![]()
Search Posts
![]()
![]() There is a new spell in Ultimate Combat called Mirror Strike. It is a first level spell. I have read the description multiple times but I can't seem to find a significant use for it. If anyone can shed some light on the ways in which this spell will be useful I would appreciate it. Thanks for the input! ![]()
![]() I recently started a new character named Tarn Najrak. Tarn is a 30 yr old Human. He is a cleric of Pharisma from the capital of Osirion, Sothis. He previously worked for the Ruby Prince by aiding in the resurrection of the Risen Guard. He is of little experience so he only played a minor role in this process. After seeing the resurrection of countless soldiers and their frequent death his belief in Pharisma's final judgement and the natural end of life began to wane. Thus he requested to be reassigned. His new assignment is to aid the Pathfinder's and to create a foot hold for the Orison culture in Absalom. He has begun to use the undead for his own purposes. He uses them to destroy other undead and to accomplish difficult tasks. These undead often fall in battle which he considers a worthy use and a perfect destruction of them. If they do not fall in battle he eventually destroys them himself so as to purify the world of them and to serve Pharisma (he is a little twisted up). Character: Tarn Najrak Class: Cleric of Pharisma (Separatist) (Undead Lord) 2 Alignment: N Ability Scores:
Hp: 15 (13+2) Armor Class:
Saving Throws:
BAB: +1
Skill Ranks:
Feats: Command Undead, Selective Channel, and Improved Channel Traits: Sacred Conduit and Exalted of the society So I have a couple questions for me cleric. These questions are mostly about the skeleton template and how it would affect my companion/control/animated (I don't think he will ever be animating any but who knows) minions. I'm hoping to have them focus on ranged combat. 1.) Does a skeleton have bow proficiency?
2.) Would a skeleton of say a manticore keep it's spikes from it's tail? Is this a possible option for a skeleton focused on ranged combat? Is this a good option for this? ![]()
![]() When I say optimize what I mean is pick the best abilities. He won't be a combat beast or anything. I want to play a halfling Ki Mystic Monk of the Lotus I'm looking for feats and items that will make character decent. He's going to basically be aiding allies by flanking, neutralizing enemies, and helping allies reroll saves/attacks. I want to take the lucky halfling feat. I'm trying to find other feats, items, or ideas that will work with this character concept. Any advise? ![]()
![]() If a Favored Class Alternative choice gives you more uses of a class ability a day but a variant takes this class ability away and gives you a different one do you lose the extra uses or do they now count for the new ability? I haven't found anything so I'm assuming you lose the bonus. Am I missing something? ![]()
![]() A divine caster (cleric) wearing full-plate and tower shield. He is not proficient with either. He has a strength of 8. He casts ant-haul at the beginning of each pathfinder society module. he's lvl 3. Can someone explain to me the penalties he is going to get? As far as I can tell all he receives is a huge penalty to his attack bonus. and a large armor check penalty. Am i correct? ![]()
![]() Hey guys, I didn't make this variant and honestly I've only minimally looked over it. I'd appreciate it and I hope you find it interesting to look over this and let me know what you think. It is designed to allow the alchemist to enter the arcane archer PrC. A player of mine designed it and would like to use it in the up and coming continuation of my campaign. (they are lvl 10) Alchemical Archer ( Arcane Archer variant )
Enhance Arrows: At 1st level, every nonmagical arrow the Alchemical Archer notches and lets fly becomes magical, gaining a +1 alchemical bonus. Unlike magic weapons created by normal means, the archer need not spend gold to accomplish this task. However, an Alchemical Archer's enhanced arrows only function for him.
Discoveries: At 2nd level and every even level gained, the Alchemical Archer makes an incredible alchemical discovery relating to his bombs. unless otherwise noted an Alchemical Archer cannot select an individual discovery more then once. Some discoveries can only be made if certain prerequisites are fulfilled first, the archer uses his combined Alchemist and Alchemical Archer levels for qualifying for Alchemical Archer discoveries. The DC of any saving throw called for by a discovery is equal to 10 +1/2 the combined Alchemist & Alchemical Archer levels + the archers Intelligence modifier. Discoveries that modify bombs that are marked with an asterisk do not stack. Only one such discovery can be applied to an individual bomb. The archer may pick from the following list of discoveries - Acid Bomb*see Advanced Players Guide, pages 29-31 for description) Bomb Arrow: An Alchemical Archer gains the ability to make some or all of his bombs in the tip of his arrows. When the arrow is fired, the bomb’s area is centered where the arrow lands ( requiring a successful ranged attack, unlike the ranged touch attacks normally required for thrown bombs ). This ability allows the archer to use the bow’s range rather than the normal range of a thrown bomb. A bomb used in this way uses its normal activation time and the Alchemical Archer can fire the arrow as part of the activation. The arrow must be fired during the round the bomb is activated or it explodes centered on the archer. Concussive Bomb*: (see Advanced Players Guide, pages 29-31 for description) Delayed Bomb: (see Advanced Players Guide, pages 29-31 for description) Dispelling Bomb: (see Advanced Players Guide, pages 29-31 for description) Explosive Bomb*: (see Advanced Players Guide, pages 29-31 for description) Fast Bombs: (see Advanced Players Guide, pages 29-31 for description) Force Bomb*: (see Advanced Players Guide, pages 29-31 for description) Frost Bomb: (see Advanced Players Guide, pages 29-31 for description) Inferno Bomb*: (see Advanced Players Guide, pages 29-31 for description) Madness Bomb: (see Advanced Players Guide, pages 29-31 for description) Phase Arrow: An Alchemical Archer can launch an arrow at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way (any magical barrier stops the arrow). This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An Alchemical Archer can use this ability once per day for every three levels of Alchemical Archer class. The Alchemical Archer must be at least 8th level before selecting this discovery.
Scorched Earth Arrow: Once per day The Alchemical Archer can fire an Bomb Arrow that deals damage to a larger area then normal. With a successful attack, all creatures within a five foot radius of the target take bomb damage equal to the target and catch fire like the target. Additionally, all creatures within another ten foot radius take splash bomb damage. The Alchemical Archer expends bombs normally when he uses this ability. The Alchemical Archer must have the Bomb Arrow & Explosive Bomb Discoveries and be at least 10th level before selecting this discovery. Seeker Arrow: An Alchemical Archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An Alchemical Archer can use this ability once per day plus one additional time for every three levels of Alchemical Archer class. The Alchemical Archer must be at least 6th level before selecting this discovery.
Walking Bomb: Once per day the Alchemical Archer can create a special type of bomb arrow with no immediate splash affect that forces the successfully struck target to make a fortitude save or continue taking bomb damage for 1d4 rounds +1 round per Intelligence modifier of the Alchemical Archer. If the target of the attack is slain within the duration of the extra damage the target's corpse explodes dealing splash damage to its surroundings. The Alchemical Archer expends a normal bomb when he uses this ability. The Alchemical Archer must have the Bomb Arrow & Sticky Bomb Discoveries and be at least 14th level before selecting this discovery. Thanks for reading and let me know what you think please. Edit: formated to hopefully make it more readable ![]()
![]() I'm considering making a gnome trapsmith rogue for pathfinder society.... 1. Did I miss the rule somewhere saying I can't do this? 2. My understanding of the Quick Trapsmith rogue talent is that I can take a full-round action to place a trap (I'll mostly be using bear traps since they are the only traps w/o ridiculous prices) in a location... at which point it will go off if someone is standing in that location? 3. if they fail there DC for Perception on the trap... do I get sneak attack damage on the attack roll? 4. will this idea be fun? My other two characters are lvl 3 and 4 (barbarian and wizard) and they are totally legit... this gnome is just going to be fun to play =D Lastly, I know this topic is more appropriate for the society channel, however, I posted it there and didn't get very many responses. I thought I would get more of a response here. ![]()
![]() I'm considering making a gnome trapsmith rogue for pathfinder society.... 1. Did I miss the rule somewhere saying I can't do this? 2. My understanding of the Quick Trapsmith rogue talent is that I can take a full-round action to place a trap (I'll mostly be using bear traps since they are the only traps w/o ridiculous prices) in a location... at which point it will go off if someone is standing in that location? 3. if they fail there DC for Perception on the trap... do I get sneak attack damage on the attack roll? 4. will this idea be fun? My other two characters are lvl 3 and 4 (barbarian and wizard) and they are totally legit... this gnome is just going to be fun to play =D ![]()
![]() Protection from Arrows
Casting Time 1 standard action Components V, S, F (a piece of tortoiseshell or turtle shell) Range touch Target creature touched Duration 1 hour/level or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. My questions are... does protection from arrows provide DR against a ranged ammo with an enhancement bonus? Does protection from arrows provide DR against a ranged weapon with an enhancement bonus? I think the answer is yes for the first one and no to the second one. ![]()
![]() I'm interested in starting a dwarven invulnerable rage barbarian.
First, my question is the boards interpretation of the feat "Fast Healing" (found in the APG) and how it would interact with the Pearly White Ioun Stone or Ring of Regeneration. The thing that I am curious about is that does the health regained from the Pearly White Ioun Stone or Ring of Regeneration trigger the Fast Healing feat? Second, in your opinion is this combination over powered? Does it break the game? If you're a GM would you allow it in your game? Third, i'm also considering implanting it in my skin via seeker of secrets rules. Should I or should I not? ![]()
![]() In my Golarian campaign Grask Uldeth has risen above the other orc warlords in Belkzen Hold and has united the tribes through shear might. The PCs have reason (i'm not going to explain the whole campaign) to prevent this. Grask is launching an attack on Lastwall to finally put an end to their annoying blockade from the more decadent nations south of Lastwall. How would I handle a war in the game? opinions? ideas? creativity? ![]()
![]() I'm curious what the boards view on the Dorn-dergar is. It seems a little over powered to me. It is a reach weapon that does a 1d10 and for a single feat (the dorn-dergar mastery feat from the dwarf book) you can wield it 1 handed... this would allow you to wield 2 of them... 2h fighting with a 1d10 reach weapon seems a little over powered to me? Does anyone else see this as OP? ![]()
![]() I have recently been playing a low charisma dwarf rogue and let me tell you it's been a blast. I love being silly and doing ill advised social interactions. Just a complete vanilla look on his face all the time until he realizes what every else is talking about is hilarious. This dwarf has a charisma of 5 and has been near catatonic many times due to charisma damage (from drugs lol). All of the players and all but 1 character loves my character and thinks he's great. So why does everyone hate low charisma.... it's hilariously awesome.... and fun! ![]()
![]() Excuse me if this has been discussed else where but.... Is anyone else afraid pathfinder is becoming a mmorpg. Ugh... taunts So what I would like to know is
Thanks for posting. ![]()
![]() I'm going; 25 point buy; Level 7; probably a APG rogue but I'm open to suggestions.... I like dwarfs but I know everyone is going to say go human or elf. I'm only using the core rule book and the APG I need help with deciding on feat trees Class options Item options also any other comments are welcome as long as they are constructive. ![]()
![]() To be very simple in my question; is a wizards spell book a magical item? Also some supplementary questions. Would detect magic reveal it to be so? If analyze dweomer was used and the spell book was the focus of it... would it reveal the spells inside and how to activate them? Any input is appreciated but keep the posts simple if you can. (I've got a small brain) |