely be his wisdom score, probably second by his charisma.


Hi, I've been watching a bunch of anime lately and I've noticed that its quite a common trope to see someone wield a weapon in there mouths. Zolo in one piece uses this 'three sword style' technique and Zabuza in naruto used a knife in his mouth when both his arms were out of commission. So I was wondering. is there any mechanism in pathfinder that would allow a player to use say a light weapon in their mouth?


I was thinking about games like Monster hunter and skyrim. and how you can kill monsters and strip them for parts, parts that you can used to craft weapons and armour.

is there any, or has anyone created a rule system for something like this. I guess on some level in the game you could skin a wolf and get some furs or kill a cow and get some leather. but it'd be cool for a more extensive list of this stuff.


So, I had an idea. the idea is that at the beginning of a campaign each player selects one skill thats important to them.

so the archer might take perception, the thief might take slight of hand, the gambler might take bluff ect. and then just give the players a 50 point bonus in the skill.

that way, even though they're starting at level 1, characters could have that bit of renown. they can be well known for having the best eyes in the city or etc. it just seems that most movies and stories start of with the main characters already having something special about them, being the best at something even if its something small. what do you guys think? is it an interesting idea or do you just see it being abused somehow.


hi, I'm a player. maybe a difficult one and I'm currently in a game with a GM who I feel is being difficult.

I'm still relatively new to the game and was wondering, whats the best protocol when stuff people start butting heads.

I'll give a little more information. and being honest, it hasn't become an issue, mainly because I've just rolled over and gone with it, though I'm not happy with the GM's decisions and it negatively effects my enjoyment of the game.

just for some specifics. I wanted to get an Agile Breastplate, its a 400g breastplate that decreases the armour check penalty from -4 to -1 on climb and jump checks. he's disallowed them and I don't really know why. he just doesn't like them.

the second issue is that, I'm playing a ranger and I'm not allowed to have a wolf as an animal companion. so I have to settle with a dog. I said that I wanted a wolf so that once the wolf gets big enough (becomes large at level 7) I can ride it. he said no, and that I can't ride a large wolf or a large cat. He also didn't want me to have a wolf because it doesn't fit the theme (pirate) which, personally. I don't understand. the climate is tropical and wolves can live in tropical area's but yeah, I'm not allowed.

I guess my major issue is, I don't understand where or why he draws the line. it feels like i'm playing chess with someone whose changed the rules for arbitrary reasons. I don't understand why a magical halfling bowman is fine but a more highly flexible crafted breastplate isn't.

I also feel its important to note, that why'll this thread is detailing my issues I have with the gm. he is a good gm, he is passionate and puts a lot of thought into the game and for all of the few things that bug me theirs a lot he does right. the point of this thread is really just for advice on how to deal with clashes and hopefully learn how to pre-emptively deal with them.


1 person marked this as a favorite.

Hi all.

I have a character concept, somebody who keeps blinking around the battle field. teleporting behind someone to attack them. then quickly teleporting to the next, Ideally a kind of roguish character as teleporting behind someone to attack them seems pretty sneaky. it only makes sense to me to pair it with a character with a sneak attack class ability.

now to the nitty gritty. To pull of this kind of build I was looking at the Dimensional Dervish feat line. but the only way to get there is to have either dimension door or abundant step. which'll mean you can't even begin to start this build until roughly 10th level.

is there anyway to build this kind of character earlier in the game?


I was looking at the pistolero archetype and it states that you must pick a pistol at first level. I was just wondering, does a revolver count as a pistol. also does it mean that you have to pick the regular pistol or could you pick a coat pistol or a dagger pistol or a dragon pistol etc?


hi everyone, My idea is technically two weapons.

two longswords that are treated as light weapons for the purpose of two weapon fighting when used together. for 10 minutes a day, the swords as a move action can be combined to become a great sword. you get an extra attack with this great sword.

so basically, for 10 minutes a day you get two weapon fighting with a great sword without the twf penalty. what do you guys think about this weapon and how much would you price it as.


Hey guys, I'll be honest in that I know nothing about converting monster races into player races. the monster I've always wanted to play as since I've started playing was a Dullahan.

Heres the info on a Dullahan.

-------------------------

Dullahan CR 7
XP 3,200
LE Medium undead
Init +2; Senses blindsight 60 ft.; Perception +16
Aura frightful presence (30 ft., DC 19)

DEFENSE
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 85 (10d8+40); fast healing 5
Fort +7, Ref +5, Will +12
Defensive Abilities channel resistance +4; Immune undead traits; SR 18

OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 cold)
Special Attacks chilling blade, death’s calling, summon mount

STATISTICS
Str 20, Dex 14, Con --, Int 14, Wis 16, Cha 18
Base Atk +7; CMB +12; CMD 24
Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, Weapon Focus (longsword)
Skills Handle Animal +14, Intimidate +17, Perception +16, Ride +7, Spellcraft +15, Stealth +10
Languages Common, Sylvan

SPECIAL ABILITIES
Chilling Blade (Su)

A dullahan is proficient with all simple and martial slashing weapons. When it wields a slashing weapon, the blade inflicts +1d6 cold damage and gains the keen weapon property.

Death’s Calling (Su)

Once per day as a standard action, a dullahan may place death’s calling on a target within 60 feet (DC 22 Fortitude negates). If the dullahan knows and speaks the target’s name, the target takes a –2 penalty on the save. If the victim fails the save, he becomes staggered for 1d6 rounds. For the next 24 hours (or until the dullahan is slain), all critical hits against the victim automatically confirm. Finally, the victim automatically fails all Constitution checks to stabilize while dying. This is a mind-affecting curse effect. The save DC is Charisma-based.

Summon Mount (Su)

As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.

-----------------

So guys, do you think its doable? and would you mind helping me do it?


heres the specific situation. a repeating crossbow requires a free hand to pull the lever and reload a bolt. this is a free action.

Inexplicable Reload is an 11th level bolt ace deed that reduces this specific free action to a non-action. now does a non action still require a free hand?


Does anyone else sometimes feel that there is too much magic in pathfinder in the sense that, magic is used where it isn't necessary.

for example. +1, +2, +3 etc. weapons. I don't see the need for these to be magical. personally I'd prefer it if each +1 represented the quality of the weapon. it also stops quality being binary. either something being masterwork or not masterwork.

I also think that it'd make martials more useful. having martials being useful for the +1, +2, +3 qualities and having casters responsible for the Flaming, Shocking, Brilliant qualities.

its just sometimes I feel that magic is used, where a small mechanism could be devised in stead. I remember being in a conversation about repeating crossbows once, and how they required a free hand to pull the lever and reload. someone suggested using the helping hands spell coupled with the permanency spell. and I was thinking, couldn't the trigger that fires the bolt also simultaneously load the next one?

does anyone else feel similarly. maybe not about the +1 qualities being non magical in nature, but about there being way to much reliance on magic within the world. I kind of feels like, unless you use magic, no ingenuity is allowed.


I was thinking the other day (dangerous I know) about the relativity of our characters mods to each other. this thought mainly occurred to me when my character got knocked out for the second time in our campaign, and nobody else in the party did. now my character is a brawler with a con of 12. I know its not high, but it is above average and I thought I could compensate by having a high AC.

Anyway, my point is that I had the lowest con in my party. other members all had a minimum of 14, even our arcanist and so the enemies we faced had been adjusted to that. if the whole party has a high con, the GM would ajust accordingly. so it got me wondering. why invest in con then? or at least, why should everyone invest in con?

its kinda like the saying, if everyone is special than no one is. and if everyone has a high con, str, int etc. than no one does. does anyone else feel this way?


Hi everyone, I have an idea for a goblin character, and it be helpful if he didn't get murdered every time he walks into town or by his party members until they get to know him.

the idea is that if someone sees him, they wouldn't know what race he was but would probably assume he's a halfling or a gnome, basically they instantly wouldn't think "AHHH MONSTER, KILL IT QUICK!!!"

I have the idea of him wearing a Poncho, mask and a hat,something like a ninja turtle mask and a cowboy hat. If you're wondering he is a Bolt Ace gunslinger archtype. I was thinking about making the mask magical and grant a minor +2 bonus to disguise or something.
at the moment he has +7 to disguise, what kind of DC check do you think a player would have to beat to so people aren't suspicious about his race.

and how much would you price clothing that just enabled people to not be able to figure out your race?


Hey guys, I have an idea for a magical weapon and thought I could do with some advice. for starters what level would you think this kind of weapon would be appropriate and how much gold do you think it would be worth? also keep in mind that its a dagger and a glove. so to use it it would take up an extra item slot as well.

the weapon is really a Knife and a glove. the knife is essentially an anchoring weapon, that can as a swift action that doesn't provoke explode and reappear back into the users hand, when the wielder snaps there fingers while wearing the glove. this effect can only be used when the weapon is anchored.

the explosion deals 1d6 flaming damage + the wielders dexterity mod, the explosion also deals splash damage equal to 1+plus the wielders dex mod. Those caught in the splash can attempt a reflex save for half the damage. the DC for this save is 10 +plus the users Dex mod


hi all. First of all I'm interested in making a ranged elven rogue.

the way I plan to go about this is by picking up both the Scout and the Sniper Archetype. the idea that by level 8, my character should be able to deal sneak attack once every turn from a distance of up to 60ft away, his weapon of choice being a composite longbow.

stats are subject to change (also my regular table has there own rules, your total stats have to equal 80 before race mods.)

18
20
10
10
10
16

what feats/rogue talents would you recommend for this kind of build?


I imagine I'm gonna get a lot of one word answers the this post but I thought i'd through it out. does anyone else think that rouges should be able to use acrobatics instead of climb checks. or apply dex to climb instead of strength.

its jut when I imagine a rogue, I always imagine a class thats incredibly agile and scales and leaps from buildings with great speed.

what do you guys think?


(originally placed in general discussion but I think it might be better of in advice.)

Hi everyone. I was wondering what the general opinion is on looting the bodies of fallen enemies. do people consider it neutral or evil? this particular scenario along with others often leave me torn on how to act.

I mean even if I play a good utilitarian pragmatist who thinks killing is wrong but will kill if the effect is that future lives would be saved by taking this one life. so its very easy to justify killing a bad guy in a campaign. I find it harder to justify stealing the dead guys stuff. I guess I could argue that he won't need it anymore and it will help me save others in the future, but it still feels like a contrived reason to justify taking his stuff.

the reason I feel conflicted is because I the player (me) obviously want the loot because more loot generally leads to more fun. but the character wouldn't feel the same way, its not a game to them.

a similar situation arrived when in my last game, we came across a shrine to an old long lost deity with some trinkets (can't remember what is was, some gold and maybe a neckless or something) from a player perspective everyone was happy, yay. we found loot. and in game I justified my concerns asking 'do you guys think this is right' to which the neutral members didn't care and the other lawful good character justified it with, if this was a shrine to an existing god then no. it wouldn't be. but because its a primitive shrine to a false deity its fine. to me this kinda felt like stealing from a wishing well, I don't personally believe in wishes but I'd still consider it wrong to take the pennies even if all they would do is sit there and rot.

and this also brings me to my second/third point. think i've lost track now. I don't want to be a stick in the mud. I don't want to always argue alignments and morality in every session. I don't want to be THAT guy who just kills the merriment of adventure by posing introspective moral quibbles.

so tell me, how do you guys handle this sort of thing. or am I just over thinking it?


Hi everyone. I was wondering what the general opinion is on looting the bodies of fallen enemies. do people consider it neutral or evil? this particular scenario along with others often leave me torn on how to act.

I mean even if I play a good utilitarian pragmatist who thinks killing is wrong but will kill if the effect is that future lives would be saved by taking this one life. so its very easy to justify killing a bad guy in a campaign. I find it harder to justify stealing the dead guys stuff. I guess I could argue that he won't need it anymore and it will help me save others in the future, but it still feels like a contrived reason to justify taking his stuff.

the reason I feel conflicted is because I the player (me) obviously want the loot because more loot generally leads to more fun. but the character wouldn't feel the same way, its not a game to them.

a similar situation arrived when in my last game, we came across a shrine to an old long lost deity with some trinkets (can't remember what is was, some gold and maybe a neckless or something) from a player perspective everyone was happy, yay. we found loot. and in game I justified my concerns asking 'do you guys think this is right' to which the neutral members didn't care and the other lawful good character justified it with, if this was a shrine to an existing god then no. it wouldn't be. but because its a primitive shrine to a false deity its fine. to me this kinda felt like stealing from a wishing well, I don't personally believe in wishes but I'd still consider it wrong to take the pennies even if all they would do is sit there and rot.

and this also brings me to my second/third point. think i've lost track now. I don't want to be a stick in the mud. I don't want to always argue alignments and morality in every session. I don't want to be THAT guy who just kills the merriment of adventure by posing introspective moral quibbles.

so tell me, how do you guys handle this sort of thing. or am I just over thinking it?


hey guys, I wanna make a Beast totem warrior build. preferably human. and I want the build to revolve around the 'lesser Beast Totem' Rage power. I want to optimise the damage from the claw attacks.

as for point buy. our stats have to add up to 80 before mods, so its a lot of points to play with.


hi guys. now I was thinking of just doing a barbarian, Beast totem.
now, this build entirely revolves around making the lesser beast totem as effective as possible.

also, we normally have a house rule that all our stats must add up to 80 before mods. its a lot I know, and I most likely will be playing it as a human. what do you guys advice.

as for feats I was looking at, Feral Combat training, Boar Style. maybe taking a level or two dip into brawler.

what do you guys think?


I saw in an old thread somebody had the idea to introduce a motorcycle into a game, and the idea they had was a Large contract with Faster, Metal and Trample.

I also found out about a Clockwork steed. what level do you think is appropriate to give these things to your players? or do you think they should only have stuff like this if they have mount abilities or can build the construct themselves?


is there a way to make an effective TWF build with different weapons. like a Longsword and Shortsword or Saw-tooth Sabre and Bladed Scabbard. I had an idea for a TWF samurai, Katana and Wakizashi but every time I look at effective TWF builds they always seem to be two of the same light weapons.

can you build an effective TWF build with two different weapons?