Frost Giant Battle Priest

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Any interpretation that hinges on "bluff check" and "bluff skill check" being substantially different things, intentionally distinct, is on very shaky ground.


Targutai Minyatur wrote:

If I understood well , for each level of caster i can make one attack more in the same round With chill touch, so if i use with "reach spell" and im level 3 , that Allows me to make three ranged touch attacks at the same target or several?

The penalty of force builds upon the same target?

You are wrong. You get to make ONE attack as a free action after casting the spell. ONE. The ability to attack multiple times means that you're still "holding the charge" after you touch an enemy, but you still have to spend your regular actions to make those touch attacks.


27 hp to kill.


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Using Gloves of Storing to dual-wield crossbows is "insane cheese" now? Chill. The f~~$. Out. guys.


Claxon wrote:

Well, let me inform you of this.

You combat mule will die, its only a matter of when. Eventually someone is going to attack the gunslingers mount (which is not an animal companion) and it's going to die from a single hit.

If you want a mount, find a way to get an animal companion.

Still, 27+ points of damage to party members prevented for 12 gp? I'll take that deal.


Straight up superior pony.
Donkeys ought to impose a -4 to all Handle Animal checks for being legendarily stubborn, and mules have....poor resale value for being sterile? Yeah no, the prices don't make sense. You can buy a leopard for 100 gold. You can buy a combat-trained bison for 75 gp that will absolutely anything a 3rd level party is likely to face , or get the equivalent for as low as 24 gp (the yak).


Gut feeling says 10-15k. It locks you out from metamagic rods, and Enchantment DCs, specifically, are easy to push into the stratosphere.


No formula for it, but those abilities seem reasonable for a pair of magical shoes, costing less than actual flight. Also, none of those abilities render the actual PrC moot.


Yes, you can spam Constrict. Yes, it's cheesy as hell. Yes, it's easily ruled: "The number of Constrict free actions you can take on your turn is one".


How are you reloading those crossbows?


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StabbittyDoom wrote:


Allow me to reiterate: There are no rules for death.

Except for those in the magic chapter, and those in the raise dead spell.

StabbittyDoom wrote:


Any assertions about how rules should and should not work for death are invalid because it's unreasonable to expect that the writer of a duration-based spell had such interactions in mind, or even that the writer of duration-based rules in general had that in mind.

Not at all unreasonable. Other RPGs manage it just fine.

StabbittyDoom wrote:


If this were law, we'd fall back to a reasonable expectations standard. Would a reasonable person expect to still be diseased if reincarnated into a new body? Probably not. Would they expect to still be cursed? Probably so. What if revived into the same body? They'd probably still expect to be diseased. What if revived from a finger of the former body? Now we're getting into tougher territory.

No, if this were law, we would see that we already have a system of rules for determining when spells end. The proposed exception, spells end when the target dies, is not supported by those rules, even though it could easily have been written in if it was supposed to apply, is not necessary for smooth functioning, and can easily be shown to raise more questions, for example under the interaction with Breath of Life.

"Reasonable expectations" is the method of last resort.


BadBird wrote:

Well, a melee-oriented Barbarian 1 (Extra Rage)/ Wizard 6 (Teleportation School) / Eldritch Knight 2 can: wear an enhanced mithral kikko with Arcane Armor Training, toss on things like Shield, Mirror Image or Monstrous Physique for 9 minutes at a time, swing a greatsword for 30ish damage (or more with a polymorph effect) with essentially permanent Heroism and a solid attack bonus, and make a 15ft. swift-action teleport and 5ft.step before, during, or after a full attack action. Plus they can utilize no-save and utility spells even if they don't maintain a high mental stat, since they have no need to Rage until entering melee. That's a highly optimized example, but still...

Several problems with that build.

Eldritch Armor Training and Shift compete for Swift action. Shift prevents you from taking actions until next turn, because it works like Dimension Door. A 6-caster at level 9 has 3rd. level spells, +6 BAB and class features; this guy is two for three.


Durzanult wrote:

Okay, I've always disliked standard point buy because the number of points you have spend increases the higher you increase a stat. This has always ruffled my feathers, just a bit. It adds an exponential cost curve, which makes the system less straight forward.

So here's the challenge: How would you create a straight forward point buy system where each point spent increases a stat by 1, yet allows the GM to potentialy keep the power level about the same as standard point buy?

I've got my own ideas, but I want to hear the suggestions of others first. Go.

PF rewards specialization, and a +3/+3/+1/+1/0/-2 array, or a +4/+2/+1/+1/0/-2 array, are just better than +2/+2/+2/+1/+1/+1. Any 1:1 point buy is going to result in maxed out stats and dumped stats, the only difference being the new floors and ceilings your system imposes.


Whip of Spiders: "You can wield this object as if it were an actual whip, except [things that aren't relevant to the question]"

River Whip: "functioning a whip appropriate for your size, except [things that aren't relevant to the question]".

So, yes. Also note that they aren't touch spells that disappear when you cast something else, nor do they provide a free touch attack when you cast them.


Prestige Classes, new ones, could be designed for players who realize that Conan is no longer a valid character concept when the game hits level 9. They could be designed to add mobility, intelligence gathering and protection-from-autofail effects to martial characters who sorely lack them.

None of these prestige classes would be remotely balanced with anything published today.


Avoron wrote:

Aether Elementals

These are the answer to winning the unwinnable situation. Both your sorcerer and summoner can summon small aether elementals with summon monster II or III, and they are overpowered enough to singlehandedly make up for uthe difference in levels.

They speak all four elemental languages, so your party will almost certainly be able to communicate with them. They have flight and natural invisibility, so they can slip into the room just below the ceiling for tactically advantageous positioning. They can then use their telekinetic throw ability, which can fling an object up to 480 feet with no saving throw, on the holy symbols and weapons of the cleric and paladin.

Assuming that your GM decides that they have the ability to no-save affect attended items unlike everything else in the entire game. He miiight decide to interpret the ability differently.


And what about all the ward and trap spells put into place by long-dead mages?


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Consider this: Spell like Bestow Curse (and many others) would need a specific continuation-beyond-death clause if termination at death was a rule.


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There are rules in the Magic (not Spells) chapter about the duration of spells. None of them mention the death of the caster or the subject. Furthermore, the rules about dying and returning to life say nothing about ongoing spells.

Furthermore, as a general principle, effects that are rendered invalid (because Enlarge Person targets persons not corpses), they are suppressed, not ended.


The Wild Caller is a great archetype. Most of the evolutions you're barred from are terrible anyways.

In PFS play, you can have an Eidolon that looks like a wyvern, that you call a wyvern, that acts like a wyvern, that you raised from an egg...but it does disappear when you lose consciousness, that bit can't be changed, and neither can the glowing forehead rune or the fact that it is affected by Outsider-affecting spells.

Also, in PFS play, you are stuck with the stupid b@@$~$#! eidolon subtypes of the unchained summoner.


Infinity points. The race builder is for PC races. You can't balance 7th level casting for a 1. level character as a racial trait.


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HWalsh wrote:
Kudaku wrote:


Personally I like using climate change denial as a parable to those who don't believe in the martial/caster disparity. They even use a lot of the same arguments! :)

I wouldn't use that one.

The climate change vs denial argument comes down to both groups accepting the impact of change, but arguing on if it is human driven or not.

That is not the case with the alleged C/MD.

That's a nice demonstration of the point. On one side, you have a mountain of evidence. On the other, you have:

*It's not a problem, to my knowledge, right now, for me personally, so the problem doesn't exist.
*I don't like the conclusion, so I'm going to deny it, with no arguments at all.
*Some guy with a title and a vested economic interest in telling me it isn't true is telling me that it isn't true.

Those are exactly the same argument you hear from climate change deniers.

(and make no mistake, USians. To the entire rest of the world, your debate on climate change sounds exactly the same as 9/11 Trutherism and Moon Hoaxers).


But the actual spell you cast is decided at the beginning, so you can't start casting Summon Monster V, then discover that the fight is over hen your turn comes around and just spend a 1. level slot on SM I.


CL-boosted Call Animal, then (no save) Extended Wartrain Mount to turn the indifferent animal into a high-powered animal companion.


Genosoppai wrote:
The Inheritor wrote:

Impossible sorcerer Bloodline..

Spell Focus - (Enchantment) is your best friend.

What do you think about the psychic bloodline? Sounds it good for my idea?

ElMustacho wrote:

The fey bloodline gives a +2 to the DC of the compulsion subschool.

Also, grab a few non-controlling spells once a while, just not to be useless when you meet undeads, oozes and whatever has immunity to mind affecting effects.
Alternatively, invest in metamagic feats and rods to bypass type immunity and continue to control stuff.

I'll do it!What feat would you advise to take?

I think ill go for human,level 5 sorc...Under "The Inheritor" advice ill surely take Spell focus and maybe quickened spell for action economy,what should i take then?

I can't recommend Psychic Bloodline. Among other reasons, the bloodline spells will be unfamiliar to your tablemates, and the details of psychic casting can be...fiddly. Fey is better for a simple mind control focused sorcerer. That said, Psychic Bloodline is not terrible, by all means feel free to take it.

Quickened Spell does nothing for you at level 5. It modifies the spell level required by +4, meaning that a quickened 1. level spell requires you to spend a 5th level spell slot, of which you have none at level 5.

Human Fey Sorcerer 5
Str 7
Dex 12
Con 14
Int 12
Wis 8
Cha 18+2 racial +1 at level 4.

Feats: Spell Focus (Enchantment), Bouncing Spell, Improved Initiative, Toughness. (or whatever tickles your fancy. You don't need to worry too much about your feats.
Traits: Irrepressible, Magical Lineage (Hideous Laughter)
Spells Known:
0: Detect Magic, Light, whatever.
1: Entangle, Grease (all-round awesome control/utility spell), Vanish (emergency defense spell), Chill Touch (mostly for use against undead), magic missile/shocking grasp (for a bit of blasting)
2: Hideous Laughter, Glitterdust, Create Pit.

Your main gun is Bouncing Hideous Laughter as a full-round action, and you have plenty of other control spells. Spend 5.000 gp on a Sorcerer's Robe to add your laughing touch to a spell you cast 3/day.


By extension of the Warslinger FAQ, the spell can't be cast on a greatclub.


The Fighter will have a weapon training between 1 and 4, +2 from the gloves. So trained Grace adds another +3-6 to damage.

Nothing in Advanced Weapon Training increases your Weapon Training bonus.


The to-hit boost for a kineticist is "not making iterative attacks".


Thanks ;-). I took her character sheet to one session and then her personality fell into place for me. Happy to help.


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Deirdre, from the archives.

A human woman in severe scholar's robes, thick glasses and her hair tied in a severe bun. Also, unbelievably curvaceous, with luscious platinum-blond hair, perfect skin and teeth and a husky voice. She klutzes around the room, knocking things over, scrunching up her adorable face to peer across the table, and seems to confuse herself with the pile of scrolls she's carrying.

Deirdre is a diligent member of the Scrolls, and not really sure why she's on any particular mission, given that she's just a linguistic researcher. She believes herself to be a mousy little nobody, completely unaware of the effect she has on others.

Stats:
Human Oracle (Lore) (Psychic Searcher)
Str 8
Dex 7
Con 12
Int 14
Wis 12 (or less)
Cha 18+2

Feats: Skill Focus (Linguistics), Orator
Traits: something that gives linguistics as a class skill, something else (irrepressible for +cha to most will saves, that one that gives +1 DC for language-dependent spells?)
Skills: Linguistics, all of the knowledges.
Racial abilities: Focused Study, Skilled.

Curse: Clouded Vision (of course!)
Revelations:
Either Focused Trance to completely crush skill challenges, or Sidestep Secret to klutz your way out of danger.

Spells known:
0: Detect, Read, Light, mending
1: Murderous Command, Comprehend Languages, (Cure Light Wounds).


Also, what's up with Grabbing Style in the first place? It repeatedly mentions grappling multiple enemies, without providing or requiring the ability to do so, AFAICT.


Improved Natural Armor (and Dodge, Weapon Focus, Weapon Specialization) are the comparison baseline for "not laughably terrible", not "worthwhile".


No, just the usual Paizo attention to detail. You should just houserule it to work.


Silver Wyrmling has CR 6, so at level 13, that's Dragon+ 7 class levels, but with the level-up reduction, it's 10 class levels and 3 levels adjustment (final). This is all from the bestiary.


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Premonitious wrote:

A player (playing a druid) just tried to use a dominated animal to detect traps... like a monk (with his saving throws) and I wasn't sure if it's against a druid's code since technically all it says is

"A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid..."

So what I also want to know is, what does it mean to "revere nature"?

That's not "torture".


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It part of the Cleric's "Spells" class feature, "Chaotic, Evil, Good, and Lawful Spells" sub-heading. Not relevant to Oracles.


As a Con Man class, Bard blows Rogue out of the water.


Does it use the "attack" action, the specific standard action from the Combat chapter of the CRB?


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The most thorough (and useful) interpretation of "arcane spellcaster level" ends up at "effective wizard level".


So far, the Eidolon Rod is priced around 50k. That's level 10 wealth, more like level 13 wealth if it's not your first or only magic item. By then, you're casting 4th or 5th level spells and 2nd level slots are no longer worth buying. So, take out the runestone "component" and let the item consume a 2nd level spell slot (which is fine, because it's already limited to casters), price: 30.000 gp.


Talon Starblade wrote:

how many he can make, depends on how the 1k/day limit is worked with...

Using a metal cartridge as an example, he could make 133 bullets (assuming that the 1k is charged vs. 1/2 cost of 7g5s),

or

66 rounds (assuming the 1k is measured against the full market value of the bullets).

A little question I've never been able to get clarified.

Craft skills and magic item crafting both use final value, so what do you think?


Murdock Mudeater wrote:

(Yeah, just got the Dragon Empire Primer....)

Okay, ranger archetype. First ability, "Favored Yokai (Su)":

Basically, it's a modified favored enemy, but what I'm not seeing is any notes about the bonuses to attack and damage stacking every time you add another creature, like with most favored enemy abilities.

Can I get a second pair of eyes on this one?

Is it meant to provide only a +2 attack and +2 damage to the "favored yokai" regardless of my ranger level?

RAW, only a +2 bonus. The ability doesn't provide upgrades, and it's a replacement for Favored Enemy, not a modification.

RAI, only a +2 bonus. The archetype seems to be built around diversifying your toolkit as you level up, being able to use Yokai Sense, Yokai Resistance and the ability to spot disguised Yokai against more enemy types.

Is it any good? Obviously not. The higher-level abilities come in way, way too late.


Go human, take Ricochet Toss as your FCB bonus feat at 6th.


Samasboy has it right, and James Risner is wrong. If it works as "an X except for Y", you can take option Z that modifies and requires X, as long as Y doesn't prevent it. In this case Y prevents Improved Familiar.


The action for Awesome Blow is the Combat Maneuver action, which in this case is a standard action.


Traditionally, PFS has allowed everything that didn't deal with crafting, wealth creation, or being really squicky.

Lately, they've been banning things that are immediately obviously overpowered, and things that are poorly written and likely to cause table variation and long discussions.


Full Orc, not half-orc? Yeesh. Beatstick Cleric IMO, or Paladin. Get a Sage Familiar to do knowledge checks.


Chess Pwn wrote:
Casual Viking wrote:
lemeres wrote:


If you are looking for a weapon familiar, I think an improved familiar (can eldritch guardian take that?) to grab an earth elemental is best.
Yes. Any familiar user can take Improved Familiar, because it's not a caster level requirement, it's a class level requirement (wizard or sorcerer when the feat was written, effective wizard level in PF). But Improved familiars can't be Maulers.
You can take it but you can't gain any of the familiars since you don't have arcane Spellcaster levels.

"Arcane spellcasters levels" being something that chesspwn conflates with caster levels, despite a closer look pointing towards the interpretation of "effective wizard level".


lemeres wrote:


If you are looking for a weapon familiar, I think an improved familiar (can eldritch guardian take that?) to grab an earth elemental is best.

Yes. Any familiar user can take Improved Familiar, because it's not a caster level requirement, it's a class level requirement (wizard or sorcerer when the feat was written, effective wizard level in PF). But Improved familiars can't be Maulers.


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Melkiador, stop it. You have been shown what "as noted" means in the context of both Witches and Warpriests. Your question has been answered decisively. There is no argument left.