paizo.com Recent Posts by TxSam88paizo.com Recent Posts by TxSam882024-03-28T12:51:22Z2024-03-28T12:51:22ZRe: Forums: Rules Questions: Aspect of the Beast featTxSam88https://paizo.com/threads/rzs43yjl?Aspect-of-the-Beast-feat#22024-03-26T03:20:47Z2024-03-26T03:12:31Z<p>RAW - no.</p>RAW - no.TxSam882024-03-26T03:12:31ZRe: Forums: Rules Questions: DC for knowledge checks on Unique monstersTxSam88https://paizo.com/threads/rzs43yju?DC-for-knowledge-checks-on-Unique-monsters#22024-03-26T03:20:47Z2024-03-26T03:08:44Z<p>I would play it as
<br />
10+CR to know it's a barghest
<br />
15+CR to know it has the Advanced/Greater templates as well.</p>I would play it as
10+CR to know it's a barghest
15+CR to know it has the Advanced/Greater templates as well.TxSam882024-03-26T03:08:44ZRe: Forums/Pathfinder First Edition: General Discussion: Need high level adventure design adviceTxSam88https://paizo.com/threads/rzs43yhs?Need-high-level-adventure-design-advice#82024-03-21T23:30:48Z2024-03-21T23:16:59Z<p>we find it pretty easy to run any AP, and boost them to do levels 1-20. Combat manager makes it easy to bring in the bad guys from the scenario on the fly, max their HP's, give them a template or two, and increase their numbers until their CR is somewhat close to the APL of the party.</p>
<p>the only thing we need to truly modify are the BBEG, and we just build them up in HeroLab as written, then add levels until they are on par with the party. pretty much everything else takes care of itself.</p>we find it pretty easy to run any AP, and boost them to do levels 1-20. Combat manager makes it easy to bring in the bad guys from the scenario on the fly, max their HP's, give them a template or two, and increase their numbers until their CR is somewhat close to the APL of the party.
the only thing we need to truly modify are the BBEG, and we just build them up in HeroLab as written, then add levels until they are on par with the party. pretty much everything else takes care of itself.TxSam882024-03-21T23:16:59ZRe: Forums/Pathfinder First Edition: General Discussion: Dex-based melee users kinda get the shaftTxSam88https://paizo.com/threads/rzs43ycx?Dexbased-melee-users-kinda-get-the-shaft#382024-03-18T22:41:14Z2024-03-18T22:36:13Z<div class="messageboard-quotee">Melkiador wrote:</div><blockquote><p> My problem with dex to damage is that strength is removed entirely.
</p>
Besides magic, there's really no excuse for strength not being a factor in how much damage you do. </blockquote><p>Having trained as a fencer in college, I can assure you that you can deal a bunch of damage with mostly dex, and little str, simply by hitting the right spot.Melkiador wrote:My problem with dex to damage is that strength is removed entirely.
Besides magic, there's really no excuse for strength not being a factor in how much damage you do.
Having trained as a fencer in college, I can assure you that you can deal a bunch of damage with mostly dex, and little str, simply by hitting the right spot.TxSam882024-03-18T22:36:13ZRe: Forums/Pathfinder First Edition: General Discussion: Dex-based melee users kinda get the shaftTxSam88https://paizo.com/threads/rzs43ycx?Dexbased-melee-users-kinda-get-the-shaft#172024-03-14T15:10:47Z2024-03-14T15:01:56Z<div class="messageboard-quotee">Dragon78 wrote:</div><blockquote><p> The poor Monk has no options for Dex to damage with unarmed strike and they are a Dex based class.</p>
<p>I hate that the Dex to damage feats are too specialized. There should have been only one feat that lets you pick any one weapon that is a finesse weapon(including unarmed strike and natural attacks) plus the requirements should only be weapon finesse and Dex 13. </blockquote><p>I'm pretty sure a Monk is more STR based than DEX based, and Even more WIS based than either of those.
<p>While you can do a DEX based build, with an Amulet of Mighty Fists with the Agile enhancement, it seems the STR build is somewhat better.</p>Dragon78 wrote:The poor Monk has no options for Dex to damage with unarmed strike and they are a Dex based class.
I hate that the Dex to damage feats are too specialized. There should have been only one feat that lets you pick any one weapon that is a finesse weapon(including unarmed strike and natural attacks) plus the requirements should only be weapon finesse and Dex 13.
I'm pretty sure a Monk is more STR based than DEX based, and Even more WIS based than either of those. While you can...TxSam882024-03-14T15:01:56ZRe: Forums: Rules Questions: Light BlindnessTxSam88https://paizo.com/threads/rzs43yd6?Light-Blindness#52024-03-14T03:00:46Z2024-03-14T02:51:31Z<p>Also, Drow is both singular and plural, no need to add an S unless used in the possessive.</p>Also, Drow is both singular and plural, no need to add an S unless used in the possessive.TxSam882024-03-14T02:51:31ZRe: Forums/Pathfinder First Edition: General Discussion: Dex-based melee users kinda get the shaftTxSam88https://paizo.com/threads/rzs43ycx?Dexbased-melee-users-kinda-get-the-shaft#22024-03-13T13:00:46Z2024-03-13T12:53:41Z<p>you must be, I'll take a Dex based melee over a STR any day of the week. </p>
<p>For rogue type builds, you go max DEX, TWF, for pure rogue Kukri's are nice, if combined with Knife master. be sure to do your best to get sneak, either a travel item to get into flanking, or an invisibility method. </p>
<p>this base idea works well with ninjas and arcane tricksters</p>
<p>For a fighter type build, go max dex, do pure archery build, by 11th level you should be shooting 6 arrows round, and doing about 100 damage. About this time you don't need any more archery feats, so switch to TWF, shortswords work great, be sure to look into effortless lace.</p>
<p>I'll admit Andre the barbarian will do more damage in a single hit, but you will get far more hits than he does, and you will go before him.</p>
<p>the archer builds in my group got so bad that we had to ban them, as they would kill the BBEG before anyone, even the bad guys go to go.</p>you must be, I'll take a Dex based melee over a STR any day of the week.
For rogue type builds, you go max DEX, TWF, for pure rogue Kukri's are nice, if combined with Knife master. be sure to do your best to get sneak, either a travel item to get into flanking, or an invisibility method.
this base idea works well with ninjas and arcane tricksters
For a fighter type build, go max dex, do pure archery build, by 11th level you should be shooting 6 arrows round, and doing about 100 damage....TxSam882024-03-13T12:53:41ZRe: Forums: Homebrew and House Rules: Custom template for bosses ^^TxSam88https://paizo.com/threads/rzs43yc4?Custom-template-for-bosses#122024-03-12T16:30:48Z2024-03-12T16:23:02Z<div class="messageboard-quotee">Doogy wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote><p> Having problems with your players plowing through bad guys huh?</p>
<p>So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead. </p>
<p></blockquote>Why would it be way more than +1, 2 of the same monster is CR +2 and that template is weaker than that so at most it would be CR +2. </blockquote><p>that's not how CR works for a single monster.
<p>this would be at Least a CR+2, if not a CR+3 for any monster. </p>
<p>the max hit points and toughness are no big deal, we do that as standard play anyway, but that alone would be a CR+1 boost.</p>
<p>it's the extra actions, reroll saving throws, and the auto succeed on a save that puts it over the top. </p>
<p>Most spells which allow a save will fail anyway, there's no real need to enhance this effect.</p>Doogy wrote:TxSam88 wrote:Having problems with your players plowing through bad guys huh?
So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.
Why would it be way more than +1, 2 of the same monster is CR +2 and that template is weaker than that so at most it would be CR +2. that's not how CR works for a single monster. this would be at Least a CR+2, if not a CR+3 for any
...TxSam882024-03-12T16:23:02ZRe: Forums: Homebrew and House Rules: Custom template for bosses ^^TxSam88https://paizo.com/threads/rzs43yc4?Custom-template-for-bosses#22024-03-12T13:00:47Z2024-03-12T12:49:56Z<p>Having problems with your players plowing through bad guys huh?</p>
<p>So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.</p>Having problems with your players plowing through bad guys huh?
So this Template would be way more than CR+1, and really it's unnecessary - most types of bad guys have higher CR versions already available, simply use them instead.TxSam882024-03-12T12:49:56ZRe: Forums: Advice: For you Gestalt creators out there, need some helpTxSam88https://paizo.com/threads/rzs43yau?For-you-Gestalt-creators-out-there-need-some#32024-03-10T21:11:39Z2024-03-10T15:13:27Z<p>Gunslinger/inq would be nasty as hell. sounds like you are on the right track.</p>Gunslinger/inq would be nasty as hell. sounds like you are on the right track.TxSam882024-03-10T15:13:27ZRe: Forums: Rules Questions: Bhole natural reach 60 feet?TxSam88https://paizo.com/threads/rzs43y8p?Bhole-natural-reach-60-feet#92024-03-08T14:20:47Z2024-03-08T14:15:52Z<p>walk without rhythm and it won't attract the worm</p>walk without rhythm and it won't attract the wormTxSam882024-03-08T14:15:52ZRe: Forums/Pathfinder First Edition: General Discussion: Do you feel new characters make sense?TxSam88https://paizo.com/threads/rzs43y7v?Do-you-feel-new-characters-make-sense#112024-03-07T17:00:49Z2024-03-07T16:54:08Z<div class="messageboard-quotee">Joynt Jezebel wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote>3. We've found that letting the character survive somehow, winds up being far more fun in the long run. By no means make it easy, or give them a sense of being invincible. take them down to -5 HP, So they are "dead" but still healable. </blockquote><p>Sound thinking imho.
<p>But if the GM is having to bend the rules to keep players alive often they are likely making things too difficult. I have been in campaigns where the GM is always putting us up against foes that will kill us all, then bend the rules so we stay alive, then do it again. </blockquote><p>Agreed - it takes a skilled GM to make things a challenge, without it being a TPK and not need to resort to bending the rules.
<p>Our games have very experienced players, and after about 6th level, it becomes very difficult to permanently kill one of the party. (of course a GM can kill a party any time he wants, but in normal, fair play it gets difficult.) So the need to introduce new characters mostly only happens when we introduce a new player to our group, or someone gets tired of their character and desires a change.</p>Joynt Jezebel wrote:TxSam88 wrote:3. We've found that letting the character survive somehow, winds up being far more fun in the long run. By no means make it easy, or give them a sense of being invincible. take them down to -5 HP, So they are "dead" but still healable.
Sound thinking imho. But if the GM is having to bend the rules to keep players alive often they are likely making things too difficult. I have been in campaigns where the GM is always putting us up against foes that will kill...TxSam882024-03-07T16:54:08ZRe: Forums: Advice: Any way to cheat the premature death caused by using a Temporal Accelerator?TxSam88https://paizo.com/threads/rzs43y8e?Any-way-to-cheat-the-premature-death-caused#92024-03-06T23:30:47Z2024-03-06T23:21:49Z<div class="messageboard-quotee">Reksew_Trebla wrote:</div><blockquote><br />
<br />
You two do not know what you are talking about, like at all. The Mythic Simple Templates are weaker power upgrades than most normal templates. They are literally called Simple Templates for a reason.</p>
<p>The facts are that Dual Initiative is less than +1/2 CR, and the Temporal Accelerator is weaker than that even if you are immune to the penalties.</p>
<p>But if you want more proof, the T.A. doesn't duplicate things like Fast Healing, or other things that are once per round. This means 1 Creature with Temporal Accelerator is weaker than 2 copies of the same Creature but without the Temporal Accelerator.</p>
<p>And guess what. 2 creatures of the same CR=CR +2. <i>No Mythic involved.</i></p>
<p>That means even if I was wrong about the Mythic Simple... </blockquote><p>A single 11th level fighter archer will pretty much always go before any bad guy in an encounter, will fire 5 arrows at 100' range and deal upwards of 100 damage or more, most 11 CR bad guys have 100 hit points or less, so are instantly dead. Add a haste item and now he's dealing over 100 damage with his 6 arrows. if he had a temporal accelerator he can now fire 12 arrows, upwards of 200 damage, which now get him close to being able to kill a CR 20 bad guy in one round, considering he should average 1 crit per round.
<p>yeah, Fighters are broken, Haste is more broken, double your actions per turn is even more broken. Mythic is broken too.</p>Reksew_Trebla wrote:You two do not know what you are talking about, like at all. The Mythic Simple Templates are weaker power upgrades than most normal templates. They are literally called Simple Templates for a reason.The facts are that Dual Initiative is less than +1/2 CR, and the Temporal Accelerator is weaker than that even if you are immune to the penalties.
But if you want more proof, the T.A. doesn't duplicate things like Fast Healing, or other things that are once per round. This...TxSam882024-03-06T23:21:49ZRe: Forums: Advice: Any way to cheat the premature death caused by using a Temporal Accelerator?TxSam88https://paizo.com/threads/rzs43y8e?Any-way-to-cheat-the-premature-death-caused#52024-03-06T20:20:47Z2024-03-06T20:10:27Z<div class="messageboard-quotee">Reksew_Trebla wrote:</div><blockquote><br />
<br />
Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is worth less than a single class level, CR wise. </blockquote><p>So Mythic is broke as hell, so if this is anything close to that, then it's broke as hell too.
<p>Your better argument would be to say it's only slightly better than Haste, but then again Haste is basically broken too.</p>Reksew_Trebla wrote:Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is...TxSam882024-03-06T20:10:27ZRe: Forums/Pathfinder First Edition: General Discussion: Do you feel new characters make sense?TxSam88https://paizo.com/threads/rzs43y7v?Do-you-feel-new-characters-make-sense#42024-03-05T14:20:47Z2024-03-05T14:10:01Z<p>1. Everyone needs to have a little bit of "suspension of disbelief". Things that normally don't make sense need to be glossed over and just accepted. Players quit, or are added, character die, new ones show up. people get tired of their character and swap it out. Just go with it. </p>
<p>2. After about 6th level, it's really hard to permanently kill of a character. </p>
<p>3. We've found that letting the character survive somehow, winds up being far more fun in the long run. By no means make it easy, or give them a sense of being invincible. take them down to -5 HP, So they are "dead" but still healable.</p>1. Everyone needs to have a little bit of "suspension of disbelief". Things that normally don't make sense need to be glossed over and just accepted. Players quit, or are added, character die, new ones show up. people get tired of their character and swap it out. Just go with it.
2. After about 6th level, it's really hard to permanently kill of a character.
3. We've found that letting the character survive somehow, winds up being far more fun in the long run. By no means make it easy, or...TxSam882024-03-05T14:10:01ZRe: Forums: Rules Questions: BAB and attack spellsTxSam88https://paizo.com/threads/rzs43y76?BAB-and-attack-spells#72024-03-04T13:51:40Z2024-03-04T13:47:17Z<div class="messageboard-quotee">TheApapalypse wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote> play a Magus or Arcanist, use the Spell combat class ability. </blockquote>I was hoping to loop it into a actual rotation for an Eldritch Knight. </blockquote><p>at 7th level a magus meets all the requirements
<p>at 6th level an arcanist can meet all the requirements if you spend a feat.</p>TheApapalypse wrote:TxSam88 wrote: play a Magus or Arcanist, use the Spell combat class ability.
I was hoping to loop it into a actual rotation for an Eldritch Knight. at 7th level a magus meets all the requirements at 6th level an arcanist can meet all the requirements if you spend a feat.TxSam882024-03-04T13:47:17ZRe: Forums: Advice: Any good ways to negate armor penalties?TxSam88https://paizo.com/threads/rzs43y6w?Any-good-ways-to-negate-armor-penalties#72024-03-03T16:00:46Z2024-03-03T15:54:11Z<p>a few caster types have a class ability to wear heavier armors at reduced penalty, Magus is one of them, there are also a couple of archetypes for wizards.</p>a few caster types have a class ability to wear heavier armors at reduced penalty, Magus is one of them, there are also a couple of archetypes for wizards.TxSam882024-03-03T15:54:11ZRe: Forums: Rules Questions: BAB and attack spellsTxSam88https://paizo.com/threads/rzs43y76?BAB-and-attack-spells#22024-03-03T16:00:46Z2024-03-03T15:52:30Z<p>play a Magus or Arcanist, use the Spell combat class ability.</p>play a Magus or Arcanist, use the Spell combat class ability.TxSam882024-03-03T15:52:30ZRe: Forums: Rules Questions: Hand of the Apprentice+Double weaponTxSam88https://paizo.com/threads/rzs43y6c?Hand-of-the-ApprenticeDouble-weapon#42024-03-02T00:50:45Z2024-03-02T00:38:45Z<p>HAnd of the Apprentice also states you make a single attack roll, so only 1 set of damage dice.</p>HAnd of the Apprentice also states you make a single attack roll, so only 1 set of damage dice.TxSam882024-03-02T00:38:45ZRe: Forums/Pathfinder First Edition: General Discussion: magic items + sneak attackTxSam88https://paizo.com/threads/rzs43y5z?magic-items-sneak-attack#22024-03-01T05:00:48Z2024-03-01T04:49:24Z<p>yes - as long as you would qualify for sneak attack otherwise.</p>yes - as long as you would qualify for sneak attack otherwise.TxSam882024-03-01T04:49:24ZRe: Forums: Advice: Is locking stuff useful?TxSam88https://paizo.com/threads/rzs43y5k?Is-locking-stuff-useful#22024-02-29T23:10:48Z2024-02-29T23:05:34Z<p>the only things my characters have ever "locked" were the rooms at the inn, which they would have a key for. And since it doesn't do anything like Wizard Lock, or unlock anything for that matter, etc, I see no real benefit to its "locking" rules.</p>the only things my characters have ever "locked" were the rooms at the inn, which they would have a key for. And since it doesn't do anything like Wizard Lock, or unlock anything for that matter, etc, I see no real benefit to its "locking" rules.TxSam882024-02-29T23:05:34ZRe: Forums: Advice: One-Shot Idea -- After the WishTxSam88https://paizo.com/threads/rzs43y59?OneShot-Idea-After-the-Wish#112024-02-29T13:50:48Z2024-02-29T13:40:52Z<div class="messageboard-quotee">KingGramJohnson wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote> there's a number of movies and TV shows that dealt with this. interesting idea, but nothing earth shattering. </blockquote><p>I never said it was an earth-shattering idea, just a fun situation for a one-shot. But maybe watching a few of those movies/TV shows will help with inspiration, as Andostre said.
<p>Got any suggestions? </blockquote><p>Can't think of any off the top of my head, I know one dealt with a Monkey's Paw. I think one had Mark Hamill in it, I seem to remember a couple of the Amazing Adventure's episodes dealing with it. I bet if you googled movies that dealt with wishes you might come up with a list.KingGramJohnson wrote:TxSam88 wrote: there's a number of movies and TV shows that dealt with this. interesting idea, but nothing earth shattering.
I never said it was an earth-shattering idea, just a fun situation for a one-shot. But maybe watching a few of those movies/TV shows will help with inspiration, as Andostre said. Got any suggestions? Can't think of any off the top of my head, I know one dealt with a Monkey's Paw. I think one had Mark Hamill in it, I seem to remember a couple of...TxSam882024-02-29T13:40:52ZRe: Forums: Advice: One-Shot Idea -- After the WishTxSam88https://paizo.com/threads/rzs43y59?OneShot-Idea-After-the-Wish#62024-02-29T04:20:46Z2024-02-29T04:14:25Z<p>there's a number of movies and TV shows that dealt with this. interesting idea, but nothing earth shattering.</p>there's a number of movies and TV shows that dealt with this. interesting idea, but nothing earth shattering.TxSam882024-02-29T04:14:25ZRe: Forums: Advice: Advice on kitsune fighter buildTxSam88https://paizo.com/threads/rzs43y4a?Advice-on-kitsune-fighter-build#82024-02-27T21:42:58Z2024-02-27T21:34:55Z<div class="messageboard-quotee">Conacer wrote:</div><blockquote><br />
<br />
<p>That makes more sense. I guess i would need to build multi attack into the build. With the change shape i wonder if you strapped a dagger sheath on your tails would that interfere with the tail natural attack. </p>
<p>My thoughts are change shape being used to smuggle weapons into secure areas by keeping them small and melded into your body. No search check would find them </blockquote><p>You need to smuggle weapons in that often? We play Adventure Paths and needing to smuggle in weapons happens so seldom that I can't remember ever needing to do so. In any case, just strap them to your waist and they will still meld.
<p>Seems like a build focused on countering things that aren't encountered that often.</p>
<p>Also, from what I can tell the best "weapon" you could use with teach tail is a Kobold Tail Attachment - not really daggers, etc.</p>Conacer wrote:That makes more sense. I guess i would need to build multi attack into the build. With the change shape i wonder if you strapped a dagger sheath on your tails would that interfere with the tail natural attack.
My thoughts are change shape being used to smuggle weapons into secure areas by keeping them small and melded into your body. No search check would find them
You need to smuggle weapons in that often? We play Adventure Paths and needing to smuggle in weapons happens so...TxSam882024-02-27T21:34:55ZRe: Forums: Advice: Advice on kitsune fighter buildTxSam88https://paizo.com/threads/rzs43y4a?Advice-on-kitsune-fighter-build#32024-02-27T14:03:22Z2024-02-27T13:59:13Z<p>So, there's a way easier way of dealing with Damage Reduction than carrying around an array of weapons, Penetrating Strike, and Greater Penetrating Strike. </p>
<p>Also, in most adventure paths - Damage Reduction doesn't seem to be that big of a deal, that you need to build to counter it.</p>
<p>AS for 2, this is what the Elephant in the Room system is for, basically all of your feats apply to all of the weapons in a group. Many players have switched to this set of rules.</p>So, there's a way easier way of dealing with Damage Reduction than carrying around an array of weapons, Penetrating Strike, and Greater Penetrating Strike.
Also, in most adventure paths - Damage Reduction doesn't seem to be that big of a deal, that you need to build to counter it.
AS for 2, this is what the Elephant in the Room system is for, basically all of your feats apply to all of the weapons in a group. Many players have switched to this set of rules.TxSam882024-02-27T13:59:13ZRe: Forums/Pathfinder First Edition: General Discussion: Total List of all SpellsTxSam88https://paizo.com/threads/rzs2oia3?Total-List-of-all-Spells#152024-02-21T13:40:49Z2024-02-21T13:34:10Z<div class="messageboard-quotee">Shawn Valleau wrote:</div><blockquote> Really late to the party, but can anyone tell me why there isn't a list sorted by level. </blockquote><p>I just use Hero Lab - it pretty much has them all.Shawn Valleau wrote:Really late to the party, but can anyone tell me why there isn't a list sorted by level.
I just use Hero Lab - it pretty much has them all.TxSam882024-02-21T13:34:10ZRe: Forums: Rules Questions: Does RAW - Rune of Durability double a monk\brawler's hp?TxSam88https://paizo.com/threads/rzs43xyh?Does-RAW-Rune-of-Durability-double-a#22024-02-15T15:44:49Z2024-02-15T13:46:27Z<p>I would rule that once the Magic Fang wears off, then the Rune of Durability would drop off as your body is no longer a manufactured weapon.</p>
<p>then I would chastise you for being cheesy.</p>I would rule that once the Magic Fang wears off, then the Rune of Durability would drop off as your body is no longer a manufactured weapon.
then I would chastise you for being cheesy.TxSam882024-02-15T13:46:27ZRe: Forums: Rules Questions: Animal companion and deityTxSam88https://paizo.com/threads/rzs43xv9?Animal-companion-and-deity#42024-02-09T23:32:43Z2024-02-09T22:13:05Z<p>so, Many times people have asked how does INT translate to the real world, and the most often answer is that your INT score, times 10 is your IQ. So someone with an IQ of 130 would have a 13 INT.</p>
<p>The military has basically said that anyone with an IQ under 80 cannot comprehend things well enough to be useful for any kind of military service.</p>
<p>I would imagine someone with an IQ of 30 (your mentioned Animal with an IQ of 3), would not have enough comprehension of any type of higher thoughts required to comprehend deities or their worship. </p>
<p>So while there are no official rules, I would lean toward no, an animal of INT 3, cannot venerate a deity.</p>so, Many times people have asked how does INT translate to the real world, and the most often answer is that your INT score, times 10 is your IQ. So someone with an IQ of 130 would have a 13 INT.
The military has basically said that anyone with an IQ under 80 cannot comprehend things well enough to be useful for any kind of military service.
I would imagine someone with an IQ of 30 (your mentioned Animal with an IQ of 3), would not have enough comprehension of any type of higher thoughts...TxSam882024-02-09T22:13:05ZRe: Forums: Homebrew and House Rules: Need help with ideas for legendary weapons and equipmentTxSam88https://paizo.com/threads/rzs43xug?Need-help-with-ideas-for-legendary-weapons#52024-02-08T04:19:37Z2024-02-08T03:39:32Z<p>in our old game, we had "Hermes' Infinite Bag" (a bag of holding with an infinite sized space inside) and "The Pen of Xerox" (a magic pen that would copy scrolls for you, so it didn't cost you any downtime).</p>in our old game, we had "Hermes' Infinite Bag" (a bag of holding with an infinite sized space inside) and "The Pen of Xerox" (a magic pen that would copy scrolls for you, so it didn't cost you any downtime).TxSam882024-02-08T03:39:32ZRe: Forums: Advice: What Minimum level to fight a Tarrasque and win?TxSam88https://paizo.com/threads/rzs43xnz?What-Minimum-level-to-fight-a-Tarrasque-and-win#92024-01-31T01:20:48Z2024-01-31T01:17:42Z<div class="messageboard-quotee">Boomerang Nebula wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote><p> we encountered one back when we were playing DnD 2.0 we just cast reverse gravity under it twice and sent it into space...</p>
<p>Reverse gravity can be cast at 13th level.....
<br />
</blockquote>Interesting tactic. Unfortunately, it is not as viable in Pathfinder as the Tarrasque is so big you would need to be a 27th level caster to effect the entire creature. </blockquote><p>yeah - lots of the spells that we used offensively back in the day got huge nerfs when ported over to PF1.Boomerang Nebula wrote:TxSam88 wrote:we encountered one back when we were playing DnD 2.0 we just cast reverse gravity under it twice and sent it into space...
Reverse gravity can be cast at 13th level.....
Interesting tactic. Unfortunately, it is not as viable in Pathfinder as the Tarrasque is so big you would need to be a 27th level caster to effect the entire creature. yeah - lots of the spells that we used offensively back in the day got huge nerfs when ported over to PF1.TxSam882024-01-31T01:17:42ZRe: Forums: Advice: What Minimum level to fight a Tarrasque and win?TxSam88https://paizo.com/threads/rzs43xnz?What-Minimum-level-to-fight-a-Tarrasque-and-win#62024-01-29T17:45:17Z2024-01-29T16:41:03Z<p>we encountered one back when we were playing DnD 2.0 we just cast reverse gravity under it twice and sent it into space...</p>
<p>Reverse gravity can be cast at 13th level.....</p>we encountered one back when we were playing DnD 2.0 we just cast reverse gravity under it twice and sent it into space...
Reverse gravity can be cast at 13th level.....TxSam882024-01-29T16:41:03ZRe: Forums: Advice: Playing a character with a missing handTxSam88https://paizo.com/threads/rzs43xnk?Playing-a-character-with-a-missing-hand#52024-01-27T00:14:54Z2024-01-26T22:34:17Z<p>Skulls and Shackles has a character trait where you are missing a leg (you have a pegleg instead), but you have had it long enough that you have grown accustomed to it, and as such have no penalty. </p>
<p>I would do the same for a character with a missing hand, you've become accustomed to it and know enough work arounds to act normally.</p>Skulls and Shackles has a character trait where you are missing a leg (you have a pegleg instead), but you have had it long enough that you have grown accustomed to it, and as such have no penalty.
I would do the same for a character with a missing hand, you've become accustomed to it and know enough work arounds to act normally.TxSam882024-01-26T22:34:17ZRe: Forums: Advice: paladin sorceror dragon discipleTxSam88https://paizo.com/threads/rzs43xmw?paladin-sorceror-dragon-disciple#22024-01-27T00:12:31Z2024-01-25T13:49:18Z<p>That's a 65 point build - your stats are WAY more than fine. leave them as is.</p>
<p>feat choice for a level 1 paladin? easy Weapon Focus.</p>
<p>I'd personally go straight Paladin. mixing with a caster causes problems with action economy.</p>That's a 65 point build - your stats are WAY more than fine. leave them as is.
feat choice for a level 1 paladin? easy Weapon Focus.
I'd personally go straight Paladin. mixing with a caster causes problems with action economy.TxSam882024-01-25T13:49:18ZRe: Forums/Pathfinder First Edition: General Discussion: Is there anything stopping someone from wearing a chain shirt under a reinforced tunic?TxSam88https://paizo.com/threads/rzs43xh0?Is-there-anything-stopping-someone-from#212024-01-17T13:51:00Z2024-01-17T13:42:50Z<div class="messageboard-quotee">Melkiador wrote:</div><blockquote><p> “Slots” only apply to magic items. You could easily wear 20 rings with 2 on each finger. But you’d only get the benefit of two magic rings. </p>
<p>If wearing 2 armors, you only get the magical benefits of one. </blockquote><p>I suppose you could wear more than 1 suit of non-magical armor, the same way you can wear more than one pair of non-magical boots.Melkiador wrote:“Slots” only apply to magic items. You could easily wear 20 rings with 2 on each finger. But you’d only get the benefit of two magic rings.
If wearing 2 armors, you only get the magical benefits of one.
I suppose you could wear more than 1 suit of non-magical armor, the same way you can wear more than one pair of non-magical boots.TxSam882024-01-17T13:42:50ZRe: Forums/Pathfinder First Edition: General Discussion: Is there anything stopping someone from wearing a chain shirt under a reinforced tunic?TxSam88https://paizo.com/threads/rzs43xh0?Is-there-anything-stopping-someone-from#122024-01-17T02:56:00Z2024-01-17T02:51:26Z<p>RAW you have a single Armor slot, so cannot wear a chain shirt and a reinforced tunic as both are considered armor.</p>RAW you have a single Armor slot, so cannot wear a chain shirt and a reinforced tunic as both are considered armor.TxSam882024-01-17T02:51:26ZRe: Forums: Advice: For a tank at higher levels, AC, intimidate, or combat maneuvers?TxSam88https://paizo.com/threads/rzs43xh6?For-a-tank-at-higher-levels-AC-intimidate-or#42024-01-16T14:30:56Z2024-01-16T14:25:40Z<p>the bloodrager or the cleric can't take the main frontliner duties?</p>
<p>Also, you have no decent arcane caster.</p>the bloodrager or the cleric can't take the main frontliner duties?
Also, you have no decent arcane caster.TxSam882024-01-16T14:25:40ZRe: Forums: Advice: Fun "freak" builds?TxSam88https://paizo.com/threads/rzs43xev?Fun-freak-builds#152024-01-14T16:51:00Z2024-01-14T16:43:52Z<div class="messageboard-quotee">zza ni wrote:</div><blockquote> <div class="messageboard-quotee">TxSam88 wrote:</div><blockquote> <div class="messageboard-quotee">zza ni wrote:</div><blockquote> mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords. </blockquote>From what I can tell, this isn't legal. The mutation warrior only gets a single mutagen discovery, so tops out at 3 arms. </blockquote><p>the arm is not a mutagen discovery
<p></blockquote><p>Can you walk me through the build then
<p>What I am seeing is you take fighter as a class, mutation warrior as an archetype, to get a vestigial arm you use a mutagen discovery which you get one (and only one) at 7th level.</p>
<p>Or are you using a different build?</p>zza ni wrote:TxSam88 wrote: zza ni wrote: mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords.
From what I can tell, this isn't legal. The mutation warrior only gets a single mutagen discovery, so tops out at 3 arms. the arm is not a mutagen discovery Can you walk me through the build then What I am seeing is you take fighter as a class, mutation warrior as an archetype, to get a vestigial arm you use a mutagen discovery which you get one (and only...TxSam882024-01-14T16:43:52ZRe: Forums: Advice: Scalable cantrips would you add dice or increase dice?TxSam88https://paizo.com/threads/rzs43xfh?Scalable-cantrips-would-you-add-dice-or#152024-01-13T11:10:59Z2024-01-13T11:07:22Z<p>I view the Fire jet etc that classes like evoker wizard get as what your "scalable cantrip"s should look like</p>I view the Fire jet etc that classes like evoker wizard get as what your "scalable cantrip"s should look likeTxSam882024-01-13T11:07:22ZRe: Forums: Rules Questions: What is considered similar abilities?TxSam88https://paizo.com/threads/rzs43xfq?What-is-considered-similar-abilities#62024-01-13T11:10:59Z2024-01-13T11:05:01Z<div class="messageboard-quotee">OmniMage wrote:</div><blockquote><br />
<br />
I don't agree on the pricing method for upgrading magic items. The book rules say that the cost of adding a new ability to an existing magic it is 1.5 the price of the new ability. This can lead to a player spending more than what the item is worth. This can dissuade players from trying to upgrade magic items.</p>
<p>Instead, I prefer the price to upgrade be the difference between the old item and the new one.
<br />
</blockquote><p>it's only 50% extra for oddities like combining items.
<p>When upgrading a +1 item to a +2 item, you pay the flat difference</p>OmniMage wrote:I don't agree on the pricing method for upgrading magic items. The book rules say that the cost of adding a new ability to an existing magic it is 1.5 the price of the new ability. This can lead to a player spending more than what the item is worth. This can dissuade players from trying to upgrade magic items.Instead, I prefer the price to upgrade be the difference between the old item and the new one.
it's only 50% extra for oddities like combining items. When upgrading a +1...TxSam882024-01-13T11:05:01ZRe: Forums: Advice: Fun "freak" builds?TxSam88https://paizo.com/threads/rzs43xev?Fun-freak-builds#102024-01-12T19:20:57Z2024-01-12T19:19:05Z<div class="messageboard-quotee">zza ni wrote:</div><blockquote> mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords. </blockquote><p>From what I can tell, this isn't legal. The mutation warrior only gets a single mutagen discovery, so tops out at 3 arms.zza ni wrote:mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords.
From what I can tell, this isn't legal. The mutation warrior only gets a single mutagen discovery, so tops out at 3 arms.TxSam882024-01-12T19:19:05ZRe: Forums: Advice: Scalable cantrips would you add dice or increase dice?TxSam88https://paizo.com/threads/rzs43xfh?Scalable-cantrips-would-you-add-dice-or#92024-01-12T19:20:57Z2024-01-12T19:16:38Z<div class="messageboard-quotee">Mysterious Stranger wrote:</div><blockquote><br />
<br />
<p>A 15th level draconic sorcerer with no gear can still use form of the dragon II to turn into a large red dragon. They also have mage armor as a spell so can have that up. Assuming a 10 STR, 14 DEX and Con and a 21 CHA the sorcerer at this point has an AC of 25 and has a bite at +9 doing 2d6+4 damage, 2 claws at +9 doing 1d8+3 damage and a tail slap at +4 for 1d8+4 and two wing attacks at +4 for 1d6+1. Changing into a dragon boosts his STR and CON so he also has a 152 HP. The sorcerer also has DR 5/magic, fire resistance, a breath weapon and can fly. The 15th level fighter has an AC of 12 (assuming 21 STR, 14 DEX 14 CON). He gets 3 unarmed strikes at +16/+11/+6 doing 1d3+13 damage (with power attack). </p>
<p>The fighter is totally outclassed by the sorcerer at this point. Even without using any spells the sorcerer has an AC of 16, two claw attacks doing 1d6+ 1d6 fire, fire resistance 10, a breath weapon, and flight. The sorcerer also has access to his spells. It’s pretty obvious the sorcerer does much better without gear... </blockquote><p>using a sorcerer is a niche example: A 15 level wizard without his spellbook has a few cantrips and maybe a school ability or two, but for the most part is crippled.Mysterious Stranger wrote:A 15th level draconic sorcerer with no gear can still use form of the dragon II to turn into a large red dragon. They also have mage armor as a spell so can have that up. Assuming a 10 STR, 14 DEX and Con and a 21 CHA the sorcerer at this point has an AC of 25 and has a bite at +9 doing 2d6+4 damage, 2 claws at +9 doing 1d8+3 damage and a tail slap at +4 for 1d8+4 and two wing attacks at +4 for 1d6+1. Changing into a dragon boosts his STR and CON so he also has a 152...TxSam882024-01-12T19:16:38ZRe: Forums/Pathfinder First Edition: General Discussion: Can a scimitar be roleplayed as a sort of one handed falchion?TxSam88https://paizo.com/threads/rzs43xdx?Can-a-scimitar-be-roleplayed-as-a-sort-of-one#22024-01-09T14:00:59Z2024-01-09T13:55:41Z<p>fluffwise, sure. call it whatever you want. mechanically however, no, a falchion is a falchion, and a scimitar is a scimitar. So no buying weapon focus falchion and getting a +1 on a scimitar, etc.</p>fluffwise, sure. call it whatever you want. mechanically however, no, a falchion is a falchion, and a scimitar is a scimitar. So no buying weapon focus falchion and getting a +1 on a scimitar, etc.TxSam882024-01-09T13:55:41ZRe: Forums: Rules Questions: What counts as "contact"?TxSam88https://paizo.com/threads/rzs43xd5?What-counts-as-contact#42024-01-08T22:52:40Z2024-01-08T22:48:18Z<p>RAW, yeah gloves would work. From a Role play perspective, you would actively avoid using any form of Iron or Steel. </p>
<p>Aside from weapons, this is pretty easy, Leather armor, bone or wood utensils, bone or wood buttons (I don't see Zippers existing on Golarion), Buckles could be made of bass or bone. Etc.</p>
<p>for weapons, you would probably try to stick to bone, wood or stone weapons.</p>RAW, yeah gloves would work. From a Role play perspective, you would actively avoid using any form of Iron or Steel.
Aside from weapons, this is pretty easy, Leather armor, bone or wood utensils, bone or wood buttons (I don't see Zippers existing on Golarion), Buckles could be made of bass or bone. Etc.
for weapons, you would probably try to stick to bone, wood or stone weapons.TxSam882024-01-08T22:48:18ZRe: Forums/Pathfinder First Edition: General Discussion: This may sound dumb, but rule 0 is not "the gm can do whatever they want" nor anything to that line of effect.TxSam88https://paizo.com/threads/rzs43xaz?This-may-sound-dumb-but-rule-0-is-not-the-gm#82024-01-06T11:15:10Z2024-01-05T14:57:02Z<div class="messageboard-quotee">Bjørn Røyrvik wrote:</div><blockquote> Rule 0 of RPGs is that the GM can enforce, ignore, change, add or subtract any element in the game regardless of what the rules or setting says. Enjoyment of the players is not a part of it. Rule 0 of having friends and folks to play with is not being a dick. </blockquote><p>I'll agree to this as long as he does not do it on the fly. When you go into a session, you should have a fair assessment of how the rules of the game should work. If suddenly the GM decides he doesn't like how something works, it's not fair to suddenly change it, at least without some discussion of why he wants to change it and some mechanism to keep it fair.Bjørn Røyrvik wrote:Rule 0 of RPGs is that the GM can enforce, ignore, change, add or subtract any element in the game regardless of what the rules or setting says. Enjoyment of the players is not a part of it. Rule 0 of having friends and folks to play with is not being a dick.
I'll agree to this as long as he does not do it on the fly. When you go into a session, you should have a fair assessment of how the rules of the game should work. If suddenly the GM decides he doesn't like how...TxSam882024-01-05T14:57:02ZRe: Forums: Rules Questions: Is there a FAQ I'm missing that allows Green Knight Cavalier to have Order of the Green OR Order of the Blossom?TxSam88https://paizo.com/threads/rzs43xaw?Is-there-a-FAQ-Im-missing-that-allows-Green#42024-01-05T00:30:57Z2024-01-05T00:22:15Z<p>so, first off, fluff is not rules.
<br />
Second, Order of the Green is a requirement of the Green Knight Archetype. Both Herolab and the PFSRD seem to back this up, and as such, I'm pretty sure there's no FAQ or Errata about this.</p>
<p>It seems you are trying to read way too much into Fluff.</p>so, first off, fluff is not rules.
Second, Order of the Green is a requirement of the Green Knight Archetype. Both Herolab and the PFSRD seem to back this up, and as such, I'm pretty sure there's no FAQ or Errata about this.
It seems you are trying to read way too much into Fluff.TxSam882024-01-05T00:22:15ZRe: Forums: Advice: App based character sheet for PF1TxSam88https://paizo.com/threads/rzs43x9u?App-based-character-sheet-for-PF1#32024-01-02T20:20:57Z2024-01-02T20:18:23Z<p>HeroLAb Classic</p>HeroLAb ClassicTxSam882024-01-02T20:18:23ZRe: Forums: Rules Questions: Wizard Learning Magus ArcanaTxSam88https://paizo.com/threads/rzs43x6v?Wizard-Learning-Magus-Arcana#312023-12-30T20:40:57Z2023-12-30T20:35:56Z<div class="messageboard-quotee">Dragonchess Player wrote:</div><blockquote></p>
<p>Five shots per round at level 7? Only if you include Rapid Shot (which I was not proposing); +6/+1 BAB, free attack with Spell Combat, and <i>haste</i> only add up to four attacks.</p>
<p>For an eldritch archer gestalted with arcanist using Ranged Spellstrike, one or two shots per round is usually sufficient for adding <i>scorching ray</i> to firearm shots until reaching CL 11.</p>
<p>Even without Combat Stamina, a <a href="https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Beneficial%20Bandolier" target="_blank" rel="nofollow"><i>beneficial bandolier</i></a> and the spell <a href="https://aonprd.com/SpellDisplay.aspx?ItemName=Reloading%20Hands" target="_blank" rel="nofollow"><i>reloading hands</i></a> can allow two reloads per round (one reload if using the swift action on something else instead of the <i>beneficial bandolier</i> reload). </p>
<p>Or you could just pass on Dex to damage and only go three levels in musket master instead of five (or using trench fighter). With the spell riders from Ranged Spell Strike (and Intense Spells from school savant in Evocation/Admixture), the handful of extra points of damage per shot from Dex isn't a make or break for the character's effectiveness (IMO). If you want... </blockquote><p>My plan was to be having sneak attack damage by level 7, in place of dex damage, and using spell combat more for casting buffs while making full round attacks as the pool of ranged touch spells is somewhat limited.Dragonchess Player wrote:Five shots per round at level 7? Only if you include Rapid Shot (which I was not proposing); +6/+1 BAB, free attack with Spell Combat, and haste only add up to four attacks.
For an eldritch archer gestalted with arcanist using Ranged Spellstrike, one or two shots per round is usually sufficient for adding scorching ray to firearm shots until reaching CL 11.
Even without Combat Stamina, a beneficial bandolier and the spell reloading hands can allow two reloads per...TxSam882023-12-30T20:35:56ZRe: Forums/Pathfinder First Edition: General Discussion: How realsitic and responsive are your illusion spells?TxSam88https://paizo.com/threads/rzs43x7k?How-realsitic-and-responsive-are-your#62023-12-28T17:50:58Z2023-12-28T17:43:56Z<p>Basically illusions are as real as need be to make you believe them until you interact enough for a saving throw. if you fail the saving throw, then it's real enough for you to believe it.</p>Basically illusions are as real as need be to make you believe them until you interact enough for a saving throw. if you fail the saving throw, then it's real enough for you to believe it.TxSam882023-12-28T17:43:56ZRe: Forums: Rules Questions: Wizard Learning Magus ArcanaTxSam88https://paizo.com/threads/rzs43x6v?Wizard-Learning-Magus-Arcana#202023-12-28T15:10:58Z2023-12-28T15:01:12Z<div class="messageboard-quotee">Dragonchess Player wrote:</div><blockquote><br />
<br />
Tiefling with Prehensile Tail to hold the Arcane Gun pistol for reloading and either the pistol or sword when using Spell Combat/Spellstrike with the other weapon (for the free hand to cast with). </blockquote><p>This is why I'm using the Eldritch Archer - no free hand to cast required.Dragonchess Player wrote:Tiefling with Prehensile Tail to hold the Arcane Gun pistol for reloading and either the pistol or sword when using Spell Combat/Spellstrike with the other weapon (for the free hand to cast with).
This is why I'm using the Eldritch Archer - no free hand to cast required.TxSam882023-12-28T15:01:12ZRe: Forums: Rules Questions: Wizard Learning Magus ArcanaTxSam88https://paizo.com/threads/rzs43x6v?Wizard-Learning-Magus-Arcana#182023-12-27T19:40:57Z2023-12-27T19:34:41Z<div class="messageboard-quotee">Lelomenia wrote:</div><blockquote> I always put Musket Master+ Eldritch Archer on one side of the gestalt, straight full caster on the other. Honestly you don’t need more than 5 levels of Gunslinger or 6 of Magus. </blockquote><p>that's what I am staring with.
</p>
Musket Master/Eldritch archer, and once I get enough levels in each to have Ranged Spell combat/Spell Strike, and the reload abilities so I can make full attacks, them I want to switch to Slayer/Exploiter.</p>
<p>the limiting factor is the Broad Study Magnus Arcana coming at level 6. if I stick long enough to get it, I might as well just do a dip in Exploiter and then go full Magus.</p>Lelomenia wrote:I always put Musket Master+ Eldritch Archer on one side of the gestalt, straight full caster on the other. Honestly you don’t need more than 5 levels of Gunslinger or 6 of Magus.
that's what I am staring with.
Musket Master/Eldritch archer, and once I get enough levels in each to have Ranged Spell combat/Spell Strike, and the reload abilities so I can make full attacks, them I want to switch to Slayer/Exploiter.the limiting factor is the Broad Study Magnus Arcana coming at...TxSam882023-12-27T19:34:41Z