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Goblin Squad Member. FullStarFullStarFullStar Pathfinder Society GM. 639 posts (1,233 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 3 aliases.


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Liberty's Edge

To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.
-https://www.d20pfsrd.com/Magic/#TOC-Preparing-Wizard-Spells

so yes, they can all do that. other spellcasters, such as divine caster, don't even need to rest at all for spells. Bards need to rest like wizards but only take 15 minutes to warm up and have spells ready.

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Hrm. Puzzles are harder if the players are waiting for enemies to come to them, instead of going to explore somewhere.

Find a demon in disguise - chase scene if they are escaping
find cultists among the innocent or priests.

the demons are doing their own ritual somewhere, need to solve puzzles to get in

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It does make darkleaf "hide" armor almost strictly better than mithril shirt though.

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Seems like a reasonable FAQ request, I'm sure you're looking for an official answer but all I can add is that I'd houserule it as a lighter category too.

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Really shouldn't use profession pilot - you're not trying to make money being a pilot and I don't know if you want it wisdom based. Just create the new skill: pilot.

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Celestial armor works fine though. AFAIK

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Sorry, it's district wide test week, so been busy. will try to propose a location soon

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Nature soul, animal ally, boon companion, if you're building a level 7+ character.
https://www.d20pfsrd.com/feats/general-feats/animal-ally/

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Your post is a lot so people aren't engaged probably. I'll answer some:

1. Rogues shouldn't really switch hit, because you have a hard time doing sneak attack at ranged. I would play a slayer and mix strength/dex, taking rapid shot as part of ranger combat style to ignore pre-requisites.

a) looking at your build, don't take major magic when you could get invisibility other ways or just play a ninja. If you want to go arcane rogue route, take one level of rogue, prestigious sneak attacker feat, and arcane trickster. Scout is otherwise pretty good.

2. A defense fighter is tougher than any summoned monster, and can have stand still to protect the party.

3. Sword and board fighter is fine by taking shield bash tree and twf.
the exotic weapon proficiency feat is silly. If you really want to do it take half elf and get it for free instead of sacrificing the human bonus feat.

the Torag inquisitor is solid, also consider warpriest for a similar feel.

By the way, wizards basically have the same slots as sorcerers.

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KujakuDM wrote:
I would roll with whatever idea the PC's have to gain the pieces they need.

That's always my backup plan for anything :)

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SO hopefully this isn't too old:
Does anyone have a creative idea for an Agathion or heart thereof besides the black market? I don't like to railroad my PCs one way or another. Angels and Archons make sense for the Glorious Reclamation.

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Is there still a gm demand? How do i go about volunteering to gm, as i have in the past, for paizocon, gencon, etc.? Thanks !

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Sucks for you, you can either stop transforming or just eat attacks for 5 rounds.

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Well, I'd pick a different race too if I were you. Lots of races, especially including alternate features, have better stuff than +2 to a second stat with no penalty. Half orc, for example.

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Anything specific you want help with? I don't see any big problems.

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xSalousx wrote:
As a cleric, can I be a melee beast at high levels and still have time to cast spells?

Sure! A few situations:

buffs
out of combat utility and condition removal
exploiting vulnerabilities (flame strike vs cold, destruction on a weak save)
effects at range if something prevents you from getting to the target
AOE effects
quickened spells

Liberty's Edge

the cloak of profane resistance is actually *really* good - how often is one going to run into changelings or hags? If it's profane, it stacks with a resistance bonus too! So that's probably no or minor cost change.

For the helm, that's a *big* drawback. Probably easily equal to the benefit. Certainly I don't think I've ever played a PC who'd put it on intentionally, knowing what it did.

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I take it around 2nd level spells? The trick is more: boost your caster level, do the crossblooded sorcerer thing with +2 damage per die, pick an element that isn't commonly resisted, and target more than one person. Situations vary so there's no one best. Unless you have good dex at level 4 scorching ray will be disappointing when you randomly take -8 to hit.

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See shield mastery though, which lets you use the shield ARMOR enhancement bonus as a WEAPON enhancement bonus.

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Very few things are OP at a certain price. The ring you are talking about already exists:
http://www.d20pfsrd.com/magic-items/rings/ring-of-regeneration/

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Well hey if she's already got deific obedience consider taking levels in one of the classes that keys off of it, like evangelist!

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Second one seems like

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You really want to jut buff the party's will saves / magic circle against evil. Get a friendly 8th level cleric of liberation.

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Why not just go hunter? Granting your companion woodland stride too is pretty neat.

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While if you have undetectable alignment, it's no use detecting as good, but here's one way:
http://www.d20pfsrd.com/magic/all-spells/c/celestial-healing/

There are a very few class abilities, such as the master spy's, that allow one to fool divination magic, however you might be looking for misdirection: http://www.d20pfsrd.com/magic/all-spells/m/misdirection/

Should cover all your needs. (That and disguise + bluff of course.)

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Assume 2% of the population of a low life expectancy place dies every year. Gives you a rough number of how many fresh graves there might be, if burial is the standard practice.

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If you are looking at dips, sesnei monk, inquisitor (conversion domain or archetype that replaces cha with wisdom for social skils). Of course the 3.5 guided weapon enchantment.

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AM BARBARIAN OP NERF PLS

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Definitely barbarian. Beast totem into pounce. Half orc for ferocity and toothy.
What level are you looking at?
And as Lady-J said content limits? How much optimization is too much?

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Sadly not really, unless you get into houserule territory.

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I happen to not like it because it doesn't scale and is kinda situational, but then I guess a bunch of teamwork feats are.
Stealth synergy is also hilarious if a bunch of people get it, though it's hard to interpret the way its written.

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Life bubble and cheap jump jets negate most of it.

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@Parrym, Yes, not sure why I bothered to put it in a spoiler except perhaps to channel some Kitsune impishness.
Note also that outdoors, Imhakaru is typically mounted, but if we know we're just going to underground in a hot second he stables his horse.

"ah, no not much. The wicked rarely rest, so neither do I." Imhakaru softens a relatively grim statement with a wink.

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So in the link there's no recruitment thread - what's the next step? At level 4 I have an undine flowing monk / cleric of Wadjet pacifist / disabler - via flowing monk and feats does various things like trip, grapple, sicken, and make flat footed but never does lethal damage except to undead and the like.

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I don't see anything glaring, but isn't it usually advantageous to get a somewhat bigger ship instead of buff one to the nines?

Seems like a destroyer frame (not that it has to literally be a destroyer, just the name of the frame) would fit much better.

Quite a bit more HP, and doesn't cost any extra BP because you spent 16 on converting turrets from light to heavy anyway...

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Depends on the company, but mass produced miniatures are made using molds, themselves made from sculpted or maybe 3d printed models.

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Nothing else does that in PF, you'd have to import 3.5 scout.

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Dragonofashandflame wrote:
blashimov wrote:

I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.

** spoiler omitted **...

Submit what you want. It's better to follow your bliss :)

This gives me a great opportunity to talk about party "roles".
I don't care if the party is all Paladins or rogues or whatever. I'm picking PCs based on how well I think I could GM them as a group, whether they pique my interest, and a bunch of other random things (like what I read on the entrails of my victims). If you don't have a healer, a skill-monkey, an arcane caster, or a trapfinder in the group, that's OK. We can figure things out along the way.

OK :) The other concept knocking around in my head was some kind of warrior of Vildeis I mean Tyr with Blind Zeal.

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I'm interested, but I don't know that I have a character of *exactly* level 3 that *also* does something interesting with teamwork feats. I have level 3 characters that would work great with that party, and I have teamwork feat characters that aren't level 3. Would either work ?

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I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.

Champion of Corellon:
http://www.realmshelps.net/charbuild/classes/prestige/general/championch.sh tml
To qualify to become a Champion of Corellon Larethian, a character must fulfill all the following criteria:

Race: Elf or half-elf
Alignment: Any nonevil.
Skills: Diplomacy 4 ranks, Knowledge (religion) 2 ranks.
Feats: Proficient with all martial weapons and heavy armor, Combat Expertise, Dodge, Mounted Combat.
Base Attack Bonus: +7.
Special: Must worship Corellon Larethian.
Special: In addition to the feats above, you must also take either Weapon Focus (longsword) or Exotic Weapon Proficiency (elven thinblade or elven courtblade).
Class Skills
The champion of Corellon's class skills are Concentration, Craft (any), Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, and Spellcraft.

Skill Points at Each Level: 2 + Int modifier.

Class Features
Champions of Corellon continue to improve their combat skills as they advance in level, learning bonus fighter feats and special techniques for making use of heavier armor than that favored by most elves.

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Corellon's Blessing (Su): Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level x your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don't have to do it all at once. Using this ability is a standard action.

You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe.

If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).

Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.

Elegant Strike (Ex): Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.

Superior Defense (Ex): At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2.

At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.

Unimpeded Movement (Ex): At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.)

If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.

Corellon's Wrath (Su): At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).

Ex-Champions Of Corellon
Few champions of Corellon ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon's blessing and Corellon's wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class's supernatural abilities.

Champion Of Corellon Larethian Hit Die: d10
CL BAB Fort Ref Will Special
1st +1 +2 +0 +2 Corellon's blessing, bonus feat
2nd +2 +3 +0 +3 Elegant strike
3rd +3 +3 +1 +3 Superior defense +1
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Unimpeded movement
6th +6 +5 +2 +5 Superior defense +2
7th +7 +5 +2 +5 Bonus feat
8th +8 +6 +2 +6 Corellon's wrath
9th +9 +6 +3 +6 Superior defense +3
10th +10 +7 +3 +7 Bonus feat
Source: Races of the Wild

4d6 ⇒ (1, 2, 2, 2) = 7 = 6
4d6 ⇒ (2, 6, 5, 6) = 19 = 17
4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (5, 4, 2, 6) = 17 = 15
4d6 ⇒ (5, 2, 1, 3) = 11 = 10
4d6 ⇒ (3, 1, 3, 6) = 13 = 10
less than 19 point buy so rolling again
4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (5, 5, 3, 1) = 14 = 13
4d6 ⇒ (3, 4, 6, 4) = 17 = 14
4d6 ⇒ (5, 6, 5, 6) = 22 = 17
4d6 ⇒ (4, 3, 4, 5) = 16 = 13
4d6 ⇒ (5, 2, 2, 3) = 12 = 10
OK should be good.

Even if the prestige class isn't approved (or I decide I don't like it by 7th level) I could still play a similar concept.

mechanical concept:

str 16 (16)
dex 15 (13+2)
con 12 (14-2)
int 15 (13+2)
wis 10 (13)
cha 17 (17)
Definitely gestalt with paladin. The other half I'm not settles on, but magus seems very thematic. Also interested in:
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness -seeker/

RP concept:

This character would be a hero's hero, a knight's knight, a..you get the idea. Or at least, that's what he thinks he can and should be. Non-judgemental, maybe as paladins go depending on your impressions of paladins, he's convinced others are amazing and he's really just somehow faking it and people are believing him. It remains to be seen whether he really grows into his power, and what a real clash with trying times does to him.

So far, it sounds like the party doesn't start completely with the goal of retaking Myth Drannor. As such, he feels compelled at first just to try and expand the safety of elvendom, and perhaps recover an interesting artifact from the area, before it's lost to time. A rare scroll, a writing, maybe (in his dreams) a relic of a lost age.

I see that Dorian Grey has already submitted a paladin though, Ser Armithia-Seendren, would it be better to submit a non-paladin? Mines pretty different, but...

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NaeNae wrote:

Speaking of magic items, can someone kindly explain them to me?

From what I read, an item can have a max of +10 enchantments. So as an example, it can be a +5 Masterwork Short Sword with two enchantments one +2 and one +3? Or is there a limit to how many enchantments can be applied to a weapon?

What about armors? I found the Greater Shadow enchantment that counts as a +5. But if I apply it to a cloak, what else can be done with it? How do enchantments like... Fly fill into it? Or say, something like that ring that lets you mark a spot and then teleport back to it.

Armor and weapons are a little different than wondrous items like cloaks amulets, etc.

Armor and magic items yes, can have a maximum literal direct enhancement bonus of +5, and they can have a maximum if +10 equivalent.
Each enhancement bonus costs exponentially more than the last, so a +1 weapon is 2,000 gp, but a +2 or +1 keen weapon is 8,000 gp, and so on. For armor, it's half that: +1 is 1,000, +2 is 4,000, etc.
There's no limit to how many different enchantments can be on an item directly - you could make a +1 keen flaming shocking acidic greyflame impervious .....whatever, as long as you a) had the money and b) didn't have more than a +5 enhancement / +10 total counting special abilities.

To hide with a cloak, you want a cloak of elven kind, not a shadow cloak. To combine that with a cloak of resistance, say, you'd have to ask your DM if it's for sale or you can special order it, or craft it yourself, or get a party member to do it. To figure out it's cost, you'd take 1.5 times the cheaper enchantment + the full cost of the more expensive one.
For example, a +1 cloak of resistance of elven kind would be 2,500 + 1.5*(1,000) or 4,000 gp.

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I think you could use the trait to access an apocryphal subdomain of Air, Animal, Earth, Fire, Plant, Water, or Weather, but not the others.

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Yes, I believe so.

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I don't have a great answer for you, except that specific beats general so the focus powers are SU unless they say Sp, in which case spell resistance applies to them. I think the effective spell level and etc. is all covered by the powers.

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NaeNae wrote:
Dasrak wrote:
Normally with rolled stats you shouldn't go in with a preset plan and should instead be flexible based on what the dice give you. If you'd rather have consistency to do what you want, point buy is the better system.

But point buy is so... Boring. There is no variation, no chellange. Everyone will look the same, just the places where they apply their 18s and 8s varies. But on the other hand... Perhaps I should roll 6+26 to kill some randomness... I will see.

I was romancing with a fey elf rogue. A thief specialised in stealing from magically locked vaults and the like. I picked all Fey alternative racial traits. Then wanted her to focus on Disable Device, Stealth and Use Magic Device. I would pick Minor and Major Magic and use the elven racial bonus to rogues to boost those a little.

Point Buy seems too much like min/maxing to me... I don't like that.

Its not quite the same, because people do their point buy differently. Sometimes if I want some randomness I roll dice but then adjust it to match point buy.

Agile maneuvers can be a handy feat for a dex character, even if you don't go on to take the improved feats. But you'll probably be better served by something else.

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There are rules for re-rolling if your stats are across the board too low. Wait, strike that that seems to be only in 3.5 and not included as part of the pathfinder. Point buy is the more common approach for that reason though. The old 3.5 rule was usually if all of your modifiers summed to 0 you could/should reroll.

A few rare classes do get, for example, dex to damage at level so if you can get your hands on mage armor you can play with a 5 strength. I've also played casters like that.

Liberty's Edge

I think a reasonable interpretation is you can climb in conjunction with anything else that says you move, especially say daredevil and trick attack for the operative.

The double speed thing I think is mostly a weird interaction, where climbing was quite slow and you could take a -5 penalty to climb fast. It gets really weird when you have a climb speed say about your land speed, and then you double *that*. Unintended interaction AFAICT.

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Oh I see, about level 15 its even if you didn't take anything like bleed or stun, but why wouldn't you if you're trick attacking for the first 12 levels XD

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You could do something similar with an operative, except also swimming.

For example, daredevil operative with improved quick movement and fleet has a land speed of 70 and a climb/swim speed of 40.

If you read the rules more carefully though, you'll see that moving twice as fast only applies to using a move action to move double your speed, or 4 times in a round. With the feat, you can move 6 times speed (40) in a round, but you can't combine them to get times 12.

If you have a climb speed, you can use move
actions to climb slopes, walls, and other steep
inclines, and you don’t need to attempt an Athletics
check to climb except in hazardous circumstances
(see the Athletics skill starting on page 136). You
are not flat-footed (see page 276) while climbing. You
receive a +8 bonus to all Athletics checks to climb and can
always take 10 while climbing, even if distracted or threatened.
You can move your full climb speed when you use the move
action while climbing, but you cannot run. You can move double
your climb speed with a successful Athletics check to climb, but
you take a –5 penalty to the check. Creatures without a climb
speed use the Athletics skill to climb.

Liberty's Edge

Sure, it's just a +1 to hit with the requirement that you pay for two guns/operative weapons. However, I haven't found a way to make full attacking remotely comparable to a trick attack.

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