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John Bellando's page
Goblin Squad Member. Organized Play Member. 27 posts (109 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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Bodhizen wrote: The first level spells have been added. On to level two! One adjustment you may want to make is that the an Inquisitor gets to case the 4 "Detect Alignment" spells at will at 1st level; therefore, there's no reason to ever take those spells as 'spells known'.
John
What are the thoughts on the "Unnatural Presence" Trait that lets you intimidate Animals and Vermin?
John
What are your and others' feelings on Craft Wand or Scribe Scroll for an inquisitor? Also are there any items that hold multiple scrolls or wands and allow their retrieval as move ormswift actions?
John
DanMonster wrote:
If you go melee, you certainly want to go with a twohander, pick up Power Attack, Furious Focus, Weapon Focus. High Str and Con, go with heavier armors etc. The usual stuff.
The teamwork feats you get for free are all mainly melee focused; Precision Strike, Outflank.
I see this occasionally, but do you think there's any benefit to a sword and board Inquisitor? I am thinking of doing one that can hurl his shield as needed but generally fights with a weapon and shield. Without Martial proficiency, the selection of 2H weapon is low unless you take a deity just for the favored weapon.

Galnörag wrote: It now reads:
Slayer (Ex)
Errata
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.
faq
It is a hang over from beta that didn't get cleaned up. Judgements used to start at low power and then gain power over two rounds. They also used to reset if you swapped them out during combat. The mechanic well novel, was cumbersome and didn't make it out of the play test. It had a lingering effect on the manuscript, and you will see in the FAQ the other spells that change.
So does this just mean in effect you get a +1 to your Judgment since the bonus increases every 3 levels? Seems an odd way to express this ability, especially getting it so late? Also I assume it allows you to compute your Judgment for levels over 20?

0gre wrote: Well the nice thing about the inquisitor is he can give his bane ability or his judgment to whatever he happens to grab.
"Careful, This is now an orc-bane barstool!"
Catch Off Guard, Throw Anything, and later Improvised Weapon Mastery are your best bet. You might consider Improved Unarmed Strike as well for the full on Jackie Chan effect.
From what I understand Ultimate Combat is going to have some additional martial arts stuff which might help your concept out but that's a good 8 months out.
That was very close to what I'm envisioning. I just wasn't completely sure that the Judgment and Bane abilities would work on those. However, I see no reason why not. I also liked some of the Equipment Tricks from the Armory book (Though there aren't any for cloaks which I'd love to see).
Now to pick a deity that embodies the "fight supernatural creatures of the dark" mentality (for the Kingmaker campaign). I was leaning towards Pharasma, but sadly the mechanical benefit is that I'm proficient in the dagger, but I also have the dagger :)
0gre wrote: Most inquisitors fill their feat lists with combat feats. Ranged or melee as appropriate. Without all the bonus feats the fighter and ranger get you kind of need all the feats you can get to keep up in combat. They also benefit from spellcasting feats, Expanded Arcana is a pretty decent way to expand their abilities.
Otherwise nothing specific to them.
I wonder how well an improvised weapon Inquisitor would work? I see him using whatever is on hand (including some equipment traits) to fight a variety of monsters. I'm mainly thinking the feats that help with those, though they may be less powerful than some others.
I was considering playing an Inquisitor, as the idea of a Monster Hunter in a campaign sounds interesting. However, I was curious if there was any additional feat support for them? Thanks.
Andrew Betts wrote: John Bellando wrote: Just curious, I have many ongoing subscriptions with Paizo and recently ordered the Advanced Player's Guide book. It arrived, but I noticed I didn't get a PDF of that. I have a PDF version of every other item I've ordered, so this was confusing. Do you not get the PDF if you buy the book? Only if you subscribe to the line upon release. That makes sense. Disappointing, but it makes sense. I'm a subscriber to all the rest so that explains it.
Just curious, I have many ongoing subscriptions with Paizo and recently ordered the Advanced Player's Guide book. It arrived, but I noticed I didn't get a PDF of that. I have a PDF version of every other item I've ordered, so this was confusing. Do you not get the PDF if you buy the book?
Joshua J. Frost wrote: Send me an email. josh@paizo.com
No guarantees, though.
Thanks, it has been sent.
Just curious if there is any type of appeals process for Pathfinger Society adventures?
Thanks!
John
Lilith wrote: I'm so sad Baydenostasich died! :( You played him very well and he was a quite enjoyable character. Thanks! I was enjoying him. You ran a wonderful game by the way. Thanks!
Question, I'm trying to decide what to play. Should I base my decision on the Campaign RPG that will be ready next year? Will our characters convert to the new rules in whatever form they start in? For instance, if I start a bard now using 3.5 rules, in a year will I just 'transform' him into a Pathfinder RPG bard? Same with races, will the race abilities be changed to the Pathfinder stats?
dragonvan wrote: I'm the number 1977 and I'm undecided of which faction I choose. I'm 1975.
David Wickham wrote: I got #1608 Josh said online numbers started at 1605 or so... Where do we find our number?
Norgerber wrote: I look forward to the Gazetter and the Hardcover campaign book to outline some of these items. I liked the taste we get from the Feat for the Sable Company. I am thinking of making the feat a requirement for the Prestige Class for Sable Company and a bonus to the affiliation.
I'd like to add in some prestige classes and affiliations for the various organizations and such in the Pathfinder world. I'm thinking of creating affiliations for some of the organizations such as the Hellknights, Korvosa Guard, Darklight Ladies, and Pathfinder Society. I think some of the organizations would be a good prospect for a prestige class such as the Sable Company.
I was just curious if anyone has already created these? Otherwise, when I create them I can post.
John
Timespike wrote:
This is why when I'm planning tactics as a player, I usually don't even figure magical equipment into the equation. You never know when a rust monster, untimely capture, or Mordenkainen's disjunction spell will ruin your day. Feats, spells, class abilities, mundane equipment and the environment, yes. Magic items, no.
Tactics are good and I agree should not always involve equipment. Unfortunately when the adventure has a creature that can only be fully damage by magical weapons and the party can't afford one or the one they have does 1d2 damage, it makes it difficult for any tactics to work.
Also, CR's are chosen assuming characters have standard wealth by level.
Dragonchess Player wrote: At 2nd level, they can afford partially charged wands of cure light wounds and the bard gains access to 1st level spells (cure light wounds is on the bard list). Three out of the four can use wands of cure light wounds without making a Use Magic Device check (bard, paladin, ranger)...
My experience with 2 Adventure Paths has been that they keep the players very poor and below the recommended amount of treasure for the level.
Timespike wrote: A wizard, a paladin, a ranger and a bard? I almost feel sorry for the villains. That's a NASTY combo. Three of your party members can heal, 2 can buff, 2 have full BAB, 2 have 6+int skill points per level, saving throws are likely to be high across the board, and one is a wizard. About all you could do to make it more formidable is swap the bard for a druid. That would be REALLY nasty. First level will be a bit tough without healing spells I imagine, but once the party hits around 4th level or so, they will be quite formidable.
Evil Genius wrote: I do believe tieflings and aasimars could fit in. I'm avoiding any LA adjusted races for this one, though the Level 0 versions might work if someone wants to.
Are there any Varisia Affiliations that have been published? I know that the Dungeon Magazine Adventures had Affiliations.

That makes sense, I've limited my 'non-core' races to the following, with a bit of 'fluff' background:
Whisper Gnome (Races of Stone): You come from the exotic Kyonin forest and are often mistaken for a regular gnome.
Raptoran (Races of the Wild): You are likely to have hatched in Korvosa from stolen eggs or young, though your people make their homes in the Chelron Peaks.
Bhuka (Sandstorm): You are a spiritual creature from the Cinderlands to the north, but your history with Korvosa started many years ago.
Aventi (Stormwrack): You are said to be a descendant of a mysterious sunken city and are sought after as ship guides.
Seacliff Dwarf (Stormwrack): You are from the Fenwall mountains.
Painted Elves (Sandstorm): You are from the wilds of the petrified forest in the Wyvern Mountains.
Wavecrest Gnomes (Stormwrack): You are from the Mushfens to the west.
Jungle Halflings (Unearthed Arcana): You are from the interior of the Mushfens.
Scablands Half-Orcs (Sandstorm): You are from the Storval Plateau to the north.
Azurin (Magic of Incarnum): You are human-blooded but with essentia infused in your essence.
Am I missing something? I see mechanics for spending Harrow Points, but where is it detailed what they are and how to get them?
Having only played Rise of the Runelords (And we're only on the 2nd adventure), I will be running Crimson Throne. As DM I want to offer my player's options for races/classes, but want to limit it somewhat to what makes sense for the setting.
What are some races (from Races of... books) and classes that might fit well into the setting.
Here is a list I came up with so far:
Races:
Whisper Gnome
Raptoran
Bhuka (Sandstorm)
Aventi (Stormwrack)
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