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Awesome thanks for some great ideas guys. I was just thinking making her a Shaitan Genie,I didn't think of the bad guy thing. If you guys think of any more ideas or Monsters that would work for this feel free to let me know. I will keep checking this.


Hey everyone,
I have this player who wont be able to game every time with us. Maybe 1/5 times we play.. We all want her to play with us but having her level up a character every time she plays seems like a pain. So I was thinking of having her play a fey or outsider type character that could come in help/ mess with the characters in a fun way. No level up req. she would be a high enough CR where that would work. I was thinking of a Q Type person but not that Godly. Just something fun where she could buff the PCS, change their looks, cast a spell, smash a goblin or too with easy.

Any Ideas?

Thanks,
Salovs


Xethik wrote:
For spells, Garden of Peril, Invigorating Poison, Poison Breath, and Venomous Bite are good Druid options from Dirty Tactics Toolbox

Thanks for the spells. I will look them up and add them to my page.


Taenia wrote:

One thing to remember about Poisons is the limited DC many of the creatures offer since they are set by the base creature, usually only modified by +2 for Augment summoning.

If you Wild Shape however, the DC is based on the spell you are using and your Wisdom modifier. So at 8th level when you can turn into poisonous creatures you start with a poison DC of 15 + Wis mod. I am not sure but because the DC is based on the spell you can increase it using Sp Focus Transmutation and Greater Sp Focus Transmutation and/or with Ability Focus if you can access monster feats.

This allows you to focus on poison as a Wisdom based character, not have to worry about poisoning yourself or purchasing poisons.

With natural spell plus some of the abilities you listed this can become pretty dangerous, especially if you can deliver multiple doses and start boosting the DC.

I like ur idea but when u use wild shape doesn't it use ur con mod not ur wisdom mod for the poison. Wild shape is a super natural ability that acts like beast shape.


Sure can. I tired To before but sucked at it. Will try again when I get home in a couple of hours


Hey everyone. I am making a Druid for our upcoming campaign and I thought it would be fun to play a Druid who uses poisons and summoned in things that poisoned things. This is what I have come up with so far and I was hoping the smart people on here could help me come up with other things.

Any tips welcome.

Thanks and happy holidays.

~Feats~
Poison focus
http://www.d20pfsrd.com/feats/general-feats/poison-focus

Master Alchemist
http://www.d20pfsrd.com/feats/general-feats/master-alchemist

Superior summoning
http://www.d20pfsrd.com/feats/general-feats/superior-summoning

Versatile Summon natures ally
http://www.d20pfsrd.com/feats/general-feats/versatile-summon-nature-s-ally

Spell focus conjuration
http://www.d20pfsrd.com/feats/general-feats/spell-focus---final

Augment summoning
http://www.d20pfsrd.com/feats/general-feats/augment-summoning---final

~Spells~
* First Level
Nauseating dart
http://www.d20pfsrd.com/magic/all-spells/n/nauseating-dart

* Second Level
Accelerate poison
http://www.d20pfsrd.com/magic/all-spells/a/accelerate-poison

Delay poison
http://www.d20pfsrd.com/magic/all-spells/d/delay-poison

Pernicious poison
http://www.d20pfsrd.com/magic/all-spells/p/pernicious-poison

Whip of Spiders
http://www.d20pfsrd.com/magic/all-spells/w/whip-of-spiders

* Third Level
Accept Affliction
http://www.d20pfsrd.com/magic/all-spells/a/accept-affliction

Aggravate affliction
http://www.d20pfsrd.com/magic/all-spells/a/aggravate-affliction

Delay poison communal
http://www.d20pfsrd.com/magic/all-spells/d/delay-poison

Neutralize poison
http://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison

Poison
http://www.d20pfsrd.com/magic/all-spells/p/poison

Rain of frogs
http://www.d20pfsrd.com/magic/all-spells/r/rain-of-frogs

* Fifth level
Whip of centipedes
http://www.d20pfsrd.com/magic/all-spells/w/whip-of-centipedes

~Items~
Poison vial of distance
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/poiso n-vial-of-distance

Poisoners jacket
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/jacke t-poisoner-s

Poisoners gloves
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/glove s-poisoner-s


Hey all ,
Was making a Druid for a game I will be running and is their a way to have a animal compaion sea animal that can come onto land also? I like the orca but the adventure only has a small part near water. Let me know with all any any idea

Thanks


Hey all ,
Was making a Druid for a game I will be running and is their a way to have a animal compaion sea animal that can come onto land also? I like the orca but the adventure only has a small part near water. Let me know with all any any idea

Thanks


That is what I figured when I read it I just wanted to make sure it had not change or if I was reading it wrong or anything. Thanks for all of ur input.

Ravingdork-
How did u speed up crafting time so much? I mean with out Demi planes. Early to mid level


I did a quick check but couldn't find a answer to my question.

In the magic item creation section it says " Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours."
It then says "This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5. "

So does mean that if I take another +5 to the dc I can get it to 2 hours of work per 1,000 go in the items base price?

Do u think this is fair to run it this way stacking? Or would it be more fair in stead to make it a dc +10 higher to go from a 4 to a 2. Since u are doubling it.

Salvos


I have a friend in my current campaign that wants to play a fleshwarper from the book of lords of madness, but wants to play it from the beginning. I thought this would be a good chance to do a Alchemist Archetypes fleshwarper but i am having a little bit of a problem of where to fit in the fleshwarpers stuff in with the Alchemist.

Any thoughts/ideas/tips on how to merge these 2 together would be great.

Thanks.

Salovs


Coll thank you very much Starglim this Help me out very much.


Hello
I have a question about doppelgangers. What all can a doppelganger change into? Is it only humanoid shaped things or can it change into Monstrous Humanoid also. What about outsiders? It can only got one size bigger then it size and one size smaller right?

Also how do u know if a creature has ex or su damage reduction? It doesn't say where the damage reduction is.

Thanks for your help

Salvos


Hello,
My group is just about to finish the Crypt of the Everflame and will be starting the Masks of the living god soon. I have been listening to the Chronicles Pathfinder Podcast and they are really helping me mix them all together. Now i don't have the Masks of the living God module yet but i wanted to know what am i suppose to do with a paladin and a cleric that want to go join this new cult? Are they just going to pretend they don't love their god anymore and want to join. Do i need to have them roll bluff checks? I am not sure on how to run this. I am sure the book might have something i just wanted to check here and see what you all of you did for this module.

Thanks


Right So dose that mean that the APL is = to Cr. So like the 4 party members that are all 4th level. 4*4/4 = 4 I should put them up against a CR 4/ or 4 CR 1/ or 2 CR 2? and if i want to drain there resource quicker, i put them up against a Cr 5 or 6 to drain more of it?


Hello all,
I had a question that i hope some one could help me with. I am running Crypt of the Everflame this sunday and i wanted add in a encounter to fix the Xp problem from the first module to the 2nd but i don't understand the APL and CR. On the bottom of page 397 it says to take your chars APL and look at table 12-1 to see the challenging encounter for you APL but that table just tells me how Difficult it is or how i can make it more difficult.

So can some one give me some examples of a 4 person group trying to find the right CR for them?


So there shouldn't be any difference between the two tho. Just the cover art. That is what we believe also.


Hey,
I already asked a friend about this but i wanted to check and make sure. Is there any difference from buying from Paizo or from buying from Barns and noble? Different edition or anything like that? We didnt think there would be. The only reason i ask is because when i was looking for Crypt of the Everflame on barns and noble it has a different cover art then the one piazo has.

( http://search.barnesandnoble.com/Pathfinder-Module-B1/Jason-Bulmahn/e/97816 01251862/?itm=1&USRI=crypt+of+the+everflame)

(http://paizo.com/store/downloads/pathfinder/pathfinderModules/pathfinderRP G/v5748btpy89c9)

Any help on this would be great.

Thanks


Hey,
So I am sure a lot of Paizo fans are just like me and like to play other games on Xbox 360, PC, or the ps3. I wanted to know what you guys thought of Paizo sending IGN Editor Daemon Hatfield (or anyone really i just thought he would be a better choice), a core rule book and a Modules for him and some fellow IGN editors to look over,play, and give a review on it. It would help get the game out there in a big way and i think they would really enjoy the game.

What do you guys think? Do you think DND/Pathfinder could fit in with a gaming website like IGN or will they be stuck to official website and fan sites?


Hello,
Dose Pinpoint Targeting and Vital Strike Stack together? I dont see why they wouldn't. I figured if you were going to use Pinpoint targeting why not add vital Strike to get the full out of damage you could.

Thanks


Hey all,
So i have a dracotaur Fighter in my savage tides game and i am at the point where i am not really sure where/what else to do with this character.Right now He has a harpoon and i want to be able to drag them around and give my other team mates attacks of ops. My Dm is pretty good with using other splat books but i try not to use to many. I want to put Fleshgrinding on the harpoon that way i am still attack while dragging them around the Area. I am looking for some ideas on where else to take him or what else he can do.

Any help would be great.

Thanks

dracotaur Fighter Level 8
Stats
Str 26
con 20
Dex 16
Int 15
Wis 12
Cha 14

feats
Improve Initiative
Power Attack
Weapon Focus
Weapon Spec
Master Craftsman
Arms and Armor
Skill Focus
Quick Draw
Drag
Great Drag


Hey,
Just wanted to post on here to Tell everyone who posted on here with tips and tricks that my first game went great. Everyone had alot of fun and they want to play again. I had a little hick-up with Light,low light, dark vison, so i just gave the other player goggles of darkvison and it fixed it lol. Was only a one shot so what the hell right :D. Thanks again everyone for your help.


Wait you can power attack and Vital Strike in the same round?


So my wife and i are in san fran for our 1 year Aniv. And we wanted to go to a gaming storw to get her some new dice. We live in a smaller town and the chance to see an bigger gaming store would be fun. Also i wanted to check out some pathfinder stuff. Any one know of a good store?

Thanks


Wow, thanks everyone for all of your support and answers. I will try my best to follow all of your advice and try to have a successful game. I will make a new post when i do bave my first game to let u all know how it went and hopefully some of u can help me again with what i did right and wrong.

Thanks again u all have been a wounderful help.


Wow thanks everyone. Really good post here. Gave me some where to start. I have only been playing dnd for 1.5 years. So i am just starting to fully(What ever that means) understand the rules and how things work in the game. I have some friends in another city that i would really enjoy the game, but i know that if i don't do it right then i could ruin it for them.

Can anyone list, easy to harder to run games. For example, i am pretty sure for my first Adventure path i dont want to try and run king Maker. I hear that has a pretty good system for building up a kingdom but that doesn't sound like a first time GM Adventure. So can anyone give me like a Run these Modules first they are really easy and great then try these adventures paths they are great. Then you will be ready for X and beyond?

I listening to the pathfinder pod cast where they talked about Crypt of the everflame and that seems like a nice easy game but what about after those 3?

Thanks for all your help. This message board has been pretty nice with everyone just trying to help out. Nothing like the world of warcraft messageboards.

Thanks


Hey all,
I was just wondering where dose a GM start? What i mean by that is, where dose one find the Modules, where dose one find the Adventure Paths, where should one start out at on the modules and the adventure paths. Are some easier then others? More first time gm friendly i guess i am asking.

Is there a site or a thread that i missed that explains all of this?

My understanding is that a Modules are just a few levels of story. Like a short story i guess. Then the Adventure path is a novel. Where the character go to be higher level then the normal Modules.

I know It is a great idea to have all 3 book, Core rules, Games master, and the Bestiary, but what else would you recommend as a must have to start your own first time game up?

Any help on all of these questions would be great. Thanks


Hideaway. that was it.. Thanks Are


I guess i should say this was a 3.5 info, that might help people. Thanks Varthanna. That gives me something tho if i cant find them thing :D


Anyone?


Hey, I was wondering if anyone knows/remembers the weapon property for making a weapon 2 size category smaller. So when you weren't using it you could make the large weapon small for storing. Then when the battle broke out you could draw it and make it large again. Does anyone know where to find this or even better the price of it? I remember it was just a flat cost to add onto it. It did not cost or have a + anything.

Thanks

Salvos


I play mine like the dog off of UP. The animated Movie. It brings alot of laughs to the table. Stuff like "Hello Elf Women." and "My master says that you are ugly". It is alot of fun.


0gre wrote:


Quote:
And, as far as I have seen, everyone who's talked about the summoner via threads hasn't exactly been happy with it. That should give you a clue. Oh wait, are they all optimizing munchkins too?

Everyone? I see the same people over and over and over. I suspect most people want to stay clear of people who are clearly ranting:

Pretty much the reason i don't join in. I don't want to be called min/maxer/Muchkin/what ever because i like or dont like the summoner class.
Yes I have played it and i am still playing it in our savage tide game.


Did anyone noticed that the Metal Link between the 2 is gone. I cant seem to find it at all. So the summoner now has to talk to his Eidolon.

Note*I am not crying or complaining about this (tho it was very sweet) but just wanted to know if anyone else noticed this.


Hey,
My group is doing Shackled city first, then age of worms, last Savage tides. I know that all of these are connected (even if in a small way). I would start at the beginning and if they like it you can move forward. I have played age of worms and had a lot of fun with it. I loved the arena, the zombies, and the ball you get to go to. Just starting savage tides now and i love it so far also. Each ones of these brings something different to the table. I would say again start at the beginning Shackled city.


I was thinking of a Barbarian with a Alchemist's mutagen Or a Rouge with a summoners Aspect for more arms. I think a witch/Bard would be really fun with. While you are playing your harp you are Cackling


Hey all,
I was just sitting at work and my brain was wondering and i started thinking about gestalt characters. I thought of all of the core classes. Then I started to add in all of the Advanced Players guild new classes and wanted to know what everyone's ideas were on the "coolest/best/worst/overpowered" combos there are. I really like the Witch/Rouge


Both nice ideas. I was wondering if there was a melee item the same as a efficiency quiver. Glad to hear you guys came up with one. The Weapon Caddy is also a Pretty cool idea, like a permanent invisible servant, or Floating Disk that is made too look like a Cylinder.


So I found the answer. When I said Magical means i went and looked in the Magic item compendium and i found a 2000 gold gold enchant called hideaway. As a swift action you can fold up the weapon 2 size categories smaller. Another swift action lets you unfold it to its normal size. So 5 greatswords all of which 2 sizes small would fight on the human body i think. With quick draw you can draw the small greatsword swift action make it normal size then Hit with it and repeat.


Yea that is all i could really get out of it also was just 2 max 3. I might just stick with one handed weapons. I am sure i can fit the number i need on the fighters body. Just figured i would ask to see if anyone knew of a magic item or some way to get that many big weapons on one person realistically/magically.


Well I know that in the rules as long as i have the str i can carry anything, but in the realy world, i dont think anyone can walk around with 4 great swords strapped to them and still be able to fight like they want to. I want to know of a Realistic way in dnd to have 3-5 greatswords on my character and be able to quick draw them when needed.


So i have read in books and seen in movies where the big bad fighter has a bunch of really big weapons strapped to his body, but could you really make that work for a fighter in dnd? Could he be Carrying a great sword, Great axe, and a Halberd? Or would it all have to be light to one handed weapons as in longsword, battle axe, and a rapier? I know there is a magic item( Cant think of the name) that holds like so many arrows, so many javelin, and a Couple bows. Is there a Melee magic item that can hold so many Light, one handed and 2 handed weapons? I wanted my fighter to have around 3-5 2-handed melee weapons on him at one time. Any help on my plans to make this fighter would really be helpful.

Thanks


Hey,
I just wanted to ask what cool ideas or good tactics everyone had with the summon monster spell at higher levels when you get to summon in monsters with spells. Like the summon monster 5 Babau with at will Darkness and Dispel magic or summon monster 7 Bone Devil with at will Invisibility , major image and wall of ice.

This is the first time i have played any time of summoning char so just wanted some tips and tricks.

Thanks
Salvos


Hey,
Just wanted to throw in my 2 cents worth of information. I am as of right now playing a summoner in my Savage tides game and i have to say that i do not think that the Eidolon is over powered. My DM has made it quite clear that if we are in a 5' hall way and i have a Huge Eidolon he will not be coming with us. He cant fit so right there that + to str dose not mean anything. Also as a player, the biggest things about the Eidolon and is its biggest weakness is you yourself can not heal it. You have no healing spells. Yes you can get reg at a +4 evo points for 1 Point of reg. Kinda steep for healing. So in my way of looking at it, the eidolon has some really cool ability's and and yes you can break him if you are in a open field and you have a druid tree healing him.


What I use is Dice Shaker, Dice Bag, and PolyDice.

I really like Poly Dice Because it has one Button to roll 20 different lines at the same time. So if you have a creature with 4 attacks you can do all 4 attacks with the damage in one push of the button.


Hey, Thanks. Our DM is really excited about Savage Tides. Says that where they messed up in age of worms they fix and made better in savage tides.
The Augment Elemental feat is listed below. It gives all elemental Creatures that you summon and +2 to hit and damage and then the frost burn gives your summoned creatures a +1d6 cold damage.

Frost Burn- Page 47 - BECKON THE FROZEN Prerequisite: Spell Focus conjuration Augment Summoning

Magic of Eberron - Page 46 - Augment Elemental Prerequisite: Knowledge (the planes) 2 ranks.


Hello,
Well my gaming group is almost done with age of worms and we are going to be starting Savage tides here in the next month, month and a half and i had decided to try out the summoner class. Just wanted your thoughts on this build to see what you all thought. Just going to give you some of the basics. Dont want to go over board.

Race Halfling
Class Summoner
Skills Linguistics, Ride, Profession Sailing

Weapon : Harpoon

Feats
1st Exotic Weapon Proficiency Harpoon
3nd Spell Focus (conjuration)
5rd Augment Summoning
7th Augment Elemental

Eidolon
Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2
natural armor; Saves Fort (good), Ref (bad), Will (good);
Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13,
Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms),
limbs (legs).

Bonus Swim Gills Improved Damage (Claw)

Let me know of any feed back.