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Hama wrote:
thejeff wrote:
Hama wrote:
KahnyaGnorc wrote:
Honestly, turning Jimmy from an omega male/"Distressed Dude" to an "Alpha Male" is worse for me than his race. Jimmy could be Jimmy as pretty much any ethnicity, but being an "Alpha Male" makes him a completely different character.
I kinda like it. Superman is already an established hero and Olsen is a Pulitzer prize photographer, at the top of his game. In comes Kara.

He's also playing a very different role here than in a Superman story, if I'm reading the hints in the trailers correctly. Sort of a liason between Superman and Supergirl. He's been in the superhero game for awhile (on the edges, obviously) and he's helping the new kid out. As opposed to being the helpless source of trouble for Superman.

Exactly. And I like it.

The change was unnecessary since the comics already have Ron Troupe. He could have filled the same role.

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Ciaran Barnes wrote:
Considering how long it takes to reload a crossbow, and what Rapid Reload does, I'm surprised there isn't a way to reduce how long it takes to load a sling.

There is, but it costs 2 feats. Ammo Drop and Juggle Load.

Unless you're a halfling and then it's an alternate trait.

Anzyr wrote:
ShroudedInLight wrote:

Oh my god, Celestial Obedience around level 15 or 16 is soooo good. I plan on playing a Lunar Oracle and if we ever get that high (We're starting at 9) is something I will totally take XD

Especially with Prophetic Armor, which is like saying "You have double your CHA to your AC AND you get to be sexy"

Who doesn't like sexy?

You can't sadly because as I mentioned the "Stat bonus types are typed bonuses" FAQ. You can't add you CHA to AC twice.

@ Arachnofiend: True, but obviously at level 16 Celestial Obedience is the superior choice, since it allows you to add DEX to your AC as well.

Actually, they do stack. It's like the exception listed in the FAQ.

Prophetic Armor adds your Charisma Mod to AC instead of DEX.
Celestial Obedience grants an Armor bonus (equal to your Charisma Mod).

Don't try to outshine your allies. Instead, make them shine brighter.

1. Group buffs like bless or prayer at the beginning of combat.
2. Teamwork feats: Outflank would be good for you and the ninja (since they'll want to be flanking anyway). It'll give you both a damage boost and will also take advantage of your combat reflexes.
3. If you do decide to go reach and find that you're not getting hit very often, the spell Shield Other works well in conjunction with your swift action self-heals. Cast it on the one most likely to take damage and keep them up longer.

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Add sharks to it.

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133. Speak a new language, just because they killed a bunch of goblins.

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They could come across a hatch with the numbers 4, 8, 15, 16, 23, 42

There are also some plant creatures that fit in well with the haunted forest theme.

Hangman Tree

To answer your questions:

1) No. There is a hard cap of +10. See this FAQ or Weapon Special Properties (3rd paragraph).

2) I believe you are restricted to what the property allows. I can't find any rules for either side.

3) What Gwen said.

4) Yes. See this page, just below the class links.

If Gentle Rest is your only reason for taking the Repose domain, you could go with a 1 level dip in Warpriest for the Repose minor blessing.

Alternatively, there's the War Blessing feat, which gives you access to the blessing twice per day (just slightly better than the Believer's Boon feat).

Why isn't Spiritual Ally on the Spiritualist's spell list?

There is an online database here, but it doesn't have many options for filtering. However, you can download the file and use another program to filter your list down.

At least that'll give you a good head start.

"If it don't fit, you must acquit"

Maybe one of the bad guys could have a easily identified signet ring or something that is either too big or too small to fit the PC he was disguised as.

Or you could use the Chewbacca defense.

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The Empty Children

Go from tomb to tomb saying "Are you my mummy?"

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How much loot could a looter loot if a looter loots in combat?

Keep in mind the action economy of looting. It's something that most groups don't think about because looting is done after combat. It takes a move action to pick up an item, and that's per item (assuming the opponents don't just carry all their stuff in one big bag). It's only a free action for the rest of the party to yell "Get you a** back here and help us!"

At most this guy should only be getting a couple of items before combat is over and then it's up to the rest of the party to decide if they want to stand aside and watch this guy do all the looting.

See Magic Items on the Body

Shields have their own item slot. Characters only get one shield slot. You can carry more than one shield, but you only get the benefits of the one you equipped in the shield slot.

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"I can't believe you shot yourself in the face with a crossbow AGAIN."

We were using the critical fumble deck and one player was very unlucky with the dice.

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Jason Bulmahn wrote:

There are a large number of process concerns that make it very difficult for us to release errata before it is final, the largest of which is a time and manpower issue.. but I dont want to get pulled off on that debate.

As for the number of errata problems, we actually have a very solid track record on this. There have been thousands of individual changes to the books over the past 5 years and relatively few issues that we've had to revisit. Now it so happens that some of the more high profile ones have been recent, on the whole its not nearly so flawed a system as you seem to think.

Jason Bulmahn
Lead Designer

I can understand that. Not every errata needs to be discussed in depth, especially when it's just reworking existing text for clarity or adding missing information that should have been there to begin with.

However in this case, there was a significant change to a feat that a lot of people not only use, but actually built their character concept around. There should have been a post giving a heads up about the proposed changes to the feat (Similar to what's done in the playtests - for example, in the Advanced Class Guide with the proposed changes to the Arcanist class). At least that way, people could discuss what they like/don't like about the change and maybe come up with something that works for everyone.

You wouldn't need the whole errata document for this. Just a thread to say "Here's what we're planning. Please provide feedback." It probably would have saved you a few headaches.

This whole concept takes twerking to a whole new level.

Inquisitors have their judgments and access to a lot of buff spells that can allow them to get away with having relatively low stats. I wouldn't dismiss them so quickly.

Here is what I believe most people are referring to when they refer to bows as two-handed weapons(emphasis mine)

PRD wrote:
Projectile Weapons: Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it's a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling.
PRD wrote:


Price 75 gp
Type martial

At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can't be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.

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From the Ask James Jacobs thread

8) If your additional damage from sneak attack or bane doesn't add up with your base damage to a number high enough to overcome damage reduction, then yes, the damage reduction can block it. Stuff like bane and sneak attack just adds to the damage done; it doesn't grant any special penetration power.

ThreeEyedSloth wrote:
No Pugwampis?? Major sad face.

Looks like all the tiny creatures were skipped.

How about Inquisitor with the War domain?

The War domain gives you Weapon Master, which gives you access to any combat feat for a few rounds. That would cover your issue with all those exotic weapons that you want.

Inquisitors get a lot of cool abilities and spells to up your attack and damage. This makes up for the slower attack progression and spreading the stat points out.

They also get quite a few skill points.

In the section on classes, there is a table that tells you when you gain new feats and increase ability scores.

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Gorbacz wrote:
Can we finally have that "heroes rescue a princess from a dragon in a proper medieval kingdom" AP?

Sorry, but the princess is in another castle. ;)

Aren't all extra-planar creatures essentially aliens?

A troop is immune to any spell or effect that targets a specific number of creatures

Are ray attacks an exception to this rule? As written, it seems like troops can't be targeted with spells like Ray of Frost or Scorching Ray. However, if a troop is subject to sneak attacks and critical hits, that would imply that they can be targeted with weapons. Rays count as weapons for the purposes of adding sneak attack and critical hit damage.

If the answer is no, what is the rationale for allowing them to be hit by weapons but not weapon-like spells?

sgtrocknroll wrote:
Improved Critical: (11th) should be 15th

It's correct at 11th. The prerequisite is Base Attack 8. Inquisitors get that at 11th.

Herbo wrote:
  • Make sure you check out the various GM Reference threads for issues/fixes people have used on each adventure. The way the NPCs are written (or left out) of some of the adventures rankles with some. But in terms of publishing the AP it makes sense not to assume that NPC X is still alive in each adventure. So make sure you take some time to figure out how your NPCs are going to work (or lounge about) in each volume. I personally got a lot out of the Night of Frozen Shadows GM Reference thread, because there were some cool ideas for changing up some of the events to improve pacing of the action...there's even mention of Ninjas on snow's worth a looksie :-)
  • Very useful. Also, if you haven't already, you should check out This Thread.

    Zark wrote:
    ANebulousMistress wrote:
    Kajehase wrote:
    CapeCodRPGer wrote:

    So, a bunch of Indiana Jones style dungeons, looking for relics. Sounds cool.

    So does the final dungeon have a UFO like at the end of Kingdom of the crystal skull? ;)

    What are you talking about? I'm pretty sure they found the crystal skulls and made their way out of there and back to civilisation without further complications... ;)

    Wait, I thought they only made three movies.

    I remember seeing something that claimed to be a fourth movie but I chalked it up to bad herbs in the hookah.

    I actually preferred the 4th movie over the 3rd.

    Final dungeon with a UFO? Final dungeon with Jeep and a lot of Gasoline would be more far out.

    New magic item: Refrigerator of Nuclear Shielding

    pimp-dragon wrote:
    Dm said I couldn't use first lvl spells in 2nd lvl spell slots. He must be fuzzy on threw rule. Thanks for the help guys.
    PRD wrote:
    Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

    FallofCamelot wrote:
    Paizo missed a few personal range potions in early adventures and AP's so that's probably where the Divine Favor potions came from.

    It was in

    Jade Regent: Night of Frozen Shadows
    We just got it recently. I didn't see anything under the Brew Potion feat, which is why I made the mistake.

    pg. 19: During Combat Asvig drinks a potion of divine favor on the first round of combat.

    Yes. I've seen potions of divine favor in an adventure path.

    Kydeem de'Morcaine wrote:
    Also, can I add 9k to the cost of my breastplate to give it the powers of soothsayer's rainment (that's the difference in cost betwwen +1 chaninmail and the rainment)?

    If your GM says no, there's the Ring of Revelation that does the same thing. Unfortunately, those are more expensive.

    Kydeem de'Morcaine wrote:

    Ok, thx. I may take 'shield other' in place of 'grace' and drop the 'lifelink' for earlier 'combat healer.'

    Personally, I'd stick with Life Link over Shield Other. With Shield Other, 1. it's a spell slot for each ally and 2. that's potentially a lot of damage to take in one round if you have it on multiple allies. I like the Energy Body/Life Link combo - it basically gives your allies fast healing and you can heal yourself as a move action. Also, Life Link has a medium range and can be dismissed as an immediate action; whereas with Shield Other, you and your allies have to stay within close range and it requires a standard action to dismiss.

    If you plan to use your channel energy for mainly offense vs. undead, (and from your build, it looks like that's the way you're headed) you won't get as much use out of Selective Channel. It's a great feat if you want to heal your allies and avoid healing a living foe, but you won't need to worry about that against undead. I think you may get more use out of Extra Channel instead.

    For 3rd level spells, I've had a lot of fun with Chain of Perdition. I highly recommend it. If you can get your hands on a scroll of Remove Curse, I'd swap that one out. Your group's Paladin will eventually be able to cast it or possibly take it as a mercy at 9th level.