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Ooh, good question. Looking at the PRD now, the Extra Hex feat implies it can solely be hexes from your spirit, not the generic hexes available to all. I would run it as though you could get Extra Hexes from the core universal list, or specific spirit hexes that are only available when you are connected to that minor spirit, but the rule does seem to read as nixing both since Unsworn Shaman has "minor spirit" instead.

Spirit Talker requires you to have the Hex class feature - I would allow it with no issues, but Unsworn Shaman's Minor Spirit slightly interferes with that. Since it says "This ability replaces spirit and ALTERS hex", I'd use that as an argument that it's still fully accessible.


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This looks fun. It's a sort-of card-based storytelling game I guess, where you get to play out any mix of kitschy 50's-60's sci-fi monster movie plots. Welcome to Roswell 51!

This plus King of Tokyo/NY scratches most of my B-movie love.


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Shoot, I forgot - I have a friend who collects statues and such. Getting decorative statues of the appropriate sizes (if you can decorate and have the room) is another option. Not so cheap, I expect, but really if you're going for really large stuff then it might as well be displayed anyway?


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Minis specifically, not really. Above a certain size, they're not so profitable it seems, so it's usually a special effort (there's the Behemoth KS by Dungeon Crawler also posted in this section, as an example) and when they are made they're fairly costly, and more often something like dragons or giants which would see more use.

I've bought one or two, but I've also looked at regular kids' toys or bottles, etc. You also could make your own if you're artistic, or print out a monster image and tent it to make your own pawns? Otherwise, your best chance is to wait for kickstarters from mini companies like Reaper or Dungeon Crawler, I've found.


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The 1st-level Liberating Command spell is on the Skald list, and Skald blends more with barbarian than other classes at least? In-class, there's Fey Blood which lets you ignore difficult terrain when charging, or Eater of Magic to negate spells. Barbarians don't have much going for them on the "Freedom of Movement" front, so I'd want to be more focused on negating effects in the first place.


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Fencing terms:
Bellguard
Octave
Reprise

But I think you've got some pretty good options from the other posters.


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For the attacks yes, potentially, but not the skill checks (several times our bard didn't have IC up when combat started, but using Gallant Inspiration gave our fighter the boost). I keep forgetting figments like the Image spells aren't mind-affecting, that makes Spellsong more valuable.


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Cacaphonous Call or Gallant Inspiration are some 2nd-level spells I like for bards, also. You're better set up for buffing and debuffing - which can be a full-time job, really. Work with your cleric on spell choices to avoid overlap and your team will be kicking butt.

As far as feats go, Spellsong is good in social areas, but unless you use a lot of Concentration spells its second use will be more limited. Arcane Strike gives a nice bonus to damage. You won't be one-shotting enemies, but our bard (not focusing on Archery) still managed to help whittle them down a lot more quickly.

Bards don't have a lot for things immune to enchantments and illusions (thus our bard's arrow-shooting) - there's the Threnodic Spell feat that lets you affect undead and such, so maybe a rod of that at later levels. Otherwise, ours did more buffing (Good Hope, the finale spells, etc.)


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The Vicious Circle, Disc Jockey, or Midnight's Edge?


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There's the Spell Storing armor enchantment, it's +1.

*EDIT* I found my first ninja!


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Yeah, incorporeal creatures can hit each other - see Incorporeal - so I would also argue they can't share a space. The monster rules seem like they'll be the only indicator one can get for a ruling.


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Yeah, basically you have to make use of hexes to boost your damage-dealing, so action economy suffers. Otherwise, it's metamagic and very narrow focus.

I'd take Flame Shaman and its hexes, particularly Flame Curse and Fire Nimbus. Also, Evil Eye and Misfortune to make it harder to resist the spells.
For Wandering Spirit or the Spirit Talker feat: as Markov indicated, Wind's Vortex Spells hex or Water's Fluid Magic Hex to augment spells and Lore's Arcane Enlightenment can allow you to poach a few Sorcerer/Wizard spells, also.

The feats you'd want might be Accursed Hex to redo those hexes that miss, and the usual metamagics (maximize, empower, etc.). You can get one for free from the Secret hex. Burning Spell gives another round.

At higher levels, there are rods for hexes.

EDIT:
There's also Elemental Focus and Elemental Spell - the latter gives you more flexibility with your damage spells, so may be a higher priority.


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You could also check with your DM on obtaining scrolls written at a higher level, to try to get a Dim Door scroll that covers the group.


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Snapleaf? Immediate action invisibility and feather fall.


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Potion sponges I think are undine items from ARG, so if you can get access to seaside villages and such it may help. And Haunted Shoes give you unseen servant a couple times per day. Otherwise, yeah, hope your party members are happy to assist or hire a servant (fey sounds cool) to be your assisting hands.

EDIT
Hand of the Mage gives mage hand, but you'd have to be happy wearing an elf's mummified hand around your neck...


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If you're looking to change the familiar to animal companion, then I think you'll have to look at familiar archetypes as indicated by Grandlounge. They haven't done much to reflavor shamans and druids. Mayhaps you're thinking of the shaman druids from the APG?

Otherwise, elemental or Wood spirits and spell selection would be the strongest way to make a shaman more druidlike, I guess.


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Our gaming group has a couple of women, my best friend who is the longest-gaming person in the group and my wife who likes the storytelling and imagination but is shy to talky roleplaying.

I actually met my best friend through another gaming group a long time ago that did the usual sexist stuff - and drove her off with a game where we had pregenerated characters to choose from, all of whom were ladies of the night (the exact word used being the uncouth one), sons of ladies of the night, or constantly frequented ladies of the night. All of them, pretty much, I think I managed to snag the one of maybe two that wasn't one of the above, because he was a wrinkled browned poor fisherman.

After she left the group, they kicked me out because they thought I made her uncomfortable and drove her off...


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... I didn't say it doesn't need to be brought up, as far as I can tell. My apologies for the lack of clarity. I said every instance of bad behavior doesn't need to be brought up. Someone saying something racist in school, an alcholic binge, all the bad news, etc. At no point did I mean to imply "a racist criminal creating a game system to encourage racism" was below the threshold of discussion.


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How do you mean?


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I don't know, doesn't that feel like the implication being made here is that a good number of Paizo forum users want to indulge in their racist tendencies, and until now had no means to do so? I'd imagine that any signal boosting on this product would come from whatever congregations there are for racists and supremacists anyway. It's like saying priests and nuns will start engaging in sexual behavior if we try to start conversations on sexuality, sexual practices, and sexual health in churches.

Does every instance of bad behavior need to be brought up and discussed? No, this is a forum, not the news channels. But for my part, I'm glad I know about this, since I peripherally know people who could get introduced to new games including this - and I already had to warn them off FATAL (and the person playing it). Knowing, if someone seriously brings up this game, the likely aspects of their personality will help them avoid getting involved with someone who is toxic, or at least keep their guard up.


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I'm not sure there's anything that directly heightens spell-like ability spell levels in PF. It'd be a house-rule like Claxon's above, it seems.

The Lantern-Bearer prestige class has a spell-like ability that gets heightened later on. And in 3.5 there was a feat that allowed spell-likes abilities to be heightened, as well, so there is precedent.


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Ohhh, good question. They based it off the Paladin's Divine Grace, I assume, which used a separate ability from what's used for the saves, so it's iffy. Since that ruling now exists, Wis is already used and Will is their good save, I'd see it difficult to convince GMs to allow it to double up. It's reasonable to assume it only applies to Reflex and Fort.

On the other hand, 20th level capstone, and sometimes it's fun to chew your doublemint gum. I personally would allow it. FAQ'd.


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An earlier thread discussing this.

As it mentions, Divine Favor and Shield of Faith are classics, so may be the first ones you go for. Ray of Sickening may be useful (outside of the ones listed in the previous thread).


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Yeah, you don't usually pierce another plane, you just keep on truckin' to other planets, systems, etc.

I think of it as the elemental planes subtly influencing the material plane, mystically, like fluctuating gravity wells. You can't go directly from plane to plane without spells, magic items, or portals (which I feel could form from time to time naturally, allowing one to accidentally fall into another realm - putting earth elementals deep within a cavern, water elementals out far in the ocean, a seagull popping into the elemental plane of air, etc.).

Thor: the Dark Wold, you know?


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Has this been linked yet?

Changing Alignment.


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Armored coat's easier to put on and take off, though.

There have been some other threads on this - basic consensus looks to be "table variance" plus "anything a druid can't wear counts as metal". Folks can see either side, but generally it's thought that the metal plates are what provide the better armor. It's a safe assumption - but some DMs may get caught up on the leather coat aspect.

When I had a character with gold to burn, I just made it out of both darkleaf and mithril. To look rad.


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Yeah, there's not set order required, really, since it all gets refreshed after the hour. The only order of operations implied with these is that the wandering spirit should probably come before the hex (since you pull the hex from that spirit). Regular spells are independent of the wandering spirit you choose, and you don't have to choose between the spirit spells beforehand. It would be a decision by the Shaman, really, but flavor would likely be spells then wandering spirit/hex. It's something to decide on if your shaman performs different ceremonies for the various class abilities.


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It's a good FAQ question. There hasn't been anything that I can see, but I would houserule by basing stats on the closest core elemental and giving whatever special non-"mastery" abilities the elemental has. So for the lightning elemental, EB4's air elemental with Spark Leap instead of whirlwind. The ice elemental I'd compare to the water elemental, but it gets more traits than the others. While I'd be fine with giving all of them, it would probably be closer with the rules concept to just give them one, most likely Ice Glide.


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Gallowdead may be a bit too far from the deaths mentioned, but perhaps you may adapt it a bit. The harionago, being an innocent woman murdered in an unspeakable fashion, could count. Revanants and poltergeists as well, and burning skeletons.

the d20 Pathfinder SRD site has a bunch of 3PP stuff - bloody bones, burning child, and others that sound good but may not quite match the flavor you have.


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Ring of Sustenance because they never eat or sleep in games. Muleback Cord because what weight limit?, Headband of Ponderous Recollection for the Scan spell. Bead of Force or Iron Bands of Binding for catching pokemon.

For general advice, just fluff spells like game effects, and look for spells or items that address the mechanics of the game in some way (like the Status spell, or Contact Other Plane [strategy guide plz], or effects like Monster Lore or the Investigator ability that boost Knowledge checks to identify monsters' abilities and weaknesses). It looks like the ACG's Inspired Chemist archetype can sync with the Preservationist, by the way, so that'd be a way to get some investigator talents for metagaming knowledge, like Eidetic Recollection or Inspirational Expertise.


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You could try Auchentoshan and Dalwhinnie, perhaps? I just got an Auchentoshan Three Wood I'll be opening up tonight, but I remember it as being tasty the last time I had it.

There was a distillery called Glengoyne I visited a long while back, too, that I found very enjoyable, but I haven't been able to find more since then, and that was when I just started out with Scotch.


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This takes place in the River Kingdoms? I'd break it down to three functions: Search, Capture/Eliminate, Interrogate. The first two are clear, but if you can catch the thugs, then you might be able to get details on other thugs, where they think the other bands are, etc., using Suggestion, Detect Thoughts, and Charm Person. I'd assume they're a bit territorial...

For the 3rd level spell, it's a tossup between Haste, Sleet, or Stinking Cloud. I'd want to avoid single-target spells for my only 3rd-level slot, so something that could affect multiple allies (depending on who I've got) or impede multiple enemies would be more appealing. If your group can consistently set ambushes, then sneaking a perimeter on a bandit camp and popping the storm or cloud would be very satisfying. I wouldn't want to drop either spell without knowing allies are or have some way of being on the other side - the spell impedes them a bit, as well. Otherwise, fireball go boom.

For 2nd, again, if the group is good with ambushes, I'd lean toward Pyrotechnics and Hypnotic Pattern. Wait til night, then target the bandits' campfire and grab who's left with the pattern. Locate Object would be good if the bandits tend to use certain sorts of weapons or gear your group doesn't have. Otherwise, Web is a good control spell in general if there are a lot of trees and such, so definitely that one, and probably Glitterdust to again limit the enemies.

And for 1st, I'd go with Grease, Color Spray, Sleep, and Magic Missile. For ambushing, I'd probably replace Sleep with Hypnotism. If the bandits are too high for HD spells, then maybe Animate Rope? They're likely to have that lying around. Really, Grease and MM are what I'd always want on - the other two are gravy (so Mage Armor and Shield, or whatever you prefer).

If you have downtime and money, maybe prep signs of Sepia Snake Sigil or Explosive Runes? If you can buy scrolls, then copies of whatever you don't end up preparing (say Sleet Storm specifically, since there are no saves involved) plus Flame Arrow, Fireball, Darkvision, and other niche spells as needed would give more options.


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Doh, complete reading comprehension fail there. Good to know!


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I read it as once per book they can activate the bonus.


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So you've got a bunch of if/thens if you try for anything not SAD, depending on what rolls are high or low. Can you decide the class after you've finished rolling? Or is the GM expecting you to have a class in place then see what your rolls are?


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You might need to check the Champions of Balance book itself, I don't know if the website's updated to include the material.

I didn't realize that it was necessary to have the subdomains of a deity listed to access them, I thought any subdomains were available if the deity had the domains.


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"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"

In othermore words, I enjoy gaming. I like learning rules for games even when troublesome *aims stinkeye towards Arkham Horror*, I like options and splatbooks, and I like roleplaying. I lean towards fantasy, but enjoy horror and sci-fi as well. I like the game world, I know the rules, and while I like Eberron more as a setting the available content for Golarion makes it a richer world, and with more support. That isn't even touching 3rd party support, which I barely scratch the surface of in my gaming. I'm not someone who gets paralyzed by options so "bloat" and all doesn't bother me, it means more people have more chances to find what they like.

Pathfinder has the advantages of building on rules that have been out there for a long time and have percolated through the minds of most of my available player base, so it's faster and more widespread, making it easier to get games started, especially since a good portion of my player base has aged out of the whole "let's use our brains learning entire new systems". Some older players lean towards 2nd/1st Ed., which I'd play if a game started up, but 3.5/Pathfinder is essentially the baseline.

If someone can't stand the game, that's their problem, but finding others willing to play/learn an alternate system (or houserules) is the bigger problem. I have a number of games that I'll likely never to be able to play because of my player pool's lack of time and interest in other systems and settings *aims sadeye towards Eberron and the Leverage RPG*, and that's still fine. Because in the end, I am gaming - with friends. The path matters less than the company, for me.


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There's the transhumanism movement, which is all about that tech. However, the word itself can exist and be thought up without the influence of that movement - one of the problems with language and concept appropriation. Taking the OP's question as the general concept, not the movement, that's what every person who makes deals with angels and demons are to me. And Liches, intentional undeath (make me a vampire!111!!) or even unintentional undeath in general, clones, polymorphism, druids, worms who walk... I consider all of those valid. Sometimes it's a BBEG whose transcendence will spell trouble (Raistlin ascending to godhood), sometimes it's a PCs goal (Raistlin ascending to godhood), sometimes it's a reward, sometimes it's a curse. I handle it however makes a good story and interests the players.

Heck, in these terms the Starstone IS a post-technological singularity.


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Gentlemen, you can't fight in here, this is the internet!

This errata really should be clarified further.

New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?
No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

As far as the last sentence of the answer, my best assumption is that since the ruling says "unless they are added by a class feature of the same class", to me the implication is that they were targeting non-class feature methods of adding spells (how this all works I don't know), perhaps traits and such. Favored Class Bonuses, while racial, are tied to the specific classes so to me qualify for adding the spells as ones you can cast. But if someone can grab this one trait that lets them use this one feat that lets them get this one spell, it doesn't mean that spell is tied to the spellcasting ability they have. Just getting it doesn't mean you can actually cast it, unless you got Haste specifically through a class feature that allows it. Class features are tied to your class spellcasting. Non-class features, such as certain traits or other spell-expansion abilities, give you the spell if you already have the means of casting it, but are useless if the spell origins and your spellcasting abilities don't sync up.

My secondary opinion was that the bold phrasing was also to prevent someone from doing a Schrödinger's spell list: if someone has the potential of adding spells via class abilities, there is no benefit until the spell is actually chosen. If you grabbed a cleric spell for a shaman, that shaman has zero ability to use spell-trigger or completion items, feats, or take archetypes/prestige classes involving that spell until they've selected it for the day. After that point, it is on the spell list of the character's active spell list, not the class, to prevent things like maybe a wand of an arcane version of a divine spell or other potential abuses. Since it never exists until chosen, technically you can't get early entry into whatever or cross into other things that wasn't RAI.

So to summarize: the shaman can cast the FCB or Arcane Enlightenment spells each day they have added it to their active list of spells, since such instances are through legitimate class abilities and have been accounted for, but non-class spell expansions cannot legitimately add spells of a different class. Any way of adding spells that is not incorporated to a class ability is disallowed. For what my opinion's worth.


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Ah, ammo limitation and probably no time to craft alchemical cartridges. Yeah, melee pistols are good then.


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Is the gunslinger's build around here somewhere? Rapid Reload and alchemical cartridges are the key here, and Deadly Aim and Vital Strike are a big help, as is the Dex to damage, and depending on your archetype the weapon you use. With rapid reload and the cartridges, for a pistol it goes down to a free action to reload, which may be worth it despite the higher misfire chance (gunslinger deeds to the rescue).

The touch AC attacks are important, and if you can get a good range (like guns with the Distance enhancement) you can take down most targets before they get to you. If your gunslinger's into the pistols, then use two double-barreled pistols so there are more shots available before having to reload?


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It's really a "mental domination/change who you are and make you focus on doing something really icky". The idea itself is bad enough, but it's combined with you becoming both a target and something you aren't, and it's not written out how exactly that happens. Sort of an Alien/Body Snatchers/Species crossover with potential The Thing influence, and the details are Lovecraftian unknown. Creepy stay-the-heck-away vibes all over.


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... Wasn't that the entire point? 30's pulp sci-fi?


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Where did they hint at a PPM kickstarter?
*edit*
Ah, found it in their newsletter.


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I thought that link was going to be this.

That section was pretty much the only thing that made me think again about interplanetary adventures. Which is good.


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Red Lantern as in the DC rainbow corps? They're always angry and spit acidic/fire blood, right? Bloodrager focusing on fire or acid seems the closest match thematically and in terms of powers.

The Flame Oracle would be more on the fire side, but not much in the way of rage. Alternatively, maybe a magus, with the Eldritch Scion (ACG, mixes in Bloodrager) or Myrmidarch (UC) archetypes. The Myrmidarch would give you more ranged options with fire spells.

Or you could do a Flames Shaman - less straight fighting and rage, but more flexibility, and you'd get a flaming cat you could name Dex-Starr.

For flavor, I'd probably lean towards a race that complements the weaker aspect of the class (half-orc or orc for an oracle or magus, or an ifrit for a bloodrager).


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The Kickstarter. Only 7 days left, I just found out about it.

This sounds interesting - a game that uses cards, and one of the main conceits is that your characters can die 7 times. They describe it as not trivializing such deaths, but emphasizing necessary sacrifice at times. I've never played a card-based RPG (just stuff like Pokemon and Magic), but it's being helmed by Keith Baker, and I like his Gloom game as well as the Eberron setting, so I think I'm going in. What other card RPGs are there?


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Most people will probably visualize it like that scene in the Silent Hill movie: clothing, then skin. An ecorche wearing naked skin would have some difficulty being unnoticed. Bloodied and soiled clothing and gear likewise would be hard to explain away if the ecorche just takes the skin then waits for the victim to die before grabbing the rest of the stuff. It's vague, so you can go either way with it, but I'd argue it snags all of it for an adequate disguise in my games. Skin-only though gives PCs a better chance at survival, so that should be an important consideration.


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Interesting. Sort of a mix of Hirst, Dwarven Forge, and Lego. Good to see it's funded, and I'm curious to see where and how this goes long-term. It's not for me for various reasons, but I could see its appeal for folks. It looks like it bridges the gap enough between types of terrain users to have something for most groups looking for some more terrain to add. Definitely feels more like Lego sets than anything else in terms of purchasing and usage.


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I had to pass that one up. :/ Too many add-ons for my ADDled brain...

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