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If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5


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Kalindlara wrote:

Sure. Why make a base class function in new and interesting ways when you could spend two pages turning a few more spells into wild talents? (That only a seventh or two of kineticists will ever use, no less.)

At least Kinetic Invocation cut out the middleman there. ^_^

Personally I liked Kinetic Invocation, wish it would have made it into a RPG Core book with an updated and expanded list, a couple pages could hold a lot of spell/invocations listed this way.


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Not sure how you'd do it but if you were able to add the Air Subtype it would have the Fly skill as a class skill

Also if you were able to convert the ship into a golem rather than animated object the Bioconstruct modification - Brain would become available to train it feats and skills.


DoubleBubble wrote:
Gordrenn Higgler wrote:
SiuoL wrote:
Resonating +1 [Mythic] only works on armor. Also what short of shield are you after, what kind of character? Tower shield for max defensive, heavy shield for bashing? Or buckler for against ambush?

Resonating isn't necessarily restricted to just armor, it lists no restrictions unlike Deflecting and Denying and there is other examples of armor abilities making no mention of shields but being capable of being added to one (Spell Resistance being one which makes no mention of shields but is on the list of being capable of being added to one).

Source Mythic Adventures pg. 142 (Amazon)

Aura moderate abjuration CL 7th
Slot armor; Price +1 bonus; Weight —
Description
Three times per day, when the wearer expends at least one use of mythic power on his turn, this armor surges with sympathetic power. Its enhancement bonus increases by 2, and any damage reduction the wearer has increases by 5. This lasts for a number of rounds equal to the wearer’s tier, and doesn’t stack with itself.
Construction
Requirements Craft Magic Arms and Armor, Mythic Crafter, lend power; Price +1 bonus

I'm confused now, it does say armor, nothing for shield though.

Neither does Spell Resistance but it is on the shield ability table for magic items.

Spell Resistance ability.

Spell Resistance: This property grants the armor's wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.

Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

shield-special-abilities-table.

d% +2 Shield Special Ability Base Price*
01–15 Rallying +5,000 gp
16–30 Wyrmsbreath +5,000 gp
31–50 Animated +2 bonus
51–67 Arrow deflection +2 bonus
68–82 Merging +2 bonus
83–100 Spell resistance (13) +2 bonus


has there been a list made of named/classed high level npcs throughout Golarion ?

Different books have listing for cities and such, Distant Shores has a 17th level Sorcerer in Segada, so I was wondering if there was a compiled list with that might included general encounter locations.


Luthorne wrote:

Got my copy, so!

** spoiler omitted **...

Thank you Luthorne

What does the gemcarver's tools and figurine do ?

Is there any spells that can be subject to Permanency ?


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Here's the list I put together, it's everything I could find that uses the Craft Construct feat (including some magic items)
DC is for if it included one for making the construct.

I suppose these lists will be more useful to more when the new Construct Builder guide comes out

Construct list:

Carrion Crown 6 - Shadows of Gallowspire - Guardian Gargoyle CR8
Council of Thieves 3 - What Lies in Dust - Idols
Curse of the Crimson Throne - Akaruzug CR15 DC24
Giantslayer 4 - Ice Tomb of the Giant Queen - Living Effigy CR8 DC20
Hell's Rebels 2 - Turn of the Torrent - Shell Sentinel CR5 DC20
Hell's Rebels 5 - The Kintargo Contract - Scythe Glass Swarm CR9 DC20
Hell's Rebels 6 - Breaking the Bones of Hell - Shadow Golem CR14 DC24
Ironfang Invasion 3 - Assault on Longshadow - Clockwork Excavator CR10 DC20
Mummy's Mask 5 - The Slave Trenches of Hakotep - Hanshepsu CR10
Mummy's Mask 6 - Pyramid of the Sky Pharaoh - Set Guardian CR13 DC22;28
Pathfinder - Module - Tears at Bitter Manor - Embalming Bear CR7 DC18
Pathfinder - Module - The Emerald Spire Superdungeon - Emerald Automaton CR4 DC20
Pathfinder - Module - The Godsmouth Heresy - Rune Guardian CR1 DC16
Pathfinder Campaign Setting - Cheliax, The Infernal Empire - Animate Aria CR9 DC25
Pathfinder Campaign Setting - Inner Sea Bestiary - Marrowstone Golem CR8 DC21
Pathfinder Campaign Setting - Inner Sea Bestiary - Noqual Golem CR18 DC26
Pathfinder Campaign Setting - Inner Sea World Guide - Aluum CR10 DC18
Pathfinder Campaign Setting - Irrisen, Land of Eternal Winter - Guardian Doll CR3 DC16
Pathfinder Campaign Setting - Irrisen, Land of Eternal Winter - Sentinel Hut CR8 DC18
Pathfinder Campaign Setting - Isles of the Shackles - Coral Golem CR9 DC15
Pathfinder Campaign Setting - Lost Kingdoms - Behemoth Golem DC17 DC26
Pathfinder Campaign Setting - Lost Treasures - Gold Collossus CR18;MR6
Pathfinder Campaign Setting - Lost Treasures - Magic Item - Chest of Defending 29,300gp
Pathfinder Campaign Setting - Magnimar, City of Monuments - Angelic Guardian CR5 DC15
Pathfinder Campaign Setting - Numeria, Land of Fallen Stars - Robot Golem CR11 DC20
Pathfinder Campaign Setting - Occult Bestiary - Tattoo Guardian CR3 DC20
Pathfinder Campaign Setting - The Worldwound - Urannag CR8 DC19
Pathfinder Campaign Setting - Tombs of Golarion - Golden Defender CR7 DC20
Pathfinder Campaign Setting - Tombs of Golarion - Gravitic Globe CR10 DC16
Pathfinder Campaign Setting - Tombs of Golarion - Mechanical Efreeti CR1 DC15
Pathfinder Campaign Setting - Tombs of Golarion - Prismatic Orrery CR13 DC25
Pathfinder Campaign Setting - Tombs of Golarion - Toy Golem CR5 DC17
Pathfinder Companion - Adventurers Armory 2 - Poppets DC15;18
Pathfinder Companion - Familiar Folio - Ioun Wyrd CR1/3 DC15
Pathfinder RPG - Adv - City of Golden Death - Golden Guardian CR6 DC17
Pathfinder RPG - Adv - Masks of the Living God - Mask Golem CR4 DC16
Pathfinder RPG - Bestiary 1 - Animated Object
Pathfinder RPG - Bestiary 1 - Clay Golem CR10 DC16
Pathfinder RPG - Bestiary 1 - Homunculus CR1 DC12
Pathfinder RPG - Bestiary 1 - Ice Golem CR5 DC17
Pathfinder RPG - Bestiary 1 - Iron Cobra CR2 DC15
Pathfinder RPG - Bestiary 1 - Iron Golem CR13 DC21
Pathfinder RPG - Bestiary 1 - Stone Golem CR11 DC19
Pathfinder RPG - Bestiary 1 - Wood Golem CR6 DC17
Pathfinder RPG - Bestiary 1 - Flesh Golem CR7 DC13
Pathfinder RPG - Bestiary 2 - Adamantine Golem CR19 DC35
Pathfinder RPG - Bestiary 2 - Alchemical Golem CR9 DC20
Pathfinder RPG - Bestiary 2 - Carrion Golem CR4 DC13
Pathfinder RPG - Bestiary 2 - Clockwork Golem CR12 DC20
Pathfinder RPG - Bestiary 2 - Glass Golem CR8 DC17
Pathfinder RPG - Bestiary 2 - Mithral Golem CR16 DC25
Pathfinder RPG - Bestiary 2 - Necrophidius CR3 DC15
Pathfinder RPG - Bestiary 2 - Scarecrow CR4 DC12
Pathfinder RPG - Bestiary 2 - Soulbound Doll CR2
Pathfinder RPG - Bestiary 3 - Bone Golem CR8 DC15
Pathfinder RPG - Bestiary 3 - Brass Golem CR14 DC22
Pathfinder RPG - Bestiary 3 - Cannon Golem CR15 DC25
Pathfinder RPG - Bestiary 3 - Caryatid Column CR3 DC15
Pathfinder RPG - Bestiary 3 - Clockwork Goliath CR19 DC25
Pathfinder RPG - Bestiary 3 - Clockwork Leviathan CR12 DC20
Pathfinder RPG - Bestiary 3 - Clockwork Servant CR2 DC20
Pathfinder RPG - Bestiary 3 - Clockwork Soldier CR6 DC20
Pathfinder RPG - Bestiary 3 - Clockwork Spy CR1/2 DC20
Pathfinder RPG - Bestiary 3 - Fossil Golem CR12 DC20
Pathfinder RPG - Bestiary 3 - Graven Guardian CR5 DC15
Pathfinder RPG - Bestiary 3 - Taotieh CR11 DC25
Pathfinder RPG - Bestiary 3 - Terra-Cotta Soldier CR6 DC14
Pathfinder RPG - Bestiary 3 - Tophet CR10 DC20
Pathfinder RPG - Bestiary 3 - Tupilaq CR7 DC20
Pathfinder RPG - Bestiary 4 - Blood Golem CR6 DC17
Pathfinder RPG - Bestiary 4 - Cephalophore CR8 DC20
Pathfinder RPG - Bestiary 4 - Clockwork Dragon CR16 DC20
Pathfinder RPG - Bestiary 4 - Clockwork Mage CR9 DC20
Pathfinder RPG - Bestiary 4 - Clockwork Steed CR6 DC20
Pathfinder RPG - Bestiary 4 - Coral Golem CR9 DC15
Pathfinder RPG - Bestiary 4 - Flesh Colossus CR16;MR6 DC25
Pathfinder RPG - Bestiary 4 - Iron Colossus CR21;MR8 DC30
Pathfinder RPG - Bestiary 4 - Juggernaut CR11
Pathfinder RPG - Bestiary 4 - Junk Golem CR4
Pathfinder RPG - Bestiary 4 - Living Wall CR4 DC13
Pathfinder RPG - Bestiary 4 - Skinstitch CR5
Pathfinder RPG - Bestiary 4 - Soulbound Mannequin CR7
Pathfinder RPG - Bestiary 4 - Soulbound Shell CR12
Pathfinder RPG - Bestiary 4 - Stone Colossus CR19;MR7 DC30
Pathfinder RPG - Bestiary 4 - Tiberolith CR10 DC18
Pathfinder RPG - Bestiary 4 - Wax Golem CR3 DC18;25;30
Pathfinder RPG - Bestiary 4 - Wickerman CR13 DC15
Pathfinder RPG - Bestiary 5 - Clockwork Familiar CR2 DC20
Pathfinder RPG - Bestiary 5 - Crystal Golem CR11 DC22
Pathfinder RPG - Bestiary 5 - Guardian Scroll CR3 DC25
Pathfinder RPG - Bestiary 5 - Lead Golem CR10 DC18
Pathfinder RPG - Bestiary 5 - Sphinx Colossus CR14;MR4 DC25
Pathfinder RPG - Bestiary 5 - Urannag CR8 DC19
Pathfinder RPG - Bestiary 5 - Wood Colossus CR17;MR6 DC30
Pathfinder RPG - Bestiary 6 - Clockwork Angel CR15 DC25
Pathfinder RPG - Bestiary 6 - Clockwork Assassin CR13 DC20
Pathfinder RPG - Bestiary 6 - Clockwork Fiend CR17 DC25
Pathfinder RPG - Bestiary 6 - Clockwork Guardian CR8 DC20
Pathfinder RPG - Bestiary 6 - Clockwork Hound CR5 DC20
Pathfinder RPG - Bestiary 6 - Cryptguard CR9 DC20
Pathfinder RPG - Bestiary 6 - Cutlass Spider CR6 DC15
Pathfinder RPG - Bestiary 6 - Gold Golem CR15 DC25
Pathfinder RPG - Bestiary 6 - Kikituk CR13 DC25
Pathfinder RPG - Bestiary 6 - Obsidian Golem CR12 DC24
Pathfinder RPG - Bestiary 6 - Quintessence Golem CR20 DC40 + 30
Pathfinder RPG - Bestiary 6 - Viridium Golem CR18 DC26
Pathfinder RPG - Bestiary 6 - Warmonger CR19 DC35
Pathfinder RPG - Horror Adventures - Trompe L'Oeil CR6
Pathfinder RPG - Horror Adventures - Waxwork Creature CR2
Pathfinder RPG - Monster Codex - Abrakarn Viper CR13 DC21
Pathfinder RPG - Ultimate Intrigue - Magic Item - Private Palanquin 63,000gp
Reign of Winter 2 - The Shackled Hut - Mirror Man CR5 DC17
Reign of Winter 5 - Rasputin Must Die! - Animated Tank CR12 DC25
Rise of the Runelords Anniversary Edition - Skull Ripper CR9 DC15
Serpent's Skull 3 - The City of Seven Spears - Tribal Totem CR6 DC20;24
Shattered Star 2 - Curse of the Lady's Light - Bronze Sentinel CR3 DC18
Shattered Star 2 - Curse of the Lady's Light - Marble Sentinel CR4 DC20
Shattered Star 3 - The Asylum Stone - Clockwork Familiar CR2 DC20
Shattered Star 4 - Beyond the Doomsday Door - Cephalophore CR8 DC20
Shattered Star 6 - The Dead Heart of Xin - Clockwork Dragon CR16 DC25
Skull & Shackles 3 - Tempest Rising - Ship in a Bottle CR2
Skull & Shackles 3 - Tempest Rising - Ship Sentinel CR7 DC25
Strange Aeons 4 - The Whisper Out of Time - Clockwork Vivisectionist CR10 DC20
Strange Aeons 4 - The Whisper Out of Time - Hollow One CR10 DC30
Wrath of the Righteous 3 - Demon's Heresy - Magic Item - Retriever Drone 8,000gp


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Gordrenn Higgler wrote:
Since we now have an elemental school that matches each of the kineticist elements, could we potentially use those spells lists for the Kinetic Invocation feat?

Some stuff might not be appropriate, on the Void spell list it has Simulacrum, which seems like a weird element for it to be associated with.


Is there any kineticist specific items ?


If it's only one page for talents then it's probably only one talent per element to keep it balanced, i'm hoping there's more page count devoted to kineticists..


Is there any way to get Story feats as bonus feats ?


Is there a list of constructs that can be created though the Craft Construct feat and the source ?


theshadowduke wrote:
So I found an item in one of my books, but now I can't seem to find it again. It's a tent, but it functions as a pavilion sized tent with a war planning table in it. I cannot remember the name of the item or the book I found it in, but now I need it and cannot find it. Anyone know anything about this thing?

Villain Codex - Magic Item - Commander's Tent 9,000gp pg.165


In regards to Master Craftsman using different craft or professions I just consider it a different form of making magic, like in the show Once Upon A Time where Rumpelstiltskin makes gold out of straw which is also a physical manifestation of pure magic .


Once one enemy is dead then technically you have an ever growing pile of ammunition depending how high your level is....


Dragon Magazine issue 348 has an article specifically covering alternate curses


Ravingdork wrote:

Isn't a lifeblood Azlanti it's own race, which is essentially a human with a +2 to ALL ability scores?

Think I remember seeing their race entry somewhere.

Inner Sea World Guide


How bout Azlanti Inheritor from Humans of Golarion


dot


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Mark Seifter wrote:
Gordrenn Higgler wrote:

What would be the cost of combining the Gravity blast (or Telekinetic blast) with Aetheric Boost and the boost composite from void?

Also how would the damage be calculated?

Gravity or telekinetic with both of those is an option at 15th, since they each work on composites. It would cost 3 burn and do 8d8+16. If you really wanted to run wild, though, you could put both of them on something that is already a composite (at 15th) like void blast (if you were void/aether/void), which would do 16d8+32. It costs 4 burn so is a significant commitment (even composite specialization, supercharged gather, and internal buffer would need to all come together to negate its cost, and that last one is a pretty limited resource), but it is the most damaging composite blast currently possible.

With all the new options since Occult Origins, would you still say the Aetheric Gravity Boosted Void blast is the most damaging composite blast ?


After casting Refuge does the focus have to be given away immediately or can you stockpile them ahead of time for when you need to give some away ?

Also can the caster use the enchanted focus himself to travel home rather than give to another ?


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Yoon!! You made the cover.. at least temporarily

Advanced Beginner Guide


Sorry for the thread necro...
For anyone looking for rules for converting NPCs to a faith, look in Cohorts and Companions

It has an article Leader of the Faith with subsections;
Converting NPCs [checks use Diplomacy and Knowledge (religion), example npc (5th level warrior has a dc 21)]
Proselytzer (Warpriest Archetype)
and Cohorts of the Faith

Anyone know of any alternate rules ?


Melkiador wrote:
Yorien wrote:
Unless your GM houserules that the Evil <-> Good alignment can be measured in a 0-100 scale, adding or removing points based on spells cast (something totally absurd), that's not how alignment works.
Ultimate Intrigue added rules stating that casting several aligned spells in quick succession changes your alignment a step. I can't find the text right now though. Maybe someone else can post that.

Not sure if it was on here or a rulebook but it was said creating a mythic undead automatically turned you evil.


Any chance we'll see Jheraal again ?


dot


Kineticist Talents that give familiars, source Horror Adventures

Elemental Whispers
Elemental Whispers, Greater


Would Scion of Highhelm be restricted to dwarves ?


bump..


Texas Snyper wrote:

The problem with the first talent is that it takes constant concentration on your part for it to manifest and interact with the surroundings, and can only go out 30 feet. The greater talent gives you the full proper familiar and you don't need to worry about it being "killable" because it takes half your HP which is usually more than the party fighter.

And don't go Overwhelming Soul, it is a trap. Kinetic Knight is the only archetype worth getting. It also gives you diplomacy and sense motive as class skills but then your changing from a ranged blaster into a melee tank. Although the melee person with at-will flight would probably be very nice.

The familiar is manifested within 30ft but after that it can go any distance away as long as you concentrate or it doesn't take damage.


There's not too much extra information in regards to the wardstones being dead other than just referring back to the adventure.

A search of previous posts in regards to Icerift will bring up most of what's out there, though Strange Aeons 3 Dreams of the Yellow King has some new info that includes Icerift in the article "Sailing the Sellen River". (Also assuming you have Castles of the Inner Sea, which has a whole article specifically on Icerift)

Also for fiction based info you should check out the web fiction Certainty by Liane Mercial (Though apparently "nexavar" has been revised out of Golarion lore, though personally I'd just use it as an unsaid material component used in the creation of magic items)

Note 1 - Nexavar

Note 2 - Nexavar


Looking for alternate dragon types that the Basalt Dragon Figurine could possibly summon, based on CR/Age Catagory (Umbral, Forest, Dream, Vortex) each have the same as a Red Dragon which the item can summon.

Without changing item price, would these be appropriate alternate types ?

What would anyone recommend for a substitute for the Flame drake ?

Basalt Dragon
Flame Drake
Red Dragon
Umbral Dragon
Forest Dragon
Dream Dragon
Vortex Dragon

Flame Drake CR5
CR10 - Young (Red, Umbral, Forest, Dream, Vortex) Dragon
CR14 - Adult (Red, Umbral, Forest, Dream, Vortex) Dragon
CR19 - Ancient (Red, Umbral, Forest, Dream, Vortex) Dragon


Garrett Guillotte wrote:
Garrett Guillotte wrote:
The vector map now has forests for Tian Xia!
And now the tile map, and with it globe, have Tian Xia forests as well as the new Crown of the World layers. The globe is particularly handy for the Crown!

love the globe map


What would be the extra cost to change a magic rod that doesn't function as a weapon to making one that acts as an enchanted light mace as well as the rods normal powers ?

Would it just be adding the weapons cost (plus the enhancement bonus for being a magic weapon) or should it be more ?


One of the things that I hadn't noticed until recently is that when manifested you lose Alertness, so if your DM does allow the Sage Archetype it would retain the Intelligence boost would possibly lose Sage's Knowledge when manifested (whether you'd switch Sage's Knowledge for the master's skill ranks would be debatable)

As for whether the familiar would have any senses when not manifested it has been asked on Mark's thread. (In which he said no)
Though if the familiar doesn't have any senses when not manifested then you'd have to explain how the familiar is giving it's master Alertness...

For myself fluff wise, I see the familiar when not manifested as being connected to some greater source of information for Sage's Knowledge (whether it's the akashic, an elemental lord or whatever), and when it's manifested it's disconnected from that source of information and it loses Sage's Knowledge until returned.. So if you want it to see something you pop it out to check things out then unmanifest it so it can consult it's source (similar to Commune)

Depending on if you allow Telepathic Bond (Permanency) to convey enough information to allow skills then you wouldn't need to pop out and in.


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Isabelle Lee wrote:
Verzen wrote:
Will you guys be expanding onot the invocation list with future books?

Doing so would be very tricky, due to the way that referencing Player Companions works. That said, it's something I'll be looking for ways to effectively accomplish (ideally with Mr. Seifter's help).

Kinetic Invocation's popularity will certainly be a point in its favor. ^_^

I'll second that request :-)


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Isabelle Lee wrote:
Happy to help. ^_^

Thank you for Kinetic Crafting


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Aether Architect reminds me of a 3D printer :-)


i'd say it's about 11'oclock of Tolguth, with a distance of 36 miles (straight from tolguth)
or 18 miles west and 30 miles north from Tolguth according to the scale for the map
hope that helps


Mythic Realms has a map on page 35 that includes the Earthnavel


Cohorts and Companions - Intelligent Item Cohorts has a similar ability to upgrade without having the need of feats but it gives a restriction that the item cannot be more than 25% of the character wealth for the level


Isabelle Lee wrote:
Haldelar Baxter wrote:
So with Kinetic Invocations will there be an option for using mythic versions?

Since it's treated as spellcasting, taking the Mythic path ability or Mythic feat and choosing the appropriate spells should work fine. ^_^

I'll have to double-check to make sure all the wording works out, though.

Does this mean the Archmage Arcana mythic path abilities might be able to be used in combination with Kinetic Invocations ? or possibly adapted in the future via a talent or other ability.


Lanitril wrote:

There isn't much to Elemental Knowledge, so it's tough to not give it all away, but it basically lets you add news skills to your class skill list for each new element you take.

Elemental Overload increases Elemental Overflow's ability to ignore cries.

Metamagic Invocation predictably lets you use a metamagic with your Kinetic Invocations.

thanks


Can the spell Permanency be used on any of the Invocations ? (assuming it's on the Permanency spell list)


What do the Elemental Knowledge, Elemental Overload and Metamagic Invocation feats do ?


Chris A Jackson just stated he was still working on PT so I wouldn't lose all hope yet


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I'd love a Pathfinder Tale about this Kinetic Graveknight, I bet Ari Marmell could do it justice whether villain or hero. (Though i'd bet the graveknight would be the protagonist) ;-)


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Chris A Jackson wrote:
Sorry I'm slow on finding this thread. I'm in internet hell and don't visit much lately. There are novels in the works. That's all I can say right now. Thanks for the interest!

Thanks Chris for the update, it's good to know there's still more Pathfinder Tales on the way


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Luthorne wrote:

I've received my copy! Hopefully this isn't too much information, but if it is, I totally understand if the moderators feel the need to delete this post. I'm hoping just this much is okay...

** spoiler omitted **...

thank you

Someone, somewhere is going to say "This is my BOOM Stick"

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