mageem87's page
56 posts. No reviews. 1 list. 1 wishlist.
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Maris its the roman name for death
Want. Also loving the Core only direction. If only because it comeswith promises of more.
Paizo, why must you release something new to get excited about every time I make a purchase? Curse you and your effective business model!
They are evil in that regards. 20th level evil wizards all of them. jk
thank you both for your insight i havent been able to play for a while. Hopefully they errata both archetypes and make them a little better.
My whole concept was a Dr. Jekyll Mr. Hyde thing. thanks for your honesty. Dose anyone else have any opinions?
One more question would the rage mutagen stack the rage ability? i dont see a rule say otherwise but maybe im missing something.
I was think three levels of rage chemist and 2 levels of titan mauler with duel wielded great swords.
What do you guys think? Do you think it would be a good blend of both classes? Or if you could change it what would you do with it?
that is my mistake and i should have looked it up first. my apologies.
the rage i do believe ends when you become fatigued.
id like to see some specific weapons designed for taking down certain kinds of monsters. for example dragons bane arrows and stuff like that.
also would like to see one or two archetypes for anti paladin.
by far epic meepo your archetypes are stuff of legend. paizo should think of hiring you.
Id also go core because it has all the rule sin it to play.
ok thanks for all the help i was having hard time rapping my brain around all of that. thank you for clarifying.
the arctic druid from the APG gets wild shape at 6th level. Now in the ultimate magic book you get banish flame at 6th level and since they both take away something from the core class at 6th level technically you cant use either of them together. that's how i read the rules on archetypes unless im missing something completely obvious. Id like others opinions.
can you be an arctic druid with the arctic domain? my sources say no but i could be reading the rules wrong.
so i was looking at the sandman archetype and was wondering a few things about steal spell. so when i kill the the creature that i stole the spell from do i keep the spell after they die or dose it go away? i think it would be over powered if you got to keep it. What do you all think? also its on page 83 of the APG just to clarify
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Id have to go with the magic item compendium.
so now my question is what if you cast slow on the waterfall and then cast water walk on your self?
thanks for the link definitely getting the 3rd bestiary.
thanks for the quick reply
Is the displacer beast OGL? if so is it in any of the monster manuals?
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i learned it is never a good idea to fight a crocodile near a body of water while in full plate armor.
id include some nasty fungus in there like the violet fungus or some stuff like that.
in most of my games that that i have played yeah they are considered an eastern flavored character but that doesn't deter me from playing one. also if you think about it there were monks in medieval Europe just not the kind that you were used too. But Ive been trying to incorporate them in to my games as much as possible to get rid of that eastern feel.
armor making rules would be cool. so that if you want to make your own specialized kind of armor tailored around a character.
since they were slaves i would start by teaching them to defend them selves against the lizard folk and set up proper defenses so that they can survive to see a more civilized world. Then i would start with the whole agriculture thing. Personally i would appeal to there goblinoid side but in a good way if thats possible.
We let that rule slide along with the encumbrance rule.
As i dont have the book yet i just wanted too see what the developers liked in the book.
Not to sound stupid but what is we be goblins? ive never heard of that. Is it an adventure path?
i would have to say for pathfinder i would go with the troll and death worm
for 3.5 id have to say the beholder and umberhulk.
Our group usually gets rid of the weight limits so we can carry as much stuff as we want.
sounds familiar to i cast magic missile on the darkness.
thanks i did not see that
I was looking through my core rule book and looking at the magical weapons and there is no description for the seeking crossbow. i don't know if this has already been caught but i thought i should post it.
How about a mace with heads on both ends like the two bladed sword.
Another idea would be a shield with short knives on the edges so it can double as a slicing weapon and still protect you.
I would like to see a bladed shield that could double as a weapon and still protect you would be perfect for those shield bashers
This might be a bad idea but what about exotic armor we have exotic weapons i think it would be cool if we had exotic armor just my two cents.
Well then id just go with the fighter he is kind of the beginner class.
i would still like to see some archetypes for the anti paladin just my two cents
What about a Frankenstein monster of some kind. it could possibly be a more powerful zombie.
Darkholme wrote: Fair points all, it was just an Idea I had, and I can admit that it wasn't a great one. It was just a matter of: hmm, have they ever thought of anything like this? lets see what people say. No problem. when i red your first post it sounded like a neat idea. Then i read ever other persons post, i agreed with them too. No harm in posting your ideas though.
As the player id probably listen to all sides but id probably come to the same conclusion as the original player. Seeing as it is the most just and devout thing he could have done.
id probably give him an ex bonus for doing a good job of playing his character well.
I was also thinking of ideas for archetypes for the gunslinger,ninja, and samurai because all of the classes differ from the base classes enough where they could possibly get there own archetypes but maybe this would be splitting hairs. I think it would be neat if paizo did something like this though.
an archetype for the anti paladin
Telikenetic orb + implosion nothing like getting to watch some one collapse in upon itself
So my question is can you have archetypes for alternate classes? for example an archetype for the anti paladin and so on.
Any ideas for archetypes that you can think of put here.
The rouge will be able to dip into most of ninja talents from what I herd. So this might balance things out.
| Full Name |
Ivan |
| Race |
Fort +5, Ref +9, Will +2; +2 vs. enchantments, +4 bonus vs. poison | Perc +9 | Init +9| Spd 30 ft. |
| Classes/Levels |
|
| Gender |
CG Male Snow Elf Alchemist 5 | HP 38/38 Temp: 8 NL 38/38| AC:22, T:15, FF:17 | CMD 18 | |
| Size |
Medium 6’1” 117lbs |
| Age |
124 |
| Strength |
10 |
| Dexterity |
20 |
| Constitution |
12 |
| Intelligence |
20 |
| Wisdom |
12 |
| Charisma |
7 |
About Ivan the Alchemist.
Ivan
Male elf (Snowcaster) alchemist 5 (Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +9
Defense
AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 38 (5d8+10)
Fort +5, Ref +9, Will +2; +2 vs. enchantments, +4 bonus vs. poison
Immune sleep
Offense
Speed 30 ft.
Ranged bomb +9 (3d6+5 fire)
Special Attacks bomb 12/day (3d6+5 fire, DC 17)
Spell-Like Abilities (CL 5th; concentration +3)
1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist Extracts Prepared (CL 5th; concentration +10)
2nd—darkvision, false life, protection from arrows
1st—bomber's eyeAPG, monkey fishACG, reduce person (DC 16), reduce person (DC 16), shield, shield
Statistics
Str 10, Dex 20, Con 12, Int 20, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 18
Feats Extra BombsAPG, Extra DiscoveryAPG, Extra DiscoveryAPG, Run, Splash Weapon Mastery, Throw Anything
Traits perfectionist's brew, warrior of old
Skills Acrobatics +10 (+14 to jump with a running start), Craft (alchemy) +15 (+20 to create alchemical items), Disable Device +13, Knowledge (arcana) +13, Linguistics +10, Perception +9, Spellcraft +13 (+15 to brew potions), Stealth +10, Use Magic Device +6
Languages Aquan, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Infernal, Jistka, Tien, Undercommon, Varisian
SQ alchemy (alchemy crafting +5), discoveries (explosive bomb, infusion, precise bombs [5 squares], strafe bombUM), mutagen (+4/-2, +2 natural armor, 50 minutes), poison use, swift alchemy
Combat Gear mutagenAPG, wand of cure light wounds, acid (5), alchemist's fire (10), tangleburn bagUE (5); Other Gear +1 mithral chain shirt, +1 mithral buckler, bag of holding i, belt of incredible dexterity +2, formula alembicUE, headband of vast intelligence +2, hybridization funnelUE, alchemist starting formula book, alchemy crafting kitAPG, 4,492 gp
Special Abilities
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (12/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Strafe Bomb (80 ft.) (Su) The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the l
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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