Sabina Merrin

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Goblin Squad Member. Organized Play Member. 2,403 posts (2,404 including aliases). No reviews. No lists. No wishlists. 1 alias.


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If you care about AC, play a beast totem savage technologist.

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Arturius Fischer wrote:
Tendriculous (SP). Another 3.5 staple overpowered mon. Dunno if they ported it, but it was a giant plant monster made of vines that lives in swamps. With a big toothy maw. And it could grab things. It also had a fairly high Regeneration. What bypassed it? Well, logically you'd think slashing weapons (cut the vines) or fire (it's a plant). NOPE! It was weak to Bludgeoning and Acid. AND it was far...

I've got some bad news for you

Although it's slightly toned down, less strength, less constitution and fire works against its regeneration.

Dark Archive

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Fill his spellbook with explosive runes.

Fabricate some 'proof' that he's an evil wizard. Maybe some plot that would have resulted in the destruction of the village.

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If celestials could attack that easily, why didn't they stop the Whispering Tyrant? Or the Worldwound. Why the hatred of Cheliax? There are factions far worse in the setting. Is it a bit to close to home?

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BigDTBone wrote:


4d6 drop low is equivalent to 15 pt buy already.

average on 4d6 drop low is 12.24 which is the same as 12,12,12,12,12,13 pt buy with a little left over. Or 15 points.

That's not a good way to model it. For a proper comparison you'd have to get the average point-buy value of a rolled stat, not the point-buy value of the average rolled stat. The problem is, that rolling can generate stats between 3 and 18 while point-buy only allows stats between 7 and 18, although rolling below 7 is rather rare.

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Considering how well the Technology Guide sold, how are the chances for an Ultimate Technology hardcover with expanded rules on computers, spaceships, mechs and all the robots?

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Are you planning to remove those spells from the opponents as well? Many high CR monsters have plenty of save or suck effects as spells and spell-likes.

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Ashiel wrote:
So yes, rule-breaking/dishonesty aside, Summoners are capable of doing the gamebreaking shenanigans of full arcane casters while being very adept at beating arse like 3/4 casters while also having a pet minion that rounds out their skill retinue in a major way while also being comparable to an additional PC in their own right (albeit not usually a great one, their ability to be recycled and expendable means they don't have to be).

The Eidolon has balancing issues, too. They just pale in comparison to the spell list of the Summoner. Were the Eidolon a martial class, PFS input would have already nerfed it to the ground.

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Marco Massoudi wrote:


Hello Liz, i have a question.
I thought the "Inner Sea Races" hardcover was maybe pushed back a month to june, but that is not the case.

And in july we already got "Occult Adventures".

As i don´t think you will publish 2 hardcovers in one month, will it come out in august or at a later date?

Thank you for your time.

According to the ad in Wayfinder 12, Inner Sea Races will release in September 2015.

Dark Archive

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Second Darkness. While Legacy of Fire and Curse of the Crimson Throne need mechanical updates, Second Darkness has more fundamental flaws. And just think of the potential tie-in books:
Riddleport Campaign Setting (similar to Magnimar, Korvosa and Kaer Maga)
Revised Darklands Campaign Setting
Kyonin Campaign Setting
Drow of Golarion

Of all 3.5 APs, Second Darkness has the greatest potential of improvment.

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This might be helpful:
Ravenloft Dungeon Reference

Ravenloft Dragon Reference

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A straight pistoleer 12 will be deadlier. With Up Close and Deadly and Signature Deed, all of his attacks will deal an extra 3d6 points of damage.
Make him level 13 and he can abuse double-barelled pistols without misfire.
The best race for Gunslingers is probably Kasatha.

Dark Archive

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Shouldn't the Silent Aviary be an artifact? And is the redraw once per day or at will?

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3.0 Saurials were in Dragon Magazine 292. They were later revised for 3.5 in the Web Enhancement for the FR supplement Serpent Kingdoms.
Here's a link.

Remove the racial hit dice, reduce the natural armor and they should work pretty well as a player race for Pathfinder.

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ElementalXX wrote:
Yeah i know it doesnt work. Should it work like that? probably no. This is the same way it was for dragon ferocity which became nonfunctional until a follow up faq was issued. Altought undead paladin are a very corner case

There are at least 5 of them in Paizo books. At this point, I'm wondering if there are more undead antipaladins than living ones.

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Psyren wrote:

Houserules.

Ah, the ever popular 'bad rules aren't a problem because you can houserule them' defense.

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Chess Pwn wrote:
Being an undead anti-paladin. I don't know how common this is, but I feel it's not a popular PC idea right now.

Fools! Being a Graveknight Antipaladin is awesome!

Dark Archive

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Psyren wrote:
A trend I've noticed around here and in other places is that nobody seems to care about Paizo "legislating from the bench" (i.e. issuing errata via FAQ) when doing so increases player power. For instance, where were all the complaints when Paizo ruled via FAQ that haste works with Spell Combat, despite the fact that by RAW this was simply not the case before? That was clearly "being at war with Eurasia" too. It's more than a little hypocritical to be fine with them doing it when it suits the player but not when it nerfs an option previously thought to have existed.

How many feats had to be rewritten for the haste change? How many class features were made pointless/harmful? How many stat blocks (some of them of recently released books) were made false?

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Weslocke wrote:
blackbloodtroll wrote:
RDM42 wrote:
blackbloodtroll wrote:
RDM42 wrote:


Are you saying that statblocks never have errors?
Prior to this FAQ, there was no error.
Your opinion, that, it seems.

As many, as well as I.

I highly doubt any DM looked upon some Undead Antipaladin statblock, and said, "hrmm, this save should be lower" at any time, ever, before this FAQ.

I know of multiple, multiple tables who have been handling these cases in this fashion for years.

I am a DM and I have looked at an undead anti-paladins statblock before and realized that the Fortitiude saves were too high.

I applaud the PDT's clarification of this issue and thank them for their time and patience on this matter.

Did you also find it strange that monks were able to flurry with a single weapon?

Dark Archive

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The Vernimous Hunter gives Fast Healing 1 and light fortification at first level.

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Does anyone really think that doubledipping is more powerful than spells like Blindness/Deafness or Slow?

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Douglas Muir 406 wrote:
And, oh look, it's yet a third set of rules for handling damnation.

Should House Thrune have all the thrice-damned fun?

Occult Mysteries has a book that grants a +5 circumstance bonus on opposed charisma checks against devils after casting planar binding as well as instructions on creating more durable magic circles against evil.
For 2255gp that's a steal. The name is 'The inward-facing circle'.

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VRMH wrote:
If that were possible... why would the Hags and Deamons put so much effort in snatching them?

If raising the dead were possible, why would rich people die of anything but old age?

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With the introduction of the Slayer and the Investigator (not to mention Bards, Alchemists, Ninjas, etc), do Rogues even have a niche anymore?
At this point, we might as well ignore that the Rogues exists without missing anything (except missing perhaps as that is what the Rogue excels at).

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Wolfgang Baur wrote:
Bran Unden wrote:
Book arrived in germany :-).

WOOOOT! Es freut mich sehr, das dieses Buch schon in Deutschland geraten ist. Ein bisschen Koboldzauberei, das es so schnell ging.

Ok, that's all I got.

Hopefully mine will arrive soon, too (without being intercepted by customs). The pdf is very nice, so far, thanks for sending it out earlier.

What happened to this?

50k stretch goal wrote:

New archetypes chapter!

All spellcasting archetpyes from the Player's Guide to Midgard included and added to the Hero Lab file.

And this?

And when will you announce Deep Combat?

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Considering that it will take a while for the book to get here, it would have been nice if the people who had to pay extra for shipping would at least get the pdf earlier.

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If you want 'First Edition Feel - Pathfinder Rules', check out Frog God Games.
Or join the Judge's Guild Kickstarter.

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Kthulhu wrote:
BigNorseWolf wrote:


The alter self roflcopters the disguise skill. Its a +10 or +20 compared to the +8 of the skill. (and possibly negating the species factors on top of that)
I can think of many MANY situations where a mundane disguise will be far better than a spell to disguise someone. Not the least of whice involve one of the following: anti-magic field, detect magic, dispel magic, dead magic zone.

So, in order to to stop magic from being better than skills you rely on ... magic.

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A bard on his own is a decent combatant. Especially the Dawnflower Dervish, but even standard bards are decent.
The rogue certainly isn't a damage dealer. If that's the role he's supposed to fill, he does a horrible job. For a class based on precision he isn't very accurate.

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Alexandros Satorum wrote:
TarkXT wrote:
This is in contrast to the rogue who can't seem to get a freelancer to like him enough to throw him that bone.
perhaps there is some preasure from paizo to not increase the power level of rogues.

But why? The core barbarian wasn't very interesting either, but APG, UC and companions made them a viable class.

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insaneogeddon wrote:
They group dolphins and orcas

Despite the name, killer whales are dolphins.

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Rogue tears are delicious?

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The Master Summoner is also a full caster in disguise.

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Marthkus wrote:
Lemmy wrote:
Barbarian who decides to use maneuvers is likely to be better at them, thanks to Strength Surge.

Strength surge is just another example. Oh look I want to do a maneuver. Well let's just add an additional +20 to the check! hurr durr

There is having a bonus and then there is having stupid levels of bonuses.

Considering what casters can do when the barbarians bonuses get that high, I'd say that they are pretty balanced. +20 on a CMB roll is a 1st level spell.

It's not that barbarians are too strong, it's just that fighters, monks and especially rogues are too weak.

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DM Under The Bridge wrote:
Of course I would be okay with it. The players are meant to overcome. The barbarian smashing it is choosing the option come what may, and not solving it.
Quote:

Trap Wrecker

You can smash traps instead of disarming them.

Prerequisites: Power Attack, Disable Device 1 rank, orc.

Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.

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LazarX wrote:
The Stormwind Fallacy is itself a Fallacy. Because there is a difference between optimising to enhance your roleplay, and creating roleplay constructs to dress up your munchkin crunching.

Why you play a certain character is far less important than how you play him.

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I prefer the shocked look on the rogue's face when the barbarian gets bored, steps up, shoves the rogue aside and simply smashes the trap.

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The character I play is lawful evil. He despises weak characters that can't contribute (like rogues) for pure in-character reasons.

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TOZ wrote:
Lemmy wrote:
You made him a Rogue.
Not exactly helpful. Funny, but not helpful.

Just like the rogue.

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Galt is more Scarlet Pimpernel than Les Miserables.

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Fighter only feats have the same problem as sneak attack improvements, while the original class benefits from them, other, stronger, classes benefit as well. Swashbucklers and Warpriests will have full access.

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AC 25 at first level.

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Bastards of Golarion has many strong traits:

Quote:

Adaptable Flatterer

Category Race
Requirement(s) Fetchling
A life spent avoiding racial mistrust has taught you to humor others effectively when it is useful to do so. You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.

Any rogue will want to take this.

Quote:

Azlanti Inheritor

Category Race
Requirement(s) Gillman
You have prominent Azlanti features, which you can use to inspire confidence in your allies. Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus.
Quote:

Creative Manipulator

Category Race
Requirement(s) Changeling
Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse.
Quote:

Curse in the Blood

Category Race
Requirement(s) Skinwalker
You gain a +1 trait bonus on saving throws against curses. You treat your caster level as 1 higher when casting spells and spelllike abilities with the curse descriptor (Pathfinder RPG Ultimate Magic 137, 251).
Quote:

Fiery Glare

Category Race
Requirement(s) Ifrit
You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.

Skill Mastery

Quote:

Finish the Fight

Category Race
Requirement(s) Half-Orc - Orc-Raised
You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute. You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.
Quote:

Martyr’s Blood

Category Race
Requirement(s) Aasimar
You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Would probably be better without Finish the Fight.

Quote:

Overwhelming Beauty

Source Bastards of Golarion pg. 21 (Amazon)
Category Basic (Magic)
Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Too bad Mongrelfolk aren't a player race ...

Quote:

Undead Slayer

Category Race
Requirement(s) Dhampir
Filled with wrath against the monsters whose unclean blood makes you an outcast, you gain a +1 trait bonus on attack and damage rolls against undead creatures.

Far better than the Religion Trait of the same name.

Quote:

Undine Loyalty

Category Race
Requirement(s) Undine
You learned early on that teamwork can help keep you safe from troublemakers. Choose one teamwork feat (Pathfinder RPG Advanced Player’s Guide 150) that requires an ally with the same feat to be adjacent to you. You may benefit from that teamwork feat as long as you have an ally within 10 feet of you (though your ally does not benefit from the teamwork feat unless it also has this trait or a similar ability).

Outflank + Paired Opportunist.

Thanks to Nethys for listing them.

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Crane Style users

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Durngrun Stonebreaker wrote:


Well, two actually.
So violent appetite then? Aegrisomnia explicitly stated you could change the flavor. Trying to suggest Rage doesn't imply anger is asinine.

Well, there is a Rage Power that grants you a bite attack ...

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Quote:

1. angry fury; violent anger.

2. a fit of violent anger.
3. fury or violence of wind, waves, fire, disease, etc.
4. violence of feeling, desire, or appetite: the rage of thirst.
5. a violent desire or passion.

Anger is only one possibility.

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In space!

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It's what makes barbarians viable. It might be a bit cheesy, but that goes for about any useful strategy for classes that aren't full spellcasters.

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There's also Psionics Transcended from OutsideNormal.

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