Guided hand looks super bad-ass, but it's in Ultimate Combat. Would be pretty sweet though. Holy Vindicator is definitely intriguing. I'm not sure it will really end up being powerful enough (more along the lines of NPC abilities that are cute and flavorful, but not that effective against powerful enemies), but hey, I've never played one. Maybe if there was some cool way to exploit the fact that they can't take other forms of bleed damage?
Hello Friends, Long story short is that I have a former Paladin character who over the course of several campaigns had a troubled time as a proper paladin, fell from grace, returned to grace, ended up dying, and has been missing from the show for a while. She's going to be reappearing soon, and I'm looking for ideas for a rebuild. I'm trying to think of something more interesting than a plain ol' sword and board Paladin, but still thematically appropriate for someone who used to be a Paladin and has come back to serve Iomedae again. Like a melee blaster oracle, or weird religious monk multiclasser, or even another Paladin but with an unusual build. Any of you have any experience with slightly more "outside the box" builds that might be fun but also maintain a reasonable power level? NOTE: for sources, I'm only allowed access to CRB, APG, and Mythic Adventures OTHER NOTE: I've already done the archer Paladin thing with her, and awesome as it was (whooo DPS!), I'm going for something different. Thanks!
Does the Mummification Alchemist discovery (which makes you immune to nonlethal damage) make you immune to all forms of suffocation or just to "slow suffocation"? For instance, can he survive in a bag of holding? Mummification:
The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. Suffocation:
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates. Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters. Bag of Holding: If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate.
Looking for a good, inexpensive iPhone app for keeping track of my wizard's spellbook. Something that will let me track spells known, memorized today, and used today while linking to the actual spell details would be great. Doesn't necessarily have to be Pathfinder-specific (though that would be best) as long as I can enter in my own spell information. Any suggestions?
Corvino wrote: If they're precious about the story going exactly as it is in their binder then expect trouble. Good call. Our GM tends to be pretty cool about things like this as long as it's something fun (and in fact encourages unconventional solutions to problems), but I'm definitely going to check in with him to make sure I'm not stepping on his toes storywise. That pyrotechnics idea is absolutely perfect. I'd been looking for more "trap" type spells to use (limited to CRB and APG) and I hadn't considered pyrotechnics. Thanks! bfobar wrote: human (hobgoblin) pyramid Straigh-up Genius. My dude doesn't currenly have any burn spells equipped, but it might be worth it just for this. ElMustacho wrote: "If you betray your master, you can have all of this!" Good call! I'd thought about using illusion gold to buy things in game but decided to steer away from it just because of the ease of breaking the game and cheese-factor. But fake money reward for enemies betraying their boss is much more palatable. Can't believe I didn't think of that, so thanks. Mr.Fishy wrote: Candy Gram Wha? Proley wrote: lacing CLW potions with poison, then offering first-aid to enemies This is particularly devious. Could have all sorts of fun with the different poisons out there. And oh the lols to be had with feather tokens. Thanks folks! Keep 'em coming.
Looking for interesting ideas for ploys/cons/capers to mess around with and "debuff" enemies. I just recently built a new trickster character (Illusionist Mage) for my group's mythic campaign, and I'm going to be trying to play up as much as I can the kind of character who uses his brains/skills just as effectively as his magical abilities. I'm trying to think ahead so I have a nice bank of tricks up my sleeves that will be both interesting as well as effective. So hit me up with your ideas! For the purposes of your brainstorming, you can assume crazy high bluff and disguise skills, plus a full compliment of illusions and other spells 5th level or lower (for now), as well as convenient Shadow Stepping ability for the purposes of getting behind enemy lines and getting out again quickly. And remember the guy's mythic so if double-casting in one round is completely necessary, that's an option. Also FYI, the rest of the party is 10th level currently and has a balanced assortment of ranged, tank, DPS, and buffing players. Here's what I have so far (note-- many of these ploys assume going in disguised as the enemy first): Book Club:
Give separate explosive runes “scrolls” to a group of the enemy and instruct them to gather together and read it all in unison when the adventurers come. Sword of Truth:
Give the monster a non-magical sword/mace/whatever that it’s not proficient in and tell it that it’s a magical uber-powerful gift from his demonic overlord (or whatever). Bless You:
Tell the monster you’re going to bless its weapon/holy symbol/etc., take the item and disappear. Sleeper Cell:
Tell one or a few monsters in a group of baddies that one or more others in their group are paladins in disguise. Orders are Orders:
Tell one or a few monsters in a group that their demonic overlord orders the execution of a particular individual in their group as punishment for past failures. Closer Than Your Friends:
Tell the monster/group that the adventurers approaching are false crusaders or disguised monsters here to lay a trap for some other adventurers. Get the group in prime position and then attack. Master of Illusion:
Tell a monster that someone in the party is an illusion and to ignore that person. It may seem like they are damaging you, but it’s not real, just part of the magic. Draft:
Call out to one baddie as if he was your ally and say the time has come to remove his disguise, then cast an illusion spell over him making him look like a paladin to the other baddies. Watch Your Step:
: Create a pit and an illusion of a pit immediately next to it, blocking off all approach. Have Elliot spring attack across the illusion, and then create another actual pit in the same place after he’s back across. Sit back and wait for the enemies to run over the “fake” pit. Poor Man’s Banish:
Create an identical illusion of the floor under a monster’s feet. Next round, make a big show of “banishing” him to the celestial prison plane of never-ending torment, and create a pit underneath him. He falls through, effectively vanishing. Now intimidate other creatures as appropriate. Voices in Your Head:
Convince an intelligent monster that it has gone insane by whispering in its ear while invisible. Push to Open:
Create an illusion wall blocking off a group of creatures and then cast stinking cloud or cloudkill in the area through the wall. If needed, reinforce by readying a Wall of Force spell to cover just the area the creatures inside try to break down while maintaining an avenue through a different part of the illusion wall to pelt them with fun things. Happy conning!
I was also considering the possibility of rogue to take advantage of that pounce. Seemed appropriate for what is essentially a big cat-- pump his initiative, and pounce for full attack plus sneak attack damage on the first round with flat-footed opponents. Thereafter take advantage of the multiple natural attacks by applying sneak attack damage as well (the group has plenty of melee-ers to flank with).
Howdy,
Thanks
Oh sages of Pathfinder,
Feats:
Dodge
Mobility Weapon Finesse Dervish Dance Crane Style Crane Wing Crane Riposte Snake Style Snake Fang Critical Focus Staggering Critical Stunning Critical The idea here is an extremely elusive fighter with a bit of frigid touch casting shazam. She definitely stays in melee, is already crazy hard to hit (so i don't need combat expertise or anything like that), and is looking for something to either take advantage of the many misses opponents have or boost her damage output.
Any feats that have worked out well for those of you with duelists or magi out there?
Rubber Ducky guy wrote:
They don't have a particular plan. Bit adventuring with him anymore isn't really an option. So I'm looking for an interesting punishment that won't involve just killing him off
A party member recently turned on our party in the midst of an encounter on promise of gaining greater power from our opponent. Now that combat is over we have to decide what to do with him. Now, he was really just roleplaying his character so we don't want to screw him over too badly. Still he got one of us killed (me) and almost killled two others. Any ideas on appropriate penance/punishment? (We already have resurrection costs covered)
GeneticDrift wrote: One uses a high crit range weapon with the butterfly sting feat and the other uses a x4 crit weapon. If you are both into melee. I *like* this idea. Probably wouldn't do it for a whole campaign, but for a one-shot scenario, it'd be really entertaining. Throw down some TWF + Improved Critical action with a pair of Kukris to ensure lots of crit threats, then follow with the big brother using a greatsword or testubo with critical mastery. Hell of a one-two combo. Well said, good sir.
trollbill wrote:
If you build him like the operative, I hope you know you *have* to make his coup de grace be making someone fall onto his sword.
The black raven wrote:
Salabrian wrote: Heh, yes, teamwork feats not surprisingly do work very well in conjunction, so good call on that. I'm more looking for two characters with very different builds though rather than two with the same teamwork feats.
Howie23 wrote:
Point taken! :)
Howdy, I know this is essentially just getting at the heart of a roleplaying game (you know, those things where you play a *role* in a party), but I'm I've been thinking about working with a friend in my group to create a pair of characters who are *particularly* well-suited to working together. I'm not just talking about "hey, it's nice to have a wizard for wizarding and a fighter for fighting." I mean two characters who would be highly dependent on each other yet be exceedingly complementary. I've come across smaller instances, such as one character specializes in making the enemies flat-footed for his rogue buddy to sneak attack, a bard that boosts the morale bonuses of his barbarian buddy, etc. But I'm looking for something broader where the entire build of both classes assumes the other's assistance. Something like a mounted combat character riding a wild-shape shifted druid, or a caster that specializes in creating the precise conditions that a certain kind of monk likes to fight in. Note: I'm not looking for just good multi-classing ideas. I'm talking two completely separate characters. Has anyone come across any builds that have this kind of synergy? EDIT: I'm not looking for two characters that are essentially the same class which work well doubling up. I'm looking for two distinctly different characters.
You guys have given me some good info so far-- thanks!
I guess another way of going about the question is: Since I haven't settled on a class yet, are there any particular classes/builds that someone accustomed to PF would find to be fun or unusual in 3.5? You know, something along the (purely hypothetical) lines of "Oh, Pathfinder nerfed paladins from 3.5 big time" or "3.5 lets you build a much more effective mage hunter than Pathfinder." Still from what I've seen so far, I'm glad I play Pathfinder instead. I've been surprised at how much I've seen that is simply so much better in the PF system.
Hello fellow Pathfinders, A friend asked me to temporarily join his campaign for a session or few, but they are still using 3.5. Thus, I find myself in need of some quick tips/rundown on the primary differences between 3.5 and Pathfinder (what were the biggest changes when Pathfinder was written?). Is there such a guide out there that will be more efficient that just reading the whole 3.5 rulebook, since this is only going to be for a few sessions? And fear not that I will revert to their primitive D&D ways. Pathfinder for life!
james maissen wrote:
I like the "5' in solid fog = 10' normal so spring attack works" idea, though I'm not sure that's right by RAW. Still, I might rule it ok (I'm the boss after all, hehe) since it makes sense conceptually (the 10' minimum is required to gain the momentum and surprise necessary to hit and move away before the enemy can attack, but if everyone is moving more slowly due to the solid fog, 5' should be ok)
HaraldKlak wrote:
Good call on the no 5ft step thing. The only trouble is that I still can't do consecutive spring attacks since spring attack requires at least 10 feet of movement before the attack. So I'd safely be 5 feet away and out of range of their full attack, but for my second turn after a spring attack, I'd have to choose between attacking again (which would require moving within their threat range and staying there) or moving away (which gives up a whole turn).
Thanks to both of you, but unfortunately, a careful reading of the Solid Fog spell reveals that the movement penalty is due to the physical resistance the fog creates, rather than a visual impairment. The main indication of this quality is that the spell slows your fall speed, which has nothing to do with sight. Now, if I decide to just adjust the scenario outside what's written, I do really like the Water Sight and/or Shadow Strike idea (and the rogue does already have Fast Stealth), so those are good if I'm just using regular old Fog Cloud. But it looks like I'm still out of luck Re: Solid Fog.
I'm going to be running (for the first time) a pre-fab scenario that involves an enemy sorcerer who is supposed to cast solid fog on the party and an enemy rogue who is supposed to make heavy use of spring attack (according to the listed tactics). Now, it seems to me that solid fog would make spring attack useless since...
So the outlined tactics seem to render the rogue useless (she has no equipment or abilities that render her immune to fog cloud). What am I missing? The best I could come up with is that the rogue could use hearing to locate a target well enough to move toward them with spring attack, then when within 5ft attack the target, and finally complete the spring attack by moving away. However, that only solves problem B.
Charlie Bell wrote:
What sucks for the doppelganger is that, as a result of the overlapping assassination attempts, the body switch will have taken place before the false cleric casts rest eternal, so instead of waking up as king, he's going to wake up (or rather not wake up) as a corpse that will be unrevivafiable except by a high level caster. Tough luck.
Thanks again for all the input everyone. There were so many good ideas that were all so equally tempting, I actually ended up going with multiple different overlapping assassination attempts. Three different people trying to kill the same king with varying degrees of permanency in mind, some aware of the others' plans, some not. I'm using a combination of the doppelganger swap, the "he doesn't want to come back" lie, and the Rest Eternal spell. I was trying to build in Soul Bind as well, but it just didn't fit quite as nicely due to the necessity of the person being recently dead. But I liked them all! So thanks to you guys, this story has become delightfully convoluted. My players will be happy, and I will have my first time GM-ing start with a bang.
Hi Guys,
I need a good spell (preferably divine, but arcane is ok) that will make an already dead character very difficult and/or impossible to raise or resurrect. The basic idea here is that a king has been assassinated, and the cleric who is supposed to be casting the resurrection spell on him instead casts the spell I'm looking for in order to make sure that he stays assassinated. (And gosh-- who knew that relatively cheap ways to bring people back to life would be turn out to be so annoying? Sure puts a dent in the assassination business)extremely blurry, distorted photo
ashern wrote:
Heck, I'll run if I have to... :)
I've been working on a mage hunter build using an Inquisitor of the Spellbreaker archetype with the spellkiller inquisition. Among other things, this will net a +6 to the DC of defensive casting around me, which sounded pretty good to me. However, I've recently heard some talk about how the Disruptive ability never really pans out for PCs/ just isn't that good (sort of like SR never really working). Can someone who has more experience with a Disruptive character (or even better, someone who's played a PC with Disruptive *and* Foil Casting) shed some more light on this? With the the Foil Casting bumping up the Disruptive DC to a +6 DC, will this ability actually make a difference? p.s. I will also have Step Up, so I can avoid the 5 foot step dance with casters.
hogarth wrote:
Ok, cool. I didn't know that magic items like armor cast at the same level they were crafted at, but I don't know why I assumed otherwise since that's the way it works for wands, scrolls, etc.
Howie23 wrote:
Awesome, thanks.
What caster level does Determination Armor cast breath of life at? Determination:
A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell. Breath of Life: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25)...
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