Maroux

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Organized Play Member. 109 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Ravingdork wrote:
I have "beautified" your cheat sheet, Xedrek, and have added it to the Roleplaying Tools section of Ravingdork's Crazy Character Gallery.

Thanks o: has been corrected. Honored to be in the gallery. Read quite a few of your characters


EvilTwinSkippy wrote:

I appreciate all the work you've put into this. I've been looking into this as well for a melee Shaman. (Shamans with the Shapeshifting Hex can use Alter Self as a Su ability, starting at Level 2.)

Have you considered also the Sewer Troll (from the Monster Codex)? It's one of the few humanoids w/ the giant subtype that fits the Small/Medium size requirement of Alter Self, but I believe it works. And look what all you get: Darkvision, Low-light vision, Scent, and 3 natural attacks. Some pretty juicy stuff.

Not yet. Only glanced at a few things in the monster codex but will look at it.


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Ghost are a non evil undead type. With gauntlets of ghost touch your pretty much set


That is a 3.5 rule. That is not the case in pathfinder


I favor con because I'm dumb o: but i've never had a PC death throughout my various games over the years so that might have credence. Or I run from every fight. Who knows


Just checked in balacertar. Yeah you're good to go. even though a few months may have some lost interest


dot


Here yah go
Thread Number 1
Thread Number 2


10 people marked this as FAQ candidate.

So noticed in the Monster Codex that one of the feats has a bonus that goes down as you get more HD. Wondering if that is a typo.

Bag of Bones
Your undead form ignores the limits of mortal physiology.
Prerequisite: Ghoul.
Benefit: You are treated as one size smaller for the purpose of calculating penalties for squeezing, and gain a +5 competence bonus on Escape Artist checks. If you possess 10 or more Hit Dice, this bonus increases to +4.


The benefit of this item is that it gets rid of the big disadvantage of everyone shooting you from 45ft away in the dungeon because they can see you because of your light. The item doesn't change any actual light levels


I wanted a way for my non darkvision players to be able to function in areas of Second Darkness without spending all their gold and taking out a loan, and without making it not worth it have darkvision. This is the custom item I came up with that emits small amounts of personal magic waves from the user that they interpret with the goggles

Magic Sight Goggles:
Magic Sight Goggles
Aura faint divination; CL1st
Slot eyes; Price 1,500 gp; Weight 1 lb.
DESCRIPTION
These goggles have a slight blue light emitting from them and solid black lenses. They emit a constant wave of magic when worn and are easy to detect by magic detecting effects. If worn in any illumination other than darkness they provide no effect and block your vision. If worn by a creature with normal sight in darkness the creature can see within 20ft as if it were dim illumination. Creatures with heightened senses have the first 20ft as normal illumination and the next 20ft as dim illumination. Creatures with dark vision gain no benefit from the goggles. The sight granted by the goggles is in white and blue.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, detect magic, light; Cost 750 gp.
If kept on the head, donning and removing the goggles is a move action.


TheTheos wrote:

I would rather think of a way how to get constant misdirection (ring of misdirection). Or if you want to hide your evil aura - wearing shirt made out of angel skin beneath the armor.

How come no one put a link to order of the stick - how that halfling got rid of that paladin's detect evil?

I think mundane solutions to complicated problems can a bit cooler than just putting on a magic item. Also can't spellcraft lead


Should be doable considering in pathfinder there would be anti caster tactics. Would probably add like 10-20lbs at least and increase armor check penalties


Te'Shen wrote:
shroudb wrote:
You know your DM is out to get your witch when 9/10 opponents are elves, halfelves and dragons. . . .
Arachnofiend wrote:
You know the GM is out to get your WITCH when suddenly all of your humanoid opponents are elves.
Hmm... I'm guessing some DMs are passive aggressive about slumber hexes builds... add undead and constructs to the elves/dragons then.

Good gods yes

You know your DM is out to get your WITCH when the band of knolls runs past the rest of the party to take down the first level witch in the back


I would allow it. Just to add to the statistic. Also dropping that many points into Con for a 15 point buy would be a bad move so this situation specifically is a good situation to be more lenient on this


Azten wrote:
Is there at least a way to bypass energy resistance..?

The pyrokinetic does seem to be at a steep disadvantage because of this


Actually built a young fey creature goblin barbarian who did great damage with his 32 dex but that is besides the point. Don't care about balance much


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Furry fandom?
And two claw attacks don't hurt


shroudb wrote:

I agree that the trait is the problem.

Plus with fates favored even luck stone seems underpriced (+2sv throw, +2ability checks, +2 skill checks)

Add jingasa on a divine caster and you have luck bonuses on... Everything.

Even put on a beater, if your a half orc with sacred tattoo you get a +2 on all saves at level uno. not busted but still quite good


Good advice o: much obliged


dot for later


So I was thinking of getting and training a dire badger for the purpose of making tunnels.

Dire Badger:
N Medium animal
Init +6; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilites ferocity
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Special Attacks blood rage
STATISTICS
Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10
ECOLOGY
Environment temperate forests
Organization solitary, pair, or clan (3-5)
Treasure incidental
A relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock.

These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honor and respect among many races, particularly forest-dwelling gnomes.

Dire badgers reside in deep burrows and warrens dug with their monstrous claws-but unlike typical badgers, a dire badger's claws are capable of tunneling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy.

Dire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds.


My party encountered a situation where we knew there were underground tunnels because of an earth elemental but the getting in and out was slightly more than I was comfortable with.
Wondering if having a badger on hand would be a good idea. Potentially carry it around using carry companion


On a scale of 1-10, these rules are a 3


could roll percentages. Also bring up the idea of protection with some goat skin or something and some diagnose disease. If he ignores it once brought up and the dice land unfavorable he could catch something, like child support


You can fight defensively to get an additional 2 DR and max out your stalwart


http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields

second from the bottom


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I've actually had this happen. Half the bad dudes came to target my witch passing up like 3 dudes to get to me. I took care of them but I never went back to that table.


Out of the people who allow guns in their game to begin with, who all actually lets advanced firearms in? Like commonplace guns

Common Place Guns:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.


Honestly I love the ability to be a consistent scaling blaster with an untyped energy. Hard to comment to much because I can't see the spell list and this is a full caster.
I think dark euphoria is way to busted. It could cut the witchfire damage in half to compensate for the healing or maybe heal less or be a move action. As it stands it is like a free action cure when using your main source of damage
I think diplomacy would be a good class skill and maybe knowledge religion (iffy) because of the flavor of searching for their patron.


It says it functions as a diplomacy check. Which gives me reason to believe that they would be seperate entities. Neither one being able to be used on the same dude twice individually but one can be hit with them each once


Both and succeed twice


Can I use both wild empathy and diplomacy if I can speak with the animals or have something like elven serenity?

Elven Serenity:
Benefit(s): You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner.

Wild Empathy:
Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.


LazarX wrote:
Stark_ wrote:
LazarX wrote:


1. Sorcerers have consistency... they have their bloodline powers ALWAYS, not at the temporary expenditure of a limited resource point pool. They can also develop their bloodlines far beyond any arcanist can manage, and have access to a whole range of bloodlines archaists can't touch.

2. I don't know Barbarians well enough to comment.

3. Rougues seem well and healthy enough in games run outside of message board theory craft. They do take more work and thought to play effectively, but that's been true since day one.

For what I was referring to in point 1, I suggest you take a look at this

And you should note the following.

The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

Not getting bless and a +1 enhancement to wisdom is not going to break the bank on many builds. If your builds gone because you lost your free fireball spell you might want to play a vanilla fighter.


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dots, dots everywhere


misfortune and cackle is fine. or evil eye. slumber but I have been trying to stay away from that. Their spells should suffice for the first few levels. Just memorize Daze


Read Spell Bind wrong. got it


If my Spellbinder (Wizard) has Summon Monster III as his 3rd level Spell bind and also has the Acadamae Graduate feat, can he cast Summon Monster III as a Spell Bind as a standard action?


There is also this text in the CRB about swapping the base item.

example:
Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.


So I asked my GM if I could add Muleback Cord properties on top of my Cloak of Resistance (they take the same slot). He said I couldn't do that because one base item is a cloak and one base item is a cord and that it didn't matter that they took the same slot.

Adding Abilities:
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

I need some clarification for his sake that there is no rule pointing that out or clarification for my sake to say there is.


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I think the best bonus is the -1 CR. It allows the application of a +1 CR template without a level adjustment


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Had a goblin-young-fey creature with 29 base dex who used agile whips. Wild stuff


Beautiful


Man, would be cool to use telepathy with this :/


Druid rolls a 4 on a death effect and goes "ahh f***" assuming it would normally be a fail. He might have even beat the DC but he doesn't know that

He can reroll, and normally would under the assumption he didn't make it


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Mino wrote:
It obviously depends strongly on the class you will play, though a 4 will hurt a lot, no matter where. Personally, I would do a Lore Oracle, with Sidestep Secret and Noble Scion (War), put the 4 in Dex an the 17 in Cha. The only thing aside from skills you use Dex for will be your CMD, which I think would be alright as a primary caster.

Would also gimp his initiative. Normally want to avoid if possible. Could always put it into Con and then apply an undead template


you were born with a skin disease and gained a negative disposition with talking to people because of it

dump charisma


Natural Attack Builds Include:
Natural Attack Ranger
Animal Totem Barbarian
and Feral Mutagen Alchemist

Rangers have 3 Natural Attacks at all times
Barbarians Generally Hit Harder
Alchemist are casters of sorts and are more dynamic than the former 2

All of them can level dip into monk to be able to make their iterative attacks with their feet


Real big fan of Gloomblind bolts. Has multiple blind attempts off of a reflex save. Also is negative energy so it hits everything except undead


Does the manufactured weapons also include unarmed strikes?


Long story short I am building an experimental undead PC
Is there anyway for any form of undead to be healed with positive energy?

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