The Mad Priest

Morain's page

Organized Play Member. 523 posts. No reviews. No lists. No wishlists.


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One of the greats has left us. R.I.P.


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This coming wekend we will play at level 20 and going after Demogorgon in a VERY long running Savage Tide campaign.

Level 20 is my preferred level, or at least 15+.


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Nothing in Pathfinder is too good.


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/Threadrezz

Yeah I had to do it. I cancelled my AP subscription.

I don't mind that this AP exists, but I don't have to buy it.

The next two ones looks a lot better though.


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Don't know if it matters to anyone, but last week I had yet another character reach level 20 having played it from level 1. A Ranger this time. I have played both clerics, and wizards to level 20 before and can honestly say there is nothing broken about level 15-20. That is the sweet spot where the game is most fun. Now we're looking forward to using our capstone abilities and continue our campaign for a long time still. Level 20 is where the real game begins imo.


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The classes should not be balanced imo. They are already a bit too balanced for my taste.


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Yes, I have played all the so called underpowered classes, and found that none of them are really underpowered at all.

The oposite is also true, from experience I can honestly say there are no overpowered classes either.


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Necromancy can be used for good!


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Ipslore the Red wrote:

Bonus feats, free +1s to hit and damage, fricking LEADERSHIP for free, +4 to initiative DR, Diehard, and cure critical wounds as a swift action on yourself?

Am I overreacting or should this book never have been written and its authors terminated posthaste?

Not a problem.

Yes. You seem to be quite literally overreacting.


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zergtitan wrote:
Wait wasn't this thread once about reasons to unsubscribe for iron gods?

I don't mind. This is good stuff.


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Jumps into the flamewar without reading anything but the topic of the thread and calls everyone insulting names for even discussing this.


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I'm not sure how else to get the message across that I'm not interested in seeing more AP's with a big influence of technology/sci-fi.

So I guess the only way is voting with my wallet. I hope others do the same so we get as little as possible of this sort of thing in the future. It will be interesting to see how popular something like this is going to be.

To everyone looking forward to this, please don't take offense. I hope you have fun with it.


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Don't.

Take a break, or modify the campaign to accomodate two players.

This is my advice.


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If SKR had anything to do with making Pathfinder what is is today, the man is a genius! And I think he did :-)

Live long and prosper Sean. Good Luck!


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He smokes manure from a piece of plumbing. I just find that impressive.


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I'm sad Paizo has said no to stats for gods, and rules for levels Beyond 20.

Imo the more fantastic stories you can play within the rules the more fun it is.


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You can roleplay just fine with an int score of 7. Speaking in character, interacting with others and so on don't necessarily have to involve skill checks.


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Evilserran wrote:
Any thoughts on E6?

My thoughts is that it's the worst idea ever, and would be no fun at all.


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I actually WANT the classes to be unbalanced.


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DungeonMastering.com wrote:

can she just put all 10 ranks into Handle Animal? All at once?

Yes


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I've played pen and paper rpg's for over 15 years now and i have to say that not for a long time have I been so excited about creating characters as I have for the last couple of years With Herolab.

I buy most pathfinder books in print, but for Herolab I buy everything. Not only is it cheaper to buy in herolab, but I find it gets more use there.

I buy the most important books in print/paper, and they are invaluable as references during gameplay, but these days we create most of our characters in Herolab, and I must say I do prefer it. It just goes so much faster and easier.

One Catch though is i've had to help some New players that I GM for make some characters that didn't have Herolab and I was surprised how fast my know how/skill at creating characters the old fashioned way on just paper had faded. It really is a skill that needs maintaining.

In conclusion I say that Herolab is great if you already know the basics of the game, but if you have access to herolab as you learn this game it might be a hinderance towards really Learning the rules. What say you all?


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This show had me interested, but by episode 4 it was apparant it was just crap. I'm sorry to see it go down like this, cause it showed some promise.


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Wiggz wrote:

It goes without saying that at 1st level a tyical Martial is infinitely more powerful than a typical Caster... and at 20th level a typical Caster is infinitely more powerful than a typical Martial - so where does the flip happen? Where is that 'sweet spot' where the two character's effectiveness are in sync?

It does not go without saying. I disagree there is a power disparity at any Level, nor a flip.


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I think most of them are silly and unnecessary.

I don't really know why I don't like them, but I prefer playing classes that are part of the long tradition of this great hobby.


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A Numeria AP is the only thing I can think of that would make me cancel my subscription for 6 months.

Imo thar sort of thing has no place in a fantasy setting I want to play in. I generally like Golarion as long as I just ignore the existence of Numeria.


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Pathfinder Design Team wrote:

FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qos

Intelligence: If my Intelligence modifier increases, can I select another bonus language?

Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).

Good descision. That's how I've always thought it worked, and how we always ran it.


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MrSin wrote:
Morain wrote:
The casters should be the shot callers and the go to guys for anyting at high levels. Yes. What's the problem with this? It just makes sense to me.
I'd be okay with that if your talking about NPCs, particularly characters of higher levels than the players. However it doesn't work very well when your basically saying the guy your working with is your "go to guy" who solves all your problems. What is this, the wizard and friends?

yes, that's what's most fun to me. Even when I'm playing the fighter.

I still get the most excited about fighter type charecters, and I don't feel one bit belitteled by the casters. I'm the macho man after all. And when I do play the wizard I delight in the knowledge that I own the world and all must submit to me. This is how it should be and your characater is always what you make it yourself. Mechanics matter little. Nerfing casters though destoys the entire game and all fun to be had within it! TRUTH! Believe me for I know all.


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Kirth Gersen wrote:
Morain wrote:
I do enjoy a role play heavvy game where really stats don't matter at all, it's all down to the individual player. In conclusion the worst anyone can ever do is to try to be like 4th.E D&D and balance classes, because balance is the death of role playing.

If all you're doing is ignoring the rules and role-playing, then balance between classes shouldn't matter to you one way or the other, should it? I mean, you just role-play and make up a story. If they're balanced mechanically, you ignore that, in exactly the same way ther lack of balance doesn't impact you now.

You can ALWAYS play make-believe story hour and ignore the rules, no matter what the rules are. So why be so against mechanical balance, if you're going to ignore most of the mechanics anyway?

The casters should be the shot callers and the go to guys for anyting at high levels. Yes. What's the problem with this? It just makes sense to me.

I do Gm a bit, but I mostly play. When I play I think I play about 40% caster characters. but it was more fun before in third edition when casters had their rightful place at the top of the hierarchy. I repeat again that balance is the death or role playing.


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I don't think a character with 7 int needs to be very dumb at all. He is just a bit below average intelligence.

Not to be insulting, but I'm sure there are many posters on this forum that have a 7 int score in real life, just as there are above average ones.


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It boils down to two things really for me.

1. I'm relatively certain that while some things would be improved, other things that were changed for the worse going from d&d into pf (balance issues mostly, nerfing of certain spells [I am against balancing the classes further]) would go further in the wrong direction making any new edition an overall worse game.

2. A new edition would mean no more support/releases for the original pf, meaning I would eventually be forced to play the new game because I can't play it alone.

So those are the main reasons, and also I strongly feel that although there are some issues with the system, they are very minor and completely workable. I have played almost every week since pathfinder came out and I just don't agree with people saying this and that is broken.


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Gorbacz wrote:
Funny how WotC has taught people that the game must follow the "completely new edition every 5 years" paradigm. Call of Cthulhu players must be amused, in particular :_

Exactly, and in Pathfinders case we don't need a new edition at all.


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none of course


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I know very little of this character really so bear with me. Also I know stats and wealth is very high. I used 25 point buy and +5 inherit bonus to all stats. gear value is well over 1million gp

Anyway here it is straight from herolab.

Elvanna
Female Human (Jadwiga) Winter Witch 10 Witch (Winter Witch) 10
NE Medium Humanoid (human)
Init +12; Senses Perception +31
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Defense
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AC 35, touch 25, flat-footed 29 (+5 armor, +6 Dex, +5 natural, +5 deflection)
hp 200 (20d6+100)
Fort +17, Ref +20, Will +25 (+5 resistance vs enchantment); -2 penalty in bright light (such as that of the sun, but not a torch) or in absolute darkness
Immune cold; Resist fire 30; SR 18
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Offense
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Speed 40 ft., flight (60 feet, average), iceglide (10 minutes/day)
Melee +1 Adamantine Dagger +16/+11 (1d4+6/19-20/x2) and
Unarmed strike +15/+10 (1d3+5/x2)
Special Attacks hexes (agony [dc 27], cackle, coven, death curse [dc 27], dire prophecy [dc 27], eternal slumber [dc 27], evil eye [dc 27], hoarfrost [dc 27], ice tomb [dc 27], major healing, misfortune [dc 27], numbing chill [dc 27], slumber [dc 27], waxen image [12 uses] [dc 27])
Spell-Like Abilities Endure Elements (cold only) (Constant), Sculpt Ice and Snow (fabricate) (5/day)
Witch (Winter Witch) Spells Prepared (CL 19):
9 (4/day) Polar Midnight (DC 32), Dominate Monster (DC 31), Summon Monster IX, Wail of the Banshee (DC 31)
8 (5/day) Mind Blank, Polar Ray, Maze, Charm Monster, Mass (DC 30), Nine Lives
7 (6/day) Harm (DC 29), Heal, Power Word Blind, Waves of Exhaustion, Chain Lightning (DC 29), Waves of Ecstasy (DC 29)
6 (6/day) Heroism, Greater, True Seeing, Freezing Sphere (DC 29), Suggestion, Mass (DC 28), Flesh to Stone (DC 28), Slay Living (DC 28)
5 (6/day) Hold Monster (DC 27), Cloudkill (DC 27), Dominate Person (DC 27), Teleport, Cone of Cold (x2) (DC 28)
4 (7/day) Ice Storm, Enervation (x3), Phantasmal Killer (DC 26), Death Ward, False Life, Greater
3 (7/day) Ice Spears (DC 26), Ray of Exhaustion (DC 25), Ice Storm, Lightning Bolt (x2) (DC 25), Dispel Magic, Irriseni Mirror Sight
2 (7/day) False Life, Vomit Swarm, Blindness/Deafness (DC 24), Flurry of Snowballs (DC 25), Steal Voice (DC 24), Steal Breath (DC 24), Winter's Grasp
1 (7/day) Beguiling Gift (DC 23), Ill Omen (x3), Infernal Healing, Frostbite, Snowball (DC 24)
0 (at will) Mending, Read Magic, Detect Magic, Message
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Statistics
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Str 21, Dex 22, Con 21, Int 34, Wis 24, Cha 25
Base Atk +10; CMB +15; CMD 40
Feats Accursed Hex, Extra Hex, Extra Hex, Extra Hex, Extra Hex, Great Fortitude, Improved Familiar, Improved Great Fortitude (1/day), Improved Initiative, Improved Iron Will (1/day), Iron Will
Traits Focused Mind, Reactionary
Skills Acrobatics +26 (+31 to jump, +30 jump), Bluff +30, Diplomacy +27, Escape Artist +26, Fly +34, Heal +30, Intimidate +32, Knowledge (arcana) +35, Knowledge (history) +35, Knowledge (nature) +35, Knowledge (planes) +35, Perception +31, Ride +11, Sense Motive +36, Spellcraft +40, Survival +15, Use Magic Device +30
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Giant, Orc, Skald, Thassilonian, Undercommon
SQ arcane familiar nearby, blizzard sight, deliver touch spells through familiar, empathic link with familiar, freeze and thaw (5/day), inexorable cold, patron spells (winter), scry on familiar (1/day), shadow bolt (3/day), share spells with familiar, speak with familiar, unearthly cold, unnatural cold
Combat Gear Maximize metamagic rod (greater) (3/day), Potion of cure serious wounds, Potion of neutralize poison, Potion of remove curse, Potion of remove disease, Potion of remove fear, Potion of tongues, Potion of water breathing, Quicken metamagic rod (greater) (3/day), Quicken metamagic rod (lesser) (3/day), Robe of the archmagi (black), Shadowstaff, Wand of cure critical wounds; Other Gear +1 Adamantine Dagger, Amulet of natural armor +5, Belt of physical perfection +4, Boots of striding and springing, Cackling hag's blouse (2/day), Circlet of mindsight, Fog-cutting lenses, Gloves of elvenkind, Headband of mental superiority +6 (Bluff, Diplomac, Ring of fire resistance (greater), Ring of protection +5, Seducer's bane, Wings of flying, 1548 GP
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TRACKED RESOURCES
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+1 Adamantine Dagger - 0/1
Cackling hag's blouse (2/day) - 0/2
Endure Elements (cold only) (Constant) (Sp) - 0/0
Freeze and Thaw (5/day) (Su) - 0/5
Iceglide (10 minutes/day) (Su) - 0/10
Improved Great Fortitude (1/day) - 0/1
Improved Iron Will (1/day) - 0/1
Maximize metamagic rod (greater) (3/day) - 0/3
Potion of cure serious wounds - 0/3
Potion of neutralize poison - 0/1
Potion of remove curse - 0/1
Potion of remove disease - 0/1
Potion of remove fear - 0/1
Potion of tongues - 0/1
Potion of water breathing - 0/1
Quicken metamagic rod (greater) (3/day) - 0/3
Quicken metamagic rod (lesser) (3/day) - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
Sculpt Ice and Snow (fabricate) (5/day) (Sp) - 0/5
Shadow Form (3/day) - 0/3
Summon 2d4 Shadows (3/day) - 0/3
Summon Nightshade (Advanced Shadow Demon) (1/month) - 0/1
Wand of cure critical wounds - 0/50
Waxen Image (12 uses) (DC 27) (Su) - 0/12
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agony (10 rounds) (DC 27) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blizzard Sight See normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cackling hag's blouse (2/day) Gain cackle hex if you're a witch, or able to use it as a swift action if you've already got it.
Circlet of mindsight Gain blindsight 30 ft vs intelligent foes susceptible to mind-affecting effects.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Death Curse (4d6+10 dam or Death) (DC 27) (Su) Foe in 30 ft is fatigued (1st rd), exhausted (2nd), then dies (3rd) (Will neg, then Fort part).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dire Prophecy (DC 27) (Su) The witch curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a -4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the witch may e
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Slumber (DC 27) (Su) Touch curses foe to sleep forever, or can poison food to do the same (Will neg).
Evil Eye -4 (15 round(s)) (DC 27) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Flight (60 feet, Average) You can fly!
Focused Mind +2 to Concentration checks
Freeze and Thaw (5/day) (Su) Freeze or thaw a 5-ft. cube of water or ice, or 10-ft cube of snow.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Hoarfrost (DC 27) (Su) The target is rimed with a shell of frost needles that slowly work their way into its f lesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured.
Ice Tomb (DC 27) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Iceglide (10 minutes/day) (Su) Move effortlessly through ice or snow at yoru base speed.
Immunity to Cold You are immune to cold damage.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Inexorable Cold (Su) +1 CL to counterspell, dispell vs SR, and to DC to counterspell or dispell your cold spells.
Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person.
Maximize metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 60,750 gp
Misfortune (2 rds) (DC 27) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Numbing Chill (DC 27) Target of cold spell takes 1d4 Dex dmg. and is staggered 1 rnd. (Fort. neg).
Quicken metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Quicken metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 17,500 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Sculpt Ice and Snow (fabricate) (5/day) (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on
Seducer's bane +5 to save vs enchantment, if save then caster believes you failed.
Shadow Bolt (Shadowstaff) (3/day) Ranged touch attack vs foe in 100 ft deals 10d6 cold damage.
Shadowstaff This staff of black wood seems to be partially made from actual shadow, its length darkly iridescent and at times transparent.

This artifact was crafted ages ago, weaving together wispy strands of shadow into a twisted black staff. The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and on Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a –2 penalty on all attack rolls, saves, and checks. The Shadowstaff also has these powers.

• Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level.
• Summon Nightshade: Once per month, the staff can summon an advanced shadow demon that serves the wielder as if called by a summon monster IX spell cast at 20th level.
• Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by gaseous form.
• Shadow Bolt: Three times per day the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.

Destruction
The Shadowstaff fades away to nothingness if it is exposed to the light of Nirvana for a continuous 24 hour period.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rds) (DC 27) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Unearthly Cold (Su) Half your cold damage is not subject to cold immunity or damage resistance.
Unnatural Cold (Su) Targets of your spells, spell-like abilities, supernatural abilities halve cold resistance.
Waxen Image (12 uses) (DC 27) (Su) As a full rd action, create wax figure used to force to specific actions (Will neg).

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Kalle
No Gender Mephit, Ice
NE Small Outsider (cold)
Init +7; Senses darkvision 60 ft.; Perception +24
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Defense
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AC 28, touch 15, flat-footed 24 (+3 Dex, +1 size, +13 natural, +1 dodge)
hp 100 (3d10+3); fast healing (if below freezing) 2
Fort +7, Ref +9, Will +13
DR 5/magic; Immune cold; SR 25
Weakness vulnerability to fire
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Offense
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Speed 30 ft., flight (40 feet, average)
Melee Claw x2 (Mephit, Ice) +13 x2 (1d3+2/x2) and
Unarmed strike +13/+8 (1d2+2/x2)
Special Attacks breath weapon (dc 13)
Spell-Like Abilities Chill Metal (1/day), Magic Missile (1/hour), Summon (level 2, 1 mephit of the same type 25%) (1
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Statistics
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Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 14
Base Atk +10; CMB +11; CMD 25
Feats Dodge, Improved Initiative
Skills Acrobatics +23, Bluff +8, Climb +5, Escape Artist +6, Fly +28, Heal +21, Intimidate +22, Perception +24, Ride +8, Sense Motive +24, Sleight of Hand +6, Spellcraft +23, Stealth +13, Survival +6, Swim +5, Use Magic Device +22
Languages Aklo, Auran, Common, Daemonic, Skald
SQ improved evasion
Other Gear You have no money!
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TRACKED RESOURCES
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Breath Weapon (DC 13) (Su) - 0/1
Chill Metal (1/day) (Sp) - 0/1
Magic Missile (1/hour) (Sp) - 0/1
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Special Abilities
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Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be
Chill Metal (1/day) (Sp) As the spell. DC 14, caster level 6th.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing (if below freezing) 2 (Ex) You heal damage every round if you have > 1 Hp.
Flight (40 feet, Average) You can fly!
Immunity to Cold You are immune to cold damage.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Magic Missile (1/hour) (Sp) As the spell. Caster level 6th.
Spell Resistance (25) You have Spell Resistance.
Summon (level 2, 1 mephit of the same type 25%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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I enjoy constantly jumping in MMO's and want to see it included.


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They're not broken. You got killed that's all. That is supposed to happen sometimes.


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Alaryth wrote:
Thac0 was relativally easy on low level... but at high level, when both Thac0 and AC was negative, it could be a real pain in the ass.

+1

It was still workable, but a considerable pain in the ass imo.


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This thread made me want bacon. Going to go buy some after work :p


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Ehhm.. who cares?

PS. I'm being a jerk now, so please delete this post.


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In a word yes. We hardly do it at all anymore, but there is nothing as exciting and thrilling as fighting another player. You know it's him or you and not just some BBEG the GM won't mind having die.

If done right it can be a lot of fun. Even if we're not outright fighting eachother, but also the plotting and scheming. One GM I know does this really well, but usually we work together nowadays.


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I currently play a rouge, and I'm happy enough with the class as it is. Sure it could be a bit stronger, but it doesn't need to be.

The existance of ninjas doesn't take away from my enjoyment of playing a rouge.


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magnuskn wrote:
Ah, so now that endless debate is finally done with: Taking ten on spellcraft to craft magic items. Allowed!

Good decision, and the right one.

Honestly I'm surprised this needed to be FAQ'd. It has always been there in the core rulebook since day 1.


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Broken spells is a myth.


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What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?


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I don't think the orb spells was broken, and snowball seems just fine too.


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I don't think classes should be balanced. It can be fun to play less powerful classes too.

Too much balance makes everything bland imo.


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Be an elf


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It's an extreme stand to take I know, but if the general concensus of this forum is anything to judge by, then the ideal new pathfinder edition of most people wold be the first new edition of the game that would be substantially worse than the previos one.

I trust in the good people of Paizo to make better decisions than this though, but the climate in this forum has gotten me worried. Hence this thread.

Because most of the things people replying to this thread have suggested that they would want for a new edtion of the game I would not want to see. For me it would cheapen the game.

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