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Are there any spells that explicitly deal with enhancing or reducing an object's hardness, regardless of substance? I'm thinking of homebrewing a spell that temporarily reinforces wooden and stone walls.

On the same note of homebrewing magic for objects, what spells are there other than Mending that fix objects? I seem to remember there being at least one more.


This is probably a really stupid question, but I have to ask:
Do I need, for legal or other reasons, to put a "Pathfinder Compatible" logo on a PDF that's meant for the Pathfinder ruleset? I honestly can't quite tell.

If I do need to do so, does that mean that I have to "sign" that contract thing I found, and that the Pathfinder OGL isn't enough?

If I don't need to, why exactly is the contract there to be able to apply the logo?

Thanks in advance.


In Pathfinder's rules, somewhere, I could have sworn there were 6 L1 spells that were skill-only renditions of the L2 Ability Score boosting spells. However, I cannot locate them, nor recall their names.

Am I remembering something else? If you know what I'm talking about, what book are they in, whether official- or 3pp-splat?


Is there such a thing in the canon works of Pathfinder? What about 3pp works?

If so, which book (and publisher, if applicable)?

If not, what level do you guys think would it be for mundane writing, and what level would it be for magical writing?


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Hey, this is my first PEACH (for the rare few unfamiliar with the term, it means "Please Examine And Critique Harshly"), so I might have to hold back my posts. If I seem too reactionary, let me know.

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The following is a class I developed with the help of the Persona 5 video game. The Shadow should technically be named the Trickster (as in the Arcane Trickster), but that's already taken by a certain Mythic Path, so I came up with a name that was lamer but still semi-thematic.

So with that, here's the class in all its almost-finished glory. (I haven't done the level 3-6 spells yet; I'll try to do that for the next rendition, but I want to know if I'm barking up any wrong trees first.)


I know there's a rule for this, but I can't remember what it is for the life of me. Tried searching, can't seem to find it.

Can anyone remind me the name of it? Thanks in advance.


As the title says, I would like to do something with this for a homebrew. Can anyone help me get a list of everything in Pathfinder that utilizes the current fatigue and exhaustion rules? I'm bound to miss something somewhere.

Please post anything I miss in the list here. I will try to update it often.


Not sure if this Paladin Oath is OP or not, but I think it might be. Still, looking for suggestions. This is meant to be an Ilmater-type paladin oath!

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Oath of Endurance

Almost everyone has a breaking point, where they simply lose their hope, their will, their ability to push on. Not so for those paladins who swear the Oath of Endurance. More than anything, a paladin of this Oath refuses to quit the righteous path, and refuses to let his allies bend or break, either. It is said that while a paladin of Vengeance is the most dangerous foe, the paladin of Endurance is the one who will pursue you unfailingly. They are sometimes called crimson knights or guardians.

Tenets of Endurance

The Enduring paladin's primary purpose is to be an example for what can be done when one pushes past their own breaking point. These tenets are the most common among them:
Succor for the Hopeless. Where hope is lost, evil comes to fill the void. Be a light in the darkness for all who need it.
Strength for the Weak. Stand between the army and those who cannot hope to crush it. Be the example that turns the tide of battle.
Courtesy to the Low. A thief may be so for a lack of valuables. A beggar may be struck low by curse or disease. Show those who suffer that you want to help them.
Never Surrender. While retreating from a battle is acceptable, you should be the last to leave the battlefield, and surrender is not an option.

Oath Spells

You gain the following Oath spells at the listed levels.

Level: Spells
3rd: cure wounds, heroism
5th: enhance ability, lesser restoration
9th: remove curse, revivify
13th: death ward, locate creature
17th: greater restoration, mass cure wounds

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Grant Hope. As an action, you present your holy symbol and shout a prayer of endurance. All allies within 30 feet of you, including yourself, gain 2d6 bonus hit points, which last for 1 minute or until they are negated by damage. While a creature has bonus hit points from this effect, they gain advantage on saves against fear.

Turn the Tide. As an action, you present your holy symbol and shout a prayer of strength. All allies within 30 feet of you, including yourself, gain advantage on the next attack roll made within 1 minute. In addition, if an attack roll made by an affected ally hits, their target takes additional damage of the appropriate type equal to your Charisma modifier.

Eternal Succor
At 7th level, your Lay on Hands ability improves, increasing the number of hit points you can restore to your paladin level x 8.

Enduring Stance
At 15th level, you gain proficiency with Strength saves and Constitution saves.

Enduring Pursuit
At 20th level, you are under the constant effects of freedom of movement.

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Thoughts?


This is just a place to screw around with gestalt ideas.

For those not familiar with gestalt: Here it is

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UCRogue:UCBarbarian.

Flavor: Yes, you're the sneaky guy, for the most part, but this way, when you DO get into a fight, you just roar aloud and smash. While you're smashing, the party gets to hear the sounds of battle, and knows that stealth is no longer an option, and so they can go in and do damage in straight-up combat. Besides, historical berserkers were perfectly capable of ambush tactics - their berserker state was just when things were pretty much lost otherwise.

Mechanics: Not great, but not bad. The rogue:barbarian basically has an on-off switch for combat, which is hooked up to the stealth switch with a NOT gate. That high Dex will help your AC while raging, but your armor isn't going to be great for that anyway, since you'll want to avoid high ACP. That strength bonus, and the bonus HP (from Unchained Barb), however, are helpful to the rogue who needs to break something's face, and the d12 hit die makes his enemies cry. God/s forbid you sneak attack someone while raging...

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Sorcerer:Arcanist

Flavor: Your arrival as the God-King of Magic was foretold centuries ago, but no one thought you'd be this dangerous. Your magical power is so great, you might even let loose a burning hands spell when you sneeze. Try explaining that one to the town guard! On that note, what's worse - a shapeshifted dragon with a cold, or a mage with a cold and extremely low control of his magic?

Mechanics: And you thought Sorcerer:Wizard gestalt was an arcane prodigy - you have how many spells per day?! Not only that, you have some ingrained spells (Sorcerer) and some you can switch out (Arcanist), so in all honesty, you're pretty much a better version of the wizard who knows exactly what he's facing and how to beat it. CoDzilla got nothin' on you. Your biggest weakness is that your Arcanist spells rely on Intelligence, while your Sorcerer spells and your Arcanist exploits rely on Charisma. Yeah, the d6 hit die hurts you, but who's gonna be desperate enough to charge at you?

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Go for it.


Okay. Just had some thoughts, and I'm not sure how they'd translate as far as power to D&D 3.5 and Pathfinder. So I'm gonna throw them out there for fun.

This is not intended to be broken, and I don't know if it's been done already. If so, please inform me only once. I will edit my post if someone says "yeah it's been done".

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I seem to recall somewhere - it might be 3.5, I don't remember fully - that you could draw and throw multiple shuriken in your attack, but you took a penalty to do so. (Maybe this was a feat, now that I think of it, since it sounds like a Manyshot type of thing.)

Make a Fighter. Get Weapon Focus in Shuriken, get Rapid Shot (as a prerequisite for Manyshot), the Manyshot-equivalent, and Weapon Spec., and eventually Greater WF and Greater WS. Make sure your Fighter's Weapon Training is in Thrown weapons.

Add Deflect/Snatch Arrows.

And do this.

Or just kill your opponents with tiny shards of metal. Either or.

Now you're probably asking, "What do you plan to do about those pathetic skill ranks and the lack of Stealth as a Class Skill for the Fighter?" Simple: Skill Focus. Put your Fighter Bonus feats to work for shuriken, and Skill Focus everything else you'd need.

It's not perfect, but it could work quite well for all I know; I haven't actually run the numbers.

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Additionally, if you want to go full Uchiha, ask your party mage to make "wands of Burning Hands" in an unusual slot, like a mask that you can blow through to create the flames. A wand of Shocking Grasp in the bracers slot would work too. Add Weapon Focus/Training in a longsword and enchant it to be Shocking Burst.

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If someone would like to crunch those numbers and compare them to, say, a greatsword or something, that'd be great. Level 6 is about the point this would really come into its own, thanks to Manyshot and the additional attack per round.

Is this cool? Silly? Stupid? Let me know.


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Does anyone else read Quinn's lines in Morgan Freeman's voice? Somehow, I'd love to see/hear that.

This trend of mine started with Occult Adventures's Chapter 6 blurb, where he and Estra are exploring a wizard's library.

And now I'm thinking about the possibilities of Morgan Freeman doing Quinn's voice in an audio novel/play where the Investigator is a hero.

Someone stop me.

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On that rather silly note, who here has an actor/voice actor they'd like to see represent a class iconic from Pathfinder, and who would the actor and corresponding iconic be?


Okay, so a while back I made a Furious Dragon archetype for Barbarian. You can now be a dragon, and yes, you could allow animals (werewolf ahoy!) if you wanted.

I would like suggestions, thoughts, etc.

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Furious Dragon

Many savage or angry warriors with dragon blood end up as bloodragers. Others direct their power towards their bodies, instead of their minds. These furious dragons can thus develop the forms of their ancestors. This is a barbarian archetype.

Dracogenesis (Ex): At 1st level, the furious dragon gains the power of dracogenesis, the ability to take on the abilities and form of her dragon ancestor, though she can only do it for so long. This ability functions like a barbarian's rage, except that dracogenesis provides the benefits of dracogenetics. Her beginning dracogenetics are decided upon character creation, and gain more power as she increases in level.
This ability replaces rage.

Dracogenetics: A furious dragon has the ability to access her draconic forebearer's power and form. By calling upon her dragon blood, she gains various powers – her draconic genes, or dracogenetics.
A furious dragon has a gene pool, equivalent to the evolution points of a summoner's eidolon. However, a furious dragon's gene pool affects her own body, and only while in a state of dracogenesis. A furious dragon's gene pool is noted on Table: Furious Dragon Statistics.
When a furious dragon is created, she must choose a Subtype and Base Form, much like an eidolon, as well as a Base Energy. The base form and base energy, once chosen, cannot be changed, but their gene pool can still be changed whenever the furious dragon levels up. A quadruped base form is more of a traditional dragon, while a biped is essentially a human with a dragon's features, and a serpentine tends to be born of a linnorm or imperial dragon. Energy must be chosen from fire, cold, electricity, or acid.
This ability replaces fast movement and all rage powers.

Dragon's Glory: At 11th level, a furious dragon gains a +2 bonus to Diplomacy and Intimidate checks, and may use frightful presence, as per the eidolon evolution, but the save DC is reduced by 1. At 14th, 17th, and 20th levels, the skill bonus increases by +1. At 17th level, frightful presence gains its full save DC, and is treated as a free gene or evolution.
This ability replaces greater rage and mighty rage.

Dragon's Will: At 14th level, a furious dragon gains a +4 bonus on all Will saves while using dracogenesis.
This ability replaces indomitable will.

Dragon's Stamina: At 17th level, a furious dragon is no longer fatigued after using dracogenesis.
This ability replaces tireless rage.

Table: Furious Dragon Statistics

Genetics

A furious dragon's base forms are the same as an eidolon's (Advanced Player's Guide, pg 59-60), except that saves and ability scores do not change to the listed amounts; however, ability scores do gain a bonus based on the base form. A furious dragon also has genes gained from spending points out of their gene pool. Any abilities that rely on energy damage use the energy chosen upon creation, and cannot choose another unless noted.

Subtype

A furious dragon generally has an ancestor or totem dragon subtype. The dragon subtypes use the following notation:
Name: This is the name of the dragon subtype. The furious dragon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.
Description: This is a basic overview of the dragon subtype, including general guidelines on appearance and personality.
Base Form: Some dragon subtypes are limited in their base forms. If this is so, the base forms available are listed here.
Base Genetics: This describes the base genetics possessed by all furious dragons of this subtype. Furious dragons also gain additional abilities based on their subtypes and levels, usually genetics but sometimes more universal monster rules. These will also be listed here.

Chromatic or Metallic
Description: A Chromatic or Metallic Dragon takes on basic elemental energies and empowers them with elemental fury. They are a myriad of colors, but tend towards the well-known ten colors.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a chromatic or metallic dragon gains the bite and claws evolutions. They also gain immunity to their base energy, even though they do not qualify.
At 4th level, they gain the flight evolution with wings, even though they do not qualify. They may enhance their flight speed at later levels, but they must always have the winged version.
At 8th level, they gain the tail evolution.
At 12th level, they gain the breath weapon evolution, using their base energy.
At 16th level, they gain the tail slap evolution.
At 20th level, they gain the ability increase evolution, applied to an ability score of their choice.

Imperial
Description: An Imperial Dragon has a regal presence that intimidates its foes. A furious dragon enjoys their sheer charisma.
Base Form: Quadruped, serpentine.
Base Genetics: At 1st level, an imperial dragon gains the bite and skilled (Diplomacy or Intimidate) evolutions.
At 4th level, they gain the flight evolution without wings, even though they do not qualify. They may enhance their flight speed at later levels.
At 8th level, they gain the tail and tail slap evolutions.
At 12th level, they gain the ability increase (Charisma) evolution.
At 16th level, they gain immunity to their base energy.
At 20th level, they gain the ability increase (Wisdom) evolution.

Linnorm
Description: A Linnorm is a fierce foe, a great serpent with deadly poison, crushing coils and great size. Their furious dragons are no exception.
Base Form: Serpentine.
Base Genetics: At 1st level, a linnorm gains the bite and limbs (arms) evolutions. They also gain resistance to their base energy.
At 4th level, they gain the skilled (Intimidate or Stealth) and tail slap evolutions.
At 8th level, they gain the improved damage (bite) and skilled (Intimidate or Steatlh) evolutions.
At 12th level, they gain the constrict evolution. They also gain access to the fast healing evolution, even though most furious dragons cannot use it.
At 16th level, they gain the basic magic and improved natural armor evolutions.
At 20th level, they gain the minor magic evolution.

Primal
Description: A Primal Dragon is imbued with elemental power, even greater than that of the chromatic and metallic dragons.
Base Form: Biped, quadruped.
Base Genetics: At 1st level, a primal dragon gains the bite, claws, and basic magic evolutions. They also gain resistance to their base energy.
At 4th level, they gain the tail evolution. They also gain resistance to another energy type.
At 8th level, they gain the flight with wings evolution. They may enhance their flight speed at later levels, but they must always have the winged version.
At 12th level, they gain the minor magic evolution.
At 16th level, they lose their resistance to their base energy and gain immunity to it, instead.
At 20th level, they gain the major magic evolution.

Base Forms

Biped
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Ability Scores: +2 Str; Limbs: head, arms, legs.

Quadruped
Size: Medium; Speed: 40 ft.; AC: +2 natural armor; Ability Scores: +2 Con; Limbs: head, 4 legs.

Serpentine
Size: Medium; Speed: 20 ft.; AC: +3 natural armor; Ability Scores: +2 Dex; Limbs: head, tail.

Genetics List

The following 1-point evolutions are most suited to a furious dragon.
APG: Bite, Claws, Climb, Gills, Improved Damage, Improved Natural Armor, Magic Attacks, Mount, Pull, Push, Reach, Resistance*, Sting, Swim, Tail, Tail Slap, Wing Buffett.
UM: Basic Magic, Low-Light Vision.
PFUC: Scent, Skilled.
* Resistance increases to resist 10, +10 every 5 levels, with a maximum of 30 at 10th level.

The following 2-point evolutions are most suited to a furious dragon.
APG: Ability Increase, Constrict, Energy Attacks, Flight, Gore, Grab, Immunity, Limbs, Poison, Rake, Rend, Trample, Trip.
UM: Head, Minor Magic.
PFUC: Tremorsense.

The following 3-point evolutions are most suited to a furious dragon.
APG: Burrow, Frightful Presence, Swallow Whole.
UM: Major Magic.
PFUC: Damage Reduction*, Pounce.
* The first time Damage Reduction is taken, the furious dragon gains DR 5/magic. The furious dragon may take this evolution twice.

The following 4-point evolutions are most suited to a furious dragon.
APG: Breath Weapon, Large, Spell Resistance.
UM: Ultimate Magic.
PFUC: Blindsight.

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I'd say PEACH if I thought I could take it, but I'm too thin-skinned for that I think. Still, tell me your thoughts please!


So I just saw a few spam threads pop up. They're gone, and kudos to the forum admin for that.

But that sparked a question: How often DO you get spam threads like that? Once every quarter, month, year? Less often? Just curious.


A Barbarian Archetype. Tell me what you think, please.

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Many savage or angry warriors with dragon blood end up as bloodragers. Others direct their power towards their bodies, instead of their minds. These furious dragons can thus develop the forms of their ancestors. This is a barbarian archetype.

Dracogenesis (Ex): At 1st level, the furious dragon gains the power of dracogenesis, the ability to take on the abilities and form of her dragon ancestor, though she can only do it for so long. This ability functions like a barbarian's rage, except that dracogenesis provides the benefits of dracogenetics. Her beginning dracogenetics are decided upon character creation, and gain more power as she increases in level.
This ability replaces rage.

Dracogenetics: A furious dragon has the ability to access her draconic forebearer's power and form. By calling upon her dragon blood, she gains various powers – her draconic genes, or dracogenetics.
A furious dragon has a gene pool, equivalent to the evolution points of a summoner's eidolon. However, a furious dragon's gene pool affects her own body, and only while in a state of dracogenesis. A furious dragon's gene pool is noted on Table: Furious Dragon Statistics.
When a furious dragon is created, she must choose a base form, much like an eidolon, and an energy. The base form and energy, once chosen, cannot be changed, but their gene pool can still be changed whenever the furious dragon levels up. A quadruped base form is more of a traditional dragon, while a biped is essentially a human with a dragon's features, and a serpentine tends to be born of a linnorm or imperial dragon. Energy must be chosen from fire, cold, electricity, or acid.
This ability replaces fast movement and all rage powers.

Dragon's Glory: At 11th level, a furious dragon gains a +2 bonus to Diplomacy and Intimidate checks, and may use frightful presence, as per the eidolon evolution, as a natural ability, but the save DC is reduced by 1. At 14th, 17th, and 20th levels, the skill bonus increases by +1. At 17th level, frightful presence gains its full save DC, and is treated as a free gene or evolution, in addition to a natural ability.
This ability replaces greater rage and mighty rage.

Dragon's Will: At 14th level, a furious dragon gains a +4 bonus on all Will saves while using dracogenesis.
This ability replaces indomitable will.

Dragon's Stamina: At 17th level, a furious dragon is no longer fatigued after using dracogenesis.
This ability replaces tireless rage.

Table: Furious Dragon Statistics

Genetics

A furious dragon's base forms are the same as an eidolon's (Advanced Player's Guide, pg 59-60), except that saves and ability scores do not change to the listed amounts. A furious dragon also has genes gained from spending points out of their gene pool. Any abilities that rely on energy damage use the energy chosen upon creation, and cannot choose another unless noted.

The following 1-point evolutions are most suited to a furious dragon.
APG: Bite, Claws, Climb, Gills, Improved Damage, Improved Natural Armor, Magic Attacks, Mount, Pounce, Pull, Push, Reach, Resistance*, Sting, Swim, Tail, Tail Slap, Wing Buffett.
UM: Basic Magic, Low-Light Vision.
* Resistance increases to resist 10, with a maximum of 30.

The following 2-point evolutions are most suited to a furious dragon.
APG: Ability Increase, Constrict, Energy Attacks, Flight, Gore, Grab, Immunity, Limbs, Poison, Rake, Rend, Trample, Trip.
UM: Channel Resistance, Head, Minor Magic.

The following 3-point evolutions are most suited to a furious dragon.
APG: Burrow, Damage Reduction, Frightful Presence, Swallow Whole.
UM: Major Magic.

The following 4-point evolutions are most suited to a furious dragon.
APG: Breath Weapon, Large*, Spell Resistance.
UM: Ultimate Magic.
* Large can change a Small furious dragon to Large or Medium, chosen when the character chooses this gene.

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This sort of setup, once refined, could be used for other beings - shapeshifters, for example. Werewolves, Rakshasa, Doppelgangers maybe...


Okay, so I came across a bolt-from-the-blue epiphany earlier this evening. Roll Appraise, a skill people rarely if ever use, into Craft (X), a skill that people use, but not that much. It won't fix ALL the problems with both skills, but it's a start.

However, a Craft skill has limited power to appraise. You're a craftsman, so you know when someone's made something valuable or useful, and you've probably been to the market enough times to know what other people are selling, and how much these other things go for, but you're not an expert on that other material/craftsmanship. So while Craft (alchemy) might give you its full bonus to identify the liquid in that bottle or some other alchemical ingredient, it'd take a -5 penalty if you wanted to analyze a gold statuette.

A friend I discussed this with also brought up that it could fix the discrepancy of "Craft high, Appraise low: I can craft X, but I have no idea what it's worth".

Thoughts? Am I being silly, or is this a good idea, or could it be taken even farther?


Let me preface this by saying that this isn't a build thread. Let me also preface this by saying that I'm not really a Street Fighter fan, though of course I know the character - if only through the YouTube meme.

The meme in question is like the last 5 seconds of this clip, for those unaware: The Vid

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Okay, with that outta the way, please turn your attention to M. Bison's face, as well as his general build.

M. Bison

Ugly (and intimidating) mug, innit? But does it look familiar?

OMFG

I didn't notice this until a friend told me. And no, I'm not calling Paizo out on some copyright b*%&@@%+, I'm just saying that the appearance is VERY similar, and that considering that the Antipaladin Iconic kicks a pig on page 248 of the Advanced Class Guide, they're probably very similar in other ways. :P

...and now I want to commission M. Bison and the Antipaladin Iconic trading armor/clothes and seeing who can tell the difference...

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EDIT: Discovered the [url] tags.

EDIT: REVENGE OF THE EDIT: I goofed up the tags. I'm going to try Preview this time XD


2 people marked this as FAQ candidate.

From the PRD:

Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Emphasis mine.

I love the idea for this mechanic, but...grammatically, I can't tell what is supposed to happen. Do you shoot at someone, but miss automatically, and then staunch the wound? Or can you hit someone with the actual bullet and powder?


So, I was wondering if there was a spell besides mage hand that allows you to quickly grab (even steal) an item at range. I can't seem to find such a thing, but maybe there's something I missed. I assume for such a spell there'd be a "ranged steal roll" for the mage (who likely has a crappy CMB, but you never know, it may work), but this all assumes such a spell exists.

If there isn't anything official, I may just make something for the hell of it and share it for peer review. And no, mage hand doesn't have quite the speed I'm looking for (say, 30 ft. in a move action, as opposed to 15 ft plus the standard action to grab the item in the first place).


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FOREWARNING: I'm literally throwing this build together here and now on the forum, and it's not meant to be optimized exactly. I just want to see if it piques any interests; maybe someone else can optimize it. If someone tries, please keep the total Monk levels, at the very least, at an approximate ratio of 1 for every 3 character levels.

Assuming 20-point-buy for ability scores, and PF Core + Dreamscarred's Psionics Material (complete releases only). Using level 5 for now. There's probably a better way to do all this; and yes, I would like to see it, please!

Woo Shea, Female Elan Monk 2/Psychic Warrior (Ascetic) 3 (+5 HP), +2 Wis

Str 10 (12 w/belt), Dex 14, Con 12, Int 10, Wis 18 -> 20, Cha 8
Languages: Common
Skills: Acrobatics +7, Autohypnosis +12, Knowledge (history) +6, Perception +13, Sense Motive +13
Feats: Weapon Focus (unarmed), Psionic Dodge, Psionic Meditation
Bonus Feats: Wild Talent (Elan; converts to Psionic Talent), Dodge (Monk 1), Combat Reflexes (Monk 2), Psionic Fist (PsWr 1), Mental Leap (PsWr 2)
10,500 gp
Equip: Amulet of Mighty Fists +1, Belt of Giant Strength +2, Ring of Protection +1, 500 gp
AC 21, Touch 21, Flat-footed 11
BAB +3, CMB +4, CMD 16 (-1 CMB/CMD if missing belt)
Saves Fort +7, Ref +6 (evasion), Will +8
HP 36 (ave. all except 1st), Dead -12
Attack +6 unarmed (1d6+3 or 1d6+2+2d6) (-1 damage and attack w/out belt, -1 damage and attack w/out amulet)

Flurry of Blows +2/+2 (before PsWr BAB)
Stunning Fist 2/day

PP: 11
ML: 3
Powers Known:
1st: Biofeedback, Expansion, Thicken Skin

Bonus Powers (Max ML 4 if spending PP)
1st: Defensive Precognition, Offensive Precognition

Trance: +1 competence to AC or Saves (using AC)
Maneuver: +2 dodge to AC


This and the prior one are on my list of things to get ASAP.

Also, I must either be tired or a terrible person, because I just saw one of my favorite webcomics update today, and I thought almost IMMEDIATELY that two of the main characters - an angel and a demon in a relationship - should totally name their first kid Shachath.

Goddammit brain.


If this has been asked before, or if I didn't get a memo of some kind stating that I'm not supposed to ask this, I'm sorry.

I'm looking for the Ultimate Magic Playtest PDF for round 2. It seems to have vanished from the site, and from the net. I wish to use it for the sake of house rules. Would anyone at Paizo be willing to re-upload it (assuming it still exists in their files, of course!)? Or perhaps e-mail/PM it to me in some way?


This was just an idea I had while working on a Pokemon Trainer archetype for Pathfinder's Summoner. And listening to the Pokemon Season 1 opening, repeatedly. (GOD I love that theme for some reason.)

While I was making the class, I realized it was the only "caster" class with MAD for its "casting" progression (I'm using the word "tactics"). This got me thinking: Would this sort of thing help out game balance? Say, a Wizard needs Intelligence to learn his spells, Wisdom to have extra spells per day, and Intelligence to enhance the DCs? Or some other combination therein. In short, have a single "dominant" casting score and a single "secondary" casting score; the former counts for two things, while the latter counts for one.

Has anyone else thought of trying this? While MAD is considered bad game design, a god-wizard or CoDzilla who has to put his good ability scores in two places to be a good caster could potentially give the fighting classes a great deal of breathing room.

If anyone thinks this is a good idea, where would you place the ability requirements? I'd like opinions on this idea.

NOTE: This is not official in any regard, and those of you whom have no problems with OP casters are not required to "call me out on my stupidity for nerfing the glass cannons". It's just an idea I had; I want the opinions of the people who DO have this trouble. I've noticed some tendencies of this myself, so I sometimes think of how to make this not such a problem. You are, of course, free to weigh in, but I'd like to see what everyone else thinks WITHOUT this thread turning into a flame war.

EDIT: For those who don't know, MAD is "Multiple Ability/Attribute Distribution". SAD is "Single Ability Distribution". I think there was another one, too, but I can't remember it...


Bullet Hell:
Bullet Hell
School evocation [force]; Level sorcerer/wizard 9
Casting time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature per missile
Duration instantaneous
Saving Throw none; Spell Resistance yes

Bullet hell creates a number of small, glowing bullets of force equal to 20 times your caster level. Each bullet then shoots out for a single foe, doing a single point of force damage before dissipating. Every 10 bullets that strike a single creature deals an additional 1d6+5 force damage No more than 80 bullets may strike a single target per casting of this spell. Treat this spell in all other ways as a magic missile spell, except that shield may only stop up to 10 of the bullets per casting.

I have made a D&D/Pathfinder spell that would likely be more at home in a Touhou game. My apologies in advance.

EDIT: Please inform me if I screwed up anything major in terms of rules text.

EDIT 2: Seeing some glaring flaws in power level, and that no one was replying, I edited the spell's text somewhat.


A friend of mine is asking a question. I know the answer, but he won't hear it from me. Please, answer me this:

What is the price tag for a wand of cure light wounds with infinite charges?


But it needs to be said. Before anyone gets mad at me and types "this is fake and straight", I am bisexual with a boyfriend, as well as a mild Christian. I just think a balanced view, bringing facts to light, is a necessity, if not by Christian doctrine then by many other doctrines.

Tiny Coffee Golem wrote:
CourtFool wrote:
Tiny Coffee Golem wrote:
Congratulations, You can spend a couple of million getting married and I'm not allowed (gay). Yay for you.

I did not even consider that. I fully support your right to marry whom you wish.

I appreciate that, but I need more senators to agree with you. Or actually have a separation of church and state. I'm of the opinion that if a religious institution chooses to get political (which admittedly needs very clear definition) then they should have their tax exempt status removed. Alternately they can just remove the exempt status entirely since religion has become such big business, but that's another rant entirely.

You're pissed. I don't blame you. I didn't watch, my mother did and threw a huge shindig (seriously, you'd think it was her non-existent daughter getting married, and we're both Americans). I was not amused.

But do you even want to consider the other side of this? I don't think you have.

Political parties are religions nowadays. What is touting the party line but another way of reading the Bible or Koran/Quran/however you spell it? What is a political discussion except another damn Crusade? Seriously, people treat politicians like God and demand that God get removed from everything (unless they want His name on EVERYTHING, which is just as wrong).

Also, religions are not "big business" unless you're referring to Scientology, in which case you're still not right - that's not a religion. To call it a cult is an insult to cults, IMHO. Although, if you removed the tax-exempt thing, it'd bomb the Sci's and they'd throw a hissy fit and then maybe we could put them to bed finally, or at least make their "vaulted knowledge" free to read like the Bible. Sure, you have to buy the book, but you can read it online too, in many, MANY versions.

Separation of church and state is a good thing. However, what we forget is that many of the Founding Fathers, despite being in a Renaissance era were quite religious. Of course, that was still the norm of the day, so maybe it doesn't mean much. But then we get into the fact that for many people, "separation of church and state" means removal of all churches you don't agree with. You can't deny this.

And then we get to your insinuation that marriage is not a church thing.

Tiny Coffee Golem wrote:
Jeremy Mcgillan wrote:
I hope this makes you feel better, I am a married gay man. I live in Canada, in fact here in Canada gay marriage is almost completely normalized (as in not a big deal at all). Eventually that may happen where you live, I can only hope it does.

The US has a lot of hardcore right wing backwoods redneck idiot religious leaders who keep us from being more progressive. Frankly, any remotely logical person will see the gay marriage issue as a non-issue. The fact that we've been "debating" it as long as we have is ludicrous.

Again, I admit I'm somewhat bitter. I have been with the same man for almost six years and I can't marry him due to the "preservation of the sanctity of marriage." Whereas, a hetero couple can go to Vegas the same weekend they meet and get married by a drag-queen Elvis impersonator only to get divorced a week later. Because that's what "God intended."

First of all, I agree with Jeremy. I live in the US and think gay marriage should be legalized. However, it will never happen in that name. Why?

Because marriage is, by its very nature, a religious ceremony bonding two people together for what should be eternity. "'Till death do you part", after all. So Christian churches have the right to ban such marriages if they want. If they don't, they'll get some gaff but they'll also get some more people.

Second, yes you are bitter. You are more righteous in your beliefs than the Westboro Baptists. And you're just as wrong to be bitter and angry.

Quote:
The US has a lot of hardcore right wing backwoods redneck idiot religious leaders who keep us from being more progressive.

I love how you keep piling on insults like that's all they deserve is bile. I for one will take the backwoods and the fresh air over the city and its garbage in all the streets any day of the week. City people wouldn't last a day in the event of an apocalypse; the people out in the country would live a good deal longer due to having abundant nature (which I thought lefties enjoyed, so why do they all congregate in cities?). And that's just a start.

"Keep us from being more progressive"? Yeah...that's actually a good thing...you see, the "progressives" aren't really on your side. They just like your vote. Remember the KKK? Jim Crowe (sp?) laws? All Democrat-created. It wasn't until like the 1950s that they actually decided "Hey, black people are numerous, and they seem to be pretty gullible. Let's play friends and then shoot to the top of the political ladder!" Unfortunately, everyone's forgotten this. With this kind of history, and especially considering the South was entirely made of them during the Civil War, can you honestly trust them?

And no, the Republicans aren't much better (at least in modern day). But Abraham Lincoln was Republican, expanded state power, and not only took steps to preserve the Union (including letting slavery hold), but had to deal with the Southern Dems that, at the time, were literally bullying the main government. The Civil War started because one of the Southern States had a Federal fort that ran out of supplies; they said, quite literally, "You give that base supplies, it's an act of war on our soil!" He then eventually freed the slaves and then set about to rebuild the South after the war.

Then the South (still Dems!) decided to make laws to make it impossible for black people to vote, and then more Amendments were made, and stuff STILL didn't get fully fixed until the 1950s (or was it 40s? I can't remember now and don't want to Google it...).

Yes, debating gay marriage should be a non-issue, but if wishes were fishes, beggars would eat, or something.

And then we get to Vegas. You DO, of course, realize that these are only state-managed marriages, and thus are not "real" marriages in the eyes of God, right? They're not church-sanctioned. I'm pretty sure any Christian worth their salt would cringe at the mere mention of such a wedding. I know I do - that crap should be outlawed, period.

Hell, back during the 30s and earlier, when people weren't into all this new-age wicca stuff that "has been around for centuries before Christianity" (new-age + old =/= logic), divorce used to be a thing no one even talked about, because it was so scandalous. Now it's an everyday thing. Think it has anything to do with the current state of affairs, especially in the political arena? Think it has to do with the kids in homes of multiple kids and one parent, or the rising crime rate, or the rising homeless rate? How about our fiscal problems? "Tax more, then spend more so we stop losing money" doesn't work, period.

Everyone loves to rag on the Christians and the "right-wingers" (read: anyone who's not a left-winger). I guess we're easy targets for some reason. Must be all the mistakes we made in the past, but oops! Don't say that anyone else made mistakes, or you're violating the Sacred Law of Political Correctness and making someone feel bad! Does anyone notice the stink raised over any perceived insult to Islam? (Clitorectomies legal? In MY modern world? It's more likely than you think) Does anyone notice how often socialism (which is literally the same damn thing as communism) is protected by everyone, when it's been proven in the lab of the world to not work?

No, the far-right bass turds aren't right. But you can't pretend the solution is "more of the same, just on another end of the spectrum".

TL;DR: Read Animal Farm. Read 1984. Read Brave New World. Think they can't happen? They already have, and it's the fault of ALL our politicians.


Can a monk spend multiple ki points in the same action on the same thing? For example, in one swift action, spend 2 ki points for a +8 Dodge bonus to AC? If so, this means that the monk gets a lot more attacks per round if he wants to "nova". If not, well, nothing changes.


Okay, I'm probably going to get hate/rage/flames for this...

But I want the math for theorycraft. I have googled it and found none - do I need a special term, or what?

I wish to examine this math and see if mine can match it at all.

So, if anyone can give me this fabled Holy Grail of All Things D&D/Pathfinder, I'd love to see it.


Dwarf jokes. Like Chuck Norris jokes but more awesome. Make your own.

Dwarf monks are so awesome, they can make unarmed attacks with their beards.

A dwarf paladin doesn't use stupid ol' Charisma for his casting score. He uses Constitution.

A dwarf once got in a fight with Satan. The dwarf later remarked, "I've never seen someone cry so bad after a b!$#$ slap."

In a fight between Ryu and Chuck Norris, the dwarf wins.

Buddha once went to a dwarf stronghold to teach them about Nirvana. They pointed to their stonework and told him they beat him by a few millenniums. Buddha then became their disciple.

I'm running low on silly, so you guys give it a shot.


Alright, this is less about mechanics (unless they're poorly worded). Please note anything that confuses you or may be improperly worded.

If this turns into an argument about whether or not the Magus sucks I will cut your head off with a wet spaghetti noodle.

Magus Playtest 2 wrote:

Pool Strike (Su): A magus with this magus arcana can expend 1 point from his arcane pool to charge his hand with elemental power as a standard action. He can make a melee touch attack as a free action as part of activating this ability. If the attack hits, it releases the charge and deals 1d6 points of energy damage of a type of his choosing, either acid, cold, electricity, or fire. He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates.

At 3rd level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Seeing as you get these at 3rd level, you're doing 2d6 elemental damage + weapon damage immediately. Was this intended?

Magus Playtest 2 wrote:
Wand Mastery (Su): Whenever a magus with this magus arcana uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

I don't really know what this means...but if it means what I think it does, does that mean a wand of magic missile becomes harder to use with an INT modifier of +2 or higher?

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