Orcus

ThatEvilGuy's page

Organized Play Member. 717 posts (1,078 including aliases). No reviews. 1 list. 1 wishlist. 12 aliases.




So I'm interested in playing an NPC I created for my party when I was GMing as a PC for an upcoming campaign. Now, the issue is that he's a Winter Wolf and that's a whole slew of problems waiting to happen so I came up with a good ol' fantasy reason why he's now a PC race: the always useful "I've been cursed" shtick. The thing is I want to simulate some of his winter wolfishness outside of RP with class abilities/powers and I'm not sure what kind of options there are to do that effectively within the rules/outside of homebrewing. Any suggestions would be awesome though I'd like to avoid primary spellcasting classes and I'm open to options that can only be used a limited amount of time. In fact, I'd prefer that.


43 people marked this as FAQ candidate. Answered in the FAQ.
Mythic Adventures wrote:


Overcome Weakness: If a mythic vampire begins its turn
in an area of direct sunlight, it is nauseated (rather than
staggered), takes 10 points of damage, and loses its fast
healing ability for that round
. The vampire is still destroyed
on the second round.

Now, a regular vampire, when in direct sunlight, takes no damage and is staggered for one round. When you're staggered, you're only able to take a single move action or a standard action but you can still take swift, immediate and free actions.

A mythic vampire, who can now "overcome" his weaknesses, becomes nauseated. Being nauseated is far worse than being staggered as you can only take a move action. In addition, they now take 10 points of damage, as opposed to no damage, and lose their fast healing for the round on top of it.

Both are destroyed on round two.

How, exactly, are they "overcoming" their weakness against the sun when it makes exposure to the sun even more dangerous?

Shouldn't a mythic vampire become MORE resistant to the effects of the sun considering it's under a set of abilities that is specifically called overcome weakness?

I suggest keep the staggered on the first round, then 10 damage per round after instead of full destruction.


4 people marked this as a favorite.

I'm attempting a little tweak to the base fighter class to make it more, shall we say, attractive to my players, without completely overhauling the class itself.

To begin, these are the two additions I've made to the class itself:

Bonus Feats (Ex) At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

(1) By spending 5 minutes in complex exercises and martial drills for every bonus feat he wishes to change, a fighter can choose to learn new bonus feats in place of any number of fighter bonus feats he has already learned. In effect, the fighter loses the bonus feats in exchange for the new ones. The old feats cannot be ones that were used as prerequisites for another feat, prestige class, or other ability, and he must still meet the prerequisites of the new bonus feats. Though there is no limit as to how many times the fighter may change his bonus feats, he must wait at least 8 hours before doing so again.

(2) Martial Training (Ex) Starting at 1st level, a fighter is able to grasp the complexities of martial combat with more ease than most. He may treat his base attack bonus as his fighter level + 2 for the purpose of qualifying for feats with the Combat descriptor. For every five fighter levels he attains (5th, 10th, and 15th), he counts his level as 1 higher.

Now, martial training is simply designed to allow the fighter to pick up certain combat feats earlier than any other martial class by virtue of counting his base attack bonus as a few points higher. By making it 'fighter level + 2' as opposed to simply adding two to the character's base attack bonus, it makes it less attractive for dipping.

The change to the bonus feats section is where the "Vancian" part of this fighter comes from. Effectively, it gives the fighter a pool of bonus feats to change once in an 8 hour period. I know there is a more elegant way to do this however first drafts need to be plowed through. I was toying with an idea to have a 'floating' bonus feat that the fighter could change on the fly X/day, but it seemed needlessly complex.

I'd appreciate any comments, concerns and especially criticism with these changes!


1 person marked this as FAQ candidate.
Holy Champion (Su) wrote:


At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

I've searched through the threads and it seems as if people aren't sure if the smite ends after you hit an evil outsider, regardless of the effect of the banishment, or if your smite ends only when the banishment is successful.

If it's the former, that's going to be pretty lame in the latter phases of the Wrath of the Righteous campaign for a paladin.

Has there been a consensus or am I just full of wishful thinking hoping that the paladin's capstone ability won't revert my character into a 3.5 paladin when fighting the Big Bads of this campaign?


1 person marked this as a favorite.

Man, I really want to play this Parhfinder. I'm especially giddy to find out what a Parh is! Maybe it'll be revealed at the banquet?

:D


Hello Londoners (and nearby-ers),

My wife is starting a recruitment for the Jade Regent AP, right now the time that we're looking at is a weekly Friday or possibly Saturday game, from 7-11ish.

We're a fairly RP heavy group and right now are in the very preliminary stages of recruitment. In fact, the only player that is 100% on board is myself.

Anybody who is interested should PM me and we can chat about the details.

Thanks!


Hi!

I've just brought in a new PC for an ongoing Jade Regent adventure and he's an elf. Now, my problem is that in his backstory he's been in Minkai for well over 100 years and during an RP moment one of the characters asked him what Minkai was like over the past 100 years. My question: is there any compiled timeline for what's been going on in Minkai for the last 100+ years outside of the few blurbs in the Dragon Empire's Gazetteer?

Mostly general well known information like "Who was the Emperor in 7110 (Dragon Empires Timeline)!" and things along those lines would be excellent!


To start, here is the link to the Kickstarter.

21,000 Facebook Likes
1,500 Facebook Recommendations
66 G +1's
22 Tweets

322 backers.

Are you f'n kidding me? 322 out of ~21,000-22,588 people?

I like that they're developing a motion sensor based martial arts control system, as opposed to just button mashing. C'mon guys and gals, how many of you would love to play your favorite fighting game by flailing around in front of the TV? Can you imagine the epic? Because I can.

Support this Kickstarter or at least spread the word!


Hi!

I'm currently gearing up to play a Sage bloodline tiefling sorcerer for Rise of the Runelords who has a great interest in the magic of ancient Thassilon and I really like the flavor of the Tattood Mystic PrC from Paths of Prestige but I'm wondering how I can build a sorcerer that can go the distance in that campaign when I'll be losing 3 spellcasting levels. Has anyone seen anything with the PrC that, besides the really cool flavor, makes it worth taking for someone who is already a sorcerer? Jumping to wizard is a possibility, but not my favorite one.

We're currently packing a gunslingin' paladin and a beast totem barb, possibly also a rogue at this point, so I'm carrying the arcane burden.

Are there any worthwhile "tricks" to pull off with the mystic tattoos gained from the PrC or am I just better off taking the tattooed sorcerer archetype and going with that flavor?


The Tripping Staff feat mentions the following:

Tripping Staff wrote:


"..."
"Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff."

My question is, if you're using the spellstrike ability, which allows you a free weapon attack instead of a touch attack, does it act as touch spells normally do? Normally, a held charge is discharged the next time you touch anything or anyone, does this mean the same for poking someone with your weapon? If so, wouldn't the spell discharge if you trip someone with your weapon anyways?


Just letting you guys know that I've straitened out the payment snafu. I'm not sure how automated the system is but the sooner you take my money, the sooner everyone is happy!


Hey!

I'm on day 8 of an expected 6 on shipping out my order and I'm wondering if it's possibly been lost in the shuffle or if this is just a case of OMGCONDESTROYSTHEWORLD.

Thanks!


More invisible pictures? I swear, I really need to get goggles of true seeing or something...


1 person marked this as a favorite.

I'm wondering if there is any information as to whether there are elven families living in Nidal and how that has affected them (being a usually CG race in an LE country). I presume it is so, but anything "official", such as families, would be cool.


Please note: this is heavily based off of Maxximilius' archetype of the same name found in his Archetypes document. This is just my take on it.

Gunmage (Magus Archetype)

Adepts of both black powder and explosive magic, some magi aren't content with the patience and risks involved in becoming spellslingers. Magi who favor versatility with guns and martial prowesses over arcane knowledge are called gunmages, pistol wielders blending the marksmanship of gunslingers with the magus's mastery of magic.

Weapon and Armor Proficiency: Gunmages are proficient with all simple weapons and one-handed firearms. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Gunsmith: This ability is identical to the gunslinger ability of the same name except the gunmage must take a pistol when he chooses a battered firearm at 1st level. This ability replaces cantrips, but the gunmage gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Gun Magician: At 1st level, a gunmage adds the following list of spells to the magus spell list. He must still select or discover them as normal before adding them to his spellbook:
1st: abundant ammunition, air bubble, peacebond, weaken powder
2nd: bullet shield, ricochet shot, destabilize powder, recoil fire, stabilize powder, thunder fire
4th: hostile juxtaposition, named bullet
6th: greater hostile juxtaposition, greater named bullet
This ability replaces greater spell access.

Pistolero Spell Combat (Ex): At 1st level, a gunmage can cast spells and wield his firearm at the same time. This functions much like two-weapon fighting, but the light off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a one-handed firearm in the other hand. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check succeeds, the gunmage also does not provoke an attack of opportunity from making a ranged attack. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. This ability replaces spell combat.

This ability is identical to the bladebound magus' black blade ability except the weapon is a one-handed firearm. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Pistolero Spellstrike (Su): At 2nd level, whenever a gunmage casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any one-handed firearm he is wielding as part of a ranged attack as long as the target is within the first range increment of the weapon. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free ranged attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This ability replaces spellstrike.

Ebony Pistol: At 3rd level, a gunmage gains a powerful sentient weapon called an ebony pistol, which is always a one-handed firearm chosen by the gunmage. Despite the name, the weapon may be any one-handed firearm, and not just a pistol (subject to GM approval). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the gunmage's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

Bonus Feat (Ex): At 5th level, and every six levels thereafter, a gunmage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, grit, or metamagic feats. He must meet the prerequisites for these feats as normal. This ability changes the magus' regular bonus feat class feature.

Pistol Training (Ex): At 7th level, the gunmage gains a bonus on one-handed firearms damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. At 13th level, a gunmage never misfires with a one-handed firearm. This ability replaces medium armor and heavy armor proficiency.

Gunmage's Grit (Ex): At 10th level, a gunmage gains a number of grit points equal to his Intelligence modifier (minimum 1) and gains the use of a single gunslinger deed. He can select any deed that a gunslinger of his magus level -3 could use. At 14th and 18th level, the gunmage gains another point of grit and another deed a gunslinger of his magus level -3 could use. If he already has levels in gunslinger, he gains a bonus to the maximum amount of grit he can have each day equal to his Intelligence modifier (if any) but gains no extra grit at the start of each day. This ability replaces fighter training.


4 people marked this as FAQ candidate.

While Fox Shape, Swift Kitsune Shapechanger, and Vulpine Pounce all have the clause that they can be taken whenever a kitsune would gain a feat, the new one's in the ARG do not mention this.

Is this intentional or an oversight, because I can really see taking Magical Tail for all my sorcerer bonus feats. :D


Game Master

The Wormwood Mutiny
Part One: The Wormwood

Day One

Pain cuts through the darkness and you're all pulled from your sleep. It seems like moments ago the sounds and smells of the Formidably Maid filled the air. Rauctious laughter, rich stewed meat, he heady perfume of the doxies, the heat of so many bodies and the scent of rum, blood and vomit overwhelmed your senses. Now your head is throbbing in agony, the taste of cheap wine fills your mouth and there's a perpetual sense of motion, like you hadn't yet thrown off the effects of your indulgences the night before.

The rhythmic creak of boards, the sloshing of water, the sounds of movement and muffled voices from somewhere above start to break through your muddled senses and the darkness is barely pierced even by the sharp eyes of the elven woman.

As you start to move, you hear commotion from above...


Game Master

Sound off ye' lubbers and make yer voices 'erd!

Once everyone has arrived and introduced themselves I'll be going over your character sheets a little bit more in depth with some questions in regards to what you're looking for in the story, what are peoples comfort levels, what you see your characters progression to be like, and the sort. I don't have a set date when the game starts except that it'll be when everyone's good with everything.


Ahoy thar, land lubbers!

Within the Formidably Maid four unlucky souls are destined to suffer impressment into the crew of the Wormwood and I need a group of stalwart volunteers who are not faint of heart to endure the trials ahead. Plunder and infamy await those who are up to the task and a watery grave to those that cannot...

Requirements

  • Read the Player's Guide
  • 20-Point Buy
  • Average Starting Gold (more on this after recruitment is complete)
  • Core races, though I will only consider ONE "advanced" race submission
  • Classes and archetypes can be chosen from Core, APG, Ultimate Magic and Ultimate Combat as well as any Golarion book.
  • Two traits (One Campaign, One Regular).
  • Character description, alignment, backstory and personality. Incorporate both traits into your backstory.
  • Be willing to post once per day (even on weekends) at minimum.

If you don't have an alias made, don't worry about it until you've gotten past basic recruitment. Spend more time and energy on the above. We can deal with crunch later.

Submissions will be accepted until May 16th. That's right, it's a very short recruitment phase because I know there's HUGE interest in this Adventure Path. The four poor souls will be chosen by Sunday, May 18th at the latest.

My GMing style is more "serious business" and "gritty" but injected humour isn't frowned upon. One of my big rules as a GM is that you can do what you want but accept the consequences. NPCs aren't just static foils, but just as "real" as the PCs, so keep that in mind before submitting.

I will also be using the "Peg Legs & Eye Patches" alternate rules from the Player's Guide so ye hath been warned!

Good luck everyone and I'm really looking forward to seeing your submissions and running this AP!


I just found this and thought Jane Jensen would like a little bit of advertising. I'm a fan of Gabriel Knight and her newest adventure, Grey Matter, and I suspect there might be one or two lurking about here.


1 person marked this as FAQ candidate.

This post is part of the thread involving this little nugget that I've never seen used, or heard of before, and I'm very curious to know how legit it is and don't want to jack that thread more than I have.

Specifically, when you have multiple iterative attacks from a high base attack bonus are you able to divvy up those attacks between multiple weapons without taking two-weapon fighting, or other, penalties?

A few posters said "yae" and I am still slightly skeptical being that the two weapon fighting rules cover attacking with weapons in your off hand, however I haven't seen that there's any specific rule limiting your iterative attacks to a single weapon, at least according to the SRD.

Thoughts Paizonian Boardwellers?


I am currently building a samurai with the sword saint template and though I normally have little problem building melee combatants, I'm somewhat at a loss. Mostly it's because I don't want to just have my options be "I hit. I hit. I challenge. I hit."

While grinding the meatbags that are monsters into hamburger is plenty fun, I want to have more options in combat. The obvious choice here is doing something Combat Maneuver related but... I'm looking for something that will be a bit more dynamic, or at least interesting than "I trip. I sunder. I disarm".

Right now I am looking at the Dazzling Display/Shatter Defenses/Deadly Stroke feat chain with Wave Strike in there and while it is slightly more interesting than "I hit. I hit. I hit." since it needs to be set up to be effective, it ends up being "I Intimidate. I hit. Con bleed!" and I want a few more options under my belt.

The other issue I am having is optimizing the iaijutsu strike attack of the sword saint. I realize that it has the opportunity to come into play rarely because of all the restrictions layed on it (must have weapon sheathed, must not have attacked enemy before during this encounter, can only be used on a target of challenge, can only be used 1/day on said target) so I'm wondering if anyone has any ideas beyond Power Attack in getting the most out of it.

Stats are: Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 13. Yes, I know that's not optimized for 25 point buy but I'm not looking to dump my stats down.


Are there any groups (besides the Order of the Scourge among the Hellknights) that are dedicated to law enforcement, specifically in places like Varisia? Perhaps a Golarion equivalent of the U.S. Marshal's office or the Texas Rangers?


1 person marked this as a favorite.

Using the Advanced Races Guide playtest.

<INCUBUS BLOODED ELF> (Name needs to be changed, obviously)

Type
Outsider (elf, native): 2 RP
Size
Medium: 0 RP
Base Speed
Normal: 0 RP
Ability Score Modifiers
Standard (+2 Str, +2 Cha, –2 Con): 0 RP
Languages
Standard --- 1 RP
Racial Abilities
Darkvision 60 ft.: — RP
Elf blood: 1 RP
Elven immunities: 2 RP
Fiendish resistance: 2 RP
Skill bonus (Intimidate ): 2 RP
Skill bonus (Perception): 2 RP
Total RP: 12

<Incubus Blooded Elf>
+2 Strength, +2 Charisma, -2 Constitution: <IBE> are physically powerful and have the magnetism of their incubus forfathers, but are as frail of health as regular elves.
Darkvision: <IBE> can see in the dark up to 60 feet.
Intimidating: <IBE> receive a +2 racial bonus on Intimidate checks due to their innate brutality.
Keen Senses: <IBE> have a +2 racial bonus on Perception skill checks.
Elf Blood: <IBE> count as both elves and native outsiders for any effect related to race.
Elven Immunities: <IBE> are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Fiendish Resistance: <IBE> have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: <IBE> begin play speaking Common and Abyssal. Fey'ri with high Intelligence scores can choose any of the following: Draconic, Dwaven, Elven, Gnome, Halfling, Infernal, and Orc.

///
Essentially, a tiefling variant, or perhaps "racial archetype", blending elven and demonic, more specifically incubus, bloodlines.

I obviously began with the standard tiefling and began to pull it apart to create what I was envisioning. First requirements were Elf Blood and Immunities, to help simulate the racial connection between the "IBE" and a regular elf.

Next, I removed Fiendish Sorcery as this particular racial archetype is far more specific than the general tiefling: you are related to an incubus. It didn't make sense to me to allow additional bonuses for taking the Infernal bloodline. Besides, having a +2 Charisma is good enough and it seems as if that racial ability was created to mitigate the "tiefling sorcerers somehow really suck at being sorcerers" phenomenon.

The ability score choices are based upon the demon-spawn tiefling variant (found in the Bastards of Erebus, Book 1 of the Council of Thieves Adventure Path) and then I strapped on the elven penalty, instead of the recommended one. I figure the elven bonus and demon-spawn penalty cancel each other out. I then ignore the Dex bonus to keep the race PC friendly.

I changed the default racial skill bonuses of the tiefling (Bluff and Stealth) to Intimidate and Perception. This seemed logical considering the incubus, in Bestiary 3, has racial bonuses to those two skills. Finally, I removed the darkness spell-like ability, as a true incubus doesn't even have it, and was contemplating what I should give him instead, if anything. My first thought was charm person, however the spell-like abilities available cannot "attack a creature" and, using invisibility as a guide, charming someone is considered an "attack" as far as a strict reading of the spell goes. Alter self is another option, of course.

According to the write-up at the back of the Advanced Races Guide Playtest PDF, this is hovering at 1 point below aasimar so I question the need for another ability if I wish to keep it relatively PC appropriate.

Suggestions, comments, criticisms and the like are all welcome.


The information on the Ulfen race focuses a whole lot more on the whole raider/berserker aspect of the Ulfen culture but I was wondering if there is any information on magic that they might have that is unique to them?

I am currently building an Ulfen wizard (diviner-you know, the runes and all that) and if there is any "official" info hiding somewhere, I'd like to be pointed in the right direction before I start going all creative willy-nilly.


I'm not looking to change the archetype, I'm looking to brainstorm balanced ideas, feats mostly, that work to enhance the archetype. I've found the concept both silly and pretty awesome and am building one for an upcoming Jade Regent campaign, though I would really like the scroll blade and scroll shield to have a bit more... longevity. I'm toying with the idea of feats to increase the effective hit points of the scrolls when using them as a weapon and shield as well as enhancing the scroll blade so it can, oh I don't know, maybe deal slashing damage and such, or perhaps one that allows you to 2 weapon fight with them (giving you an added bonus of some kind as well). I'm just trying to figure out where would be a good start and what would be balanced.

If the person/s responsible for the archetype have any ideas based on what their vision of the archetype was, presuming it has changed, that'd be much appreciate too!


Just... bought... Inner Sea Magic... and... Ultimate Combat... BUT DOWNLOADS ARE NOT WORKING! I HAVE TO WORK IN 30 MINUTES FOR 10 HOURS!!! I HATE YOU WEBSITE!!! HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATE~~~~~~~~ NO MORE PATIENCE!!! UNLEASH THE GOBLINS~!!!

Seriously. That's very inconvenient.


2 people marked this as FAQ candidate.

The Massive Weapons ability of the titan mauler archetype allows you to reduce the penalties of inappropriately sized weapons by 1 for every 3 barbarian levels you have.

Problem with this: there is no way to actually wield a larger weapon than you normally can within the rules while this archetype seems like it is built to do so.

Pathfinder SRD wrote:

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

Is this an error as this ability pretty much becomes pointless after level 6, unless you're trying to wield a Huge sized short sword or something like that? Am I missing something? Did the devs miss something? Am I insane for thinking that this archetype seems to be designed so that barbs can wield stupid large weapons but can't actually do that?

EDIT: My suggestion is to change the Jotungrip ability to the following:

Jotungrip Suggested Change wrote:
At 2nd level, a titan mauler may choose to reduce the effort it takes to use a weapon by one step with a -2 penalty on attack rolls while doing so. For example, a Medium creature could wield a two-handed weapon as a one-handed weapon, a Large two-handed weapon as a Medium two-handed weapon or a Huge light weapon as a Medium two-handed weapon.

Then change Massive Weapons to be able to reduce the penalties gained by Jotungrip. Good/bad idea? It would give a reason for the Massive Weapons ability to progress beyond level 6, especially when looking at the reduction of 6 gained by level 18. A Huge light weapon with the suggested Jotungrip change would have a -6 penalty to be wielded as a 2H weapon (-2 for Jotungrp, -4 for the 2 size category difference).


(Moved from the wrong board)

A while ago, Monte Cook wrote this excellent web fiction called the The Ghosts of Broken Blades where the main character could "speak" to spirits trapped within the blades.

It was hinted at in the blog that this ability would be translated into Pathfinder rules... has this been addressed yet? I would like to know. :D


Just a thought that was going through my head while trying to work out an interesting build for my Taldan swordsman.

Spell Combat wrote:


...
To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.
Buckler wrote:


...
You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so.
...
You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn.

Does this mean that spell combat can be used with a buckler as, by the buckler's fluff and mechanical description, your hand is free?

If so, then would it be "legal" to make a sword-and-board TWF by taking a 2 level dip into the fighter class with the rondelero duelist archetype?

Buckler Bash wrote:


At 2nd level, a rondelero can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces Bravery.

It would be pretty feat intensive, not to mention MAD, but very flavorful. You would lose your shield bonus to AC when you used spell combat though the extra possible three attacks would be nice if you're willing to feed that many feats into it.


Such a neat feat, but so bad, and so costly. This is the houserule that I allow for my campaigns to give the more mobile characters a little oomph and make this feat workable.

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: Once per round when you make an attack, but not while taking a full attack action, you can deal additional damage. Roll the weapon's damage dice for the attack twice and add the result together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. When your base attack bonus reaches +11, and every 5 point thereafter, you roll the weapon's damage dice one additional time (to a maximum of four).


I have a question,

I have about 4 different pre-paid gift credit cards (one Visa, 3 MC) that still have cash available on them and I want to unload them so that they don't just sit here until the monthly fees kick in and eat the funds up for nothing.

Problem is, all of them are just under the price of items I want to pick up. Is there any way to split charges of one item over a few gift cards so I can both get the PDFs I want AND use up these things? I think they all total up to $23.44 and I'd REALLY like to get some use out of these things without spending cash on things that I don't really want.


4 people marked this as FAQ candidate.

Famous.

Does this completely replace inspire courage, or does it simply leave you as a bard 1 point behind on the inspire courage scale? I am presuming that it replaces inspire courage completely, though the latter idea would make it a viable choice as opposed to something not really worth it.


The bard archetype... celebrity. I gotta know, what (generally speaking) does this type of bard do? I'm starting up a character for Council of Thieves and it *sounds* like it'd make sense, though court bard works well flavor wise.

What does it do?!?!


Here are some things I thought up while at work today. It's pretty rough right now, but it'll get the gist of it.

Increase skills to 4+Int mod.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Add the following to 1st level:

Cunning Defender (Ex): At 1st level, when the gunslinger has at least 1 grit point, is wearing light or no armor and not using a shield, a gunslinger can add her Wis bonus to her Dex bonus to modify Armor Class. If the gunslinger is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Add the following to Grit (Ex):

At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). This amount increases by 1 at 3rd level and by an additional 1 for every 4 extra gunslinger levels she possesses.

Replace Bravery with the following at 2nd level:

Sixth Sense (Ex): Starting at 2nd level, when the gunslinger has at least 1 grit point, she gains a +1 dodge bonus to AC as well as a +1 bonus on initiative checks. This bonus increases for every 4 levels beyond 2nd level.

Replace Gunslinger Initiative with Lightning Reload at 3rd level.

Add the following to Gun Training at 5th level:

She gains a +1 bonus on all attack rolls and a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. The gunslinger is also treated as having the Weapon Focus feat with the chosen firearm for the purpose of meeting prerequisites.

Add the following to Dead Shot at 7th level:

For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by the base die roll of the firearm plus damage modifiers. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage plus twice her damage modifiers with the shot, instead of 1d12 points of damage.

Add the following to Targeting ability at 7th level:

Arms: The gunslinger makes an attack roll against the targets CMD.
Head: On a hit, the target is damaged normally, and must make a Fort save (DC 10 + 1/2 gunslinger level + Dex modifier) or become confused for 1 round. This is considered a mind-affecting effect for purposes of immunities only.
Legs: The gunslinger makes an attack roll against the targets CMD.
Wings: The gunslinger makes an attack roll against the targets CMD.

Replace Lightning Reload with Fan the Hammer at 11th level.

Fan the Hammer (Ex): At 11th level, while wielding a one handed firearm and nothing in her other hand a gunslinger can make a number of attacks equal to the maximum capacity of her firearm (limited by the number of bullets already loaded) as a standard action at a -2 penalty. The gunslinger may choose to fire all her rounds at a single target or multiple targets within a cone equal to the first range increment of the firearm she is using, however for each additional target chosen, the gunslinger takes an additional -2 penalty to all attack rolls before her next round. A gunslinger must spend 2 grit to perform this deed. This deed cannot be reduced to less than 1 grit by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

At 19th level, add the following to Stunning Shot (Ex):

At 19th level, when a gunslinger hits a creature, she can spend 1 grit point to stun the creature for 1 round. Creatures that are immune to critical hits are also immune to his effect. This deed cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effects that reduces the amount of grit a deed costs.

At 20th level, add the following to True Grit (Ex):

The gunslinger gains an additional 2 grit per day and her maximum amount of grit increases by 2.

Suggestions, comments, concerns, critique, trolling (well... not trolling) are welcome.


Not sure if this is the right area but...

I'm wondering if Harmonic Spell is going to be updated to the Pathfinder ruleset in an upcoming product (such as the Inner Sea World Guide)?


Just to start off:

Lokie wrote:


Got an interesting reply from SKR about the Hide in Plain Sight and Hellcat Stealth question I had posted awhile back.

Questions regarding the feat Hellcat Stealth. Is this meant to work like the Hide in Plain Sight class feature? Do you need cover/concealment?
Considering it is meant to resemble the Hellcat special ability I almost want to treat it like invisibility only with stealth checks.

and...
Sean K Reynolds wrote:

They work similarly. HS trumps the need for cover/concealment, but you have a penalty on the check. HIPS trumps the need for cover/concealment, but it requires a nearby shadow, and has no penalty.

The feat is pretty straitforward, it basically adds a new mechanic to the stealth skill (being able to make Stealth checks in normal or bright light even when observed, -10 penalty). This trumps the other requirements in these circumstances.

Now, since darkvision pretty much cuts out concealment, how does this feat interact with darkvision´(if, indeed it does). It may seem like a silly question from a RAW standpoint, however it makes little sense that you can hide perfectly in light but when it comes to darkvision (especially if you`re aware of the creature having darkvision) it's suddenly nullified (except from a balance standpoint). Which leads me to my next question: is there a feat or such that can allow you to Stealth in darkness against creatures with darkvision without the need for cover, besides Hide In Plain Sight, invisibility or other obvious methods.


Does anyone know of any feats in any 3.0/3.5/PF product that allows a character to use the demoralizing effect of intimidate on intelligent undead creatures?


Abomination Hunter (Su): An inquisitor may call upon her deity to grant her the ability to better hunt down and slay creatures anathema to her faith. As a standard action, an inquisitor may choose one creature type (such as undead or evil outsider, much like the ranger's favored enemy) and gains a +1 insight bonus on all Knowledge, Perception, Sense Motive and Survival checks against creatures of the selected type. Likewise, she gains a +1 bonus on weapon attack and damage rolls against them. This bonus increases by +1 for every three additional class levels she possesses. An inquisitor may make Knowledge skill checks untrained when attempting to identify these creatures and gains the bonuses from her monster lore ability when doing so. This ability lasts for a number of minutes equal to the inquisitor's class level and may be used a number of times per day equal to 3 + her Wisdom modifier. At 9th level, the inquisitor may use this ability as a swift action. The inquisitor may only gain these bonuses against one creature type at a time.

This ability replaces solo tactics and the bonus teamwork feats gained.

I really like the flavor behind this ability as I've always been a big fan of the ranger and it makes more sense to me for an inquisitor who seems like more of a lone wolf type than a team player. Any suggestions?


For an upcoming Curse of the Crimson Throne campaign I have an oracle character (love the flavor of this class). Main problem---none of the mysteries fit him and I'm really too impatient to wait for Ultimate Magic to see what they've come up with.

So, to fit in with his wonderful personality, I've just started the "Domination" Mystery (name to be changed perhaps). Flavor of the mystery combines Asmodeus (the tyrant), Calistria (control through pleasure) and Zon-Kuthon (control through pain) to draw upon three different "flavors" of this theme.

Right now, I'm at a complete loss at what to throw together especially since my hectic work schedule and life outside of gaming (gasp!) get in the way of being able to sit down for a good amount of time and pound something out.

So, I turn to the creative minds on these boards to give me a hand!

Main thing is with this, I'm trying to shy away from it just being some kind of mind control master and broaden the concept of domination through the flavor of the three gods mentioned beyond the basics of a "command/charm/dominate person" spell-list/revelation tree.

Skill added right now is the obvious: Intimidate.

Command (2nd) and Dominate Monster (18th) are currently on the spell list (yeah, yeah-I know what I said before) and the only revelation is based on the battlefield clarity ability of the oracle of battle. Rough draft is as follows though I don't like how it's so similar:

Bows Before None (Gotta find a better name) (Ex): Once per day, as an immediate action, whenever you fail a saving throw against a charm or compulsion spell, spell-like or supernatural ability you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Suggestions would be really appreciated!


We've all seen the oracle mysteries that are presented in the APG and are pretty much aware that there are going to be more when Ultimate Magic is released in April, but I want to know what mysteries you guys have come up with to fill in interesting character concepts that just don't mesh quite well with the established abilities. Sound off your awesome ideas!


I don't have access to the book (The Armageddon Echo) . Anyone care to give me a basic rundown of what it is? Hope I'm posting in the right forum. Thanks!