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Play a Ghoran. >.>


It seems the rules for wizard opposition schools only require you to spend two of your spell per day slots to prepare such spells. It does not have any restrictions for spontaneously casting them.


Emergency Force Sphere - Its the best defense against bad luck.

Random cave-in? No Problem.

About to get mauled by a dragon? Less of a problem.


A relatively new pathfinder gm had me and another player (out of 5 of us) take TWO half-fiend templates, on top of being the same level as the rest of the party, as our GM MANDATED backstories were that we were the spawn of two fiend/demons mine being Mephistopheles and Lamashtu.

I had the "great" idea to have my character be compelled by Lamashtu to make monstrous babies. This devolved into the gm attempting to ERP whatever weird fan-fiction they could think up with any vaguely humanoid creatures we encountered (and making me roll for things).

Needless to say ERP beyond "you do the thing" is banned.

There were a lot of other glaring issues with that campaign but nothing we specifically have banned. Though common sense generally wins out.


The Red Raja, Master of Silverware.
Warpriest of a god of Etiquette.
Threw mithril forks, spoons, and knives.

Death Metal Band
Face-Melter, Guitar (Acid Wizard), Soul Drinker, Vocals (Skald), Skull Crusher, Drummer (Bloodrager)

Xellos, the singing bull. Totemic War-drummer Skald

Tiburon "The Kraken" Goldman. Once suplexed a demon oak tree.

Lar'ee, Curl'ee, Mo'ee. Goblin "team" with mixed betrayal and teamwork feats.


If i am using outslug sprint:

Outslug Sprint:

While using Outslug Style, you can move an additional 5 feet when making a 5-foot step.

and choose to follow an enemy using a 5-foot step using Following Step

Following Step:

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Can i make a "15-foot step?"


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Serisan wrote:
Build a bard or a skald and see what happens.

Ugh, i did this once. Now my gm has a fear of bards. >.<


If you would like to add to the wombo combo, you could try to work in a valet familiar along with paired opportunist and broken wing gambit. It will give you an extra attack each time you move, assuming your opponent has low intelligence. It also eliminates the need to use panther style.

Step 1: You attack, using broken wing gambit to give your opponent the bonus.
Step 2: You move.
Step 3: Assuming they take their attack of opportunity, they provoke one from your familiar due to broken wing gambit and you as well due to paired opportunist.
Step 4: Repeat until you are out of attacks.


I've looked at pretty much everything on d20pfsrd and have strong google-fu and can't find anything like these items or feats relating to pathfinder, paizo or 3rd party.

The gloves are somewhat like a homebrew 3.5 item that comes up in Google called "Gloves of Thrown Weapons."


Bard or Skald.

Both are good party buffers and have a good set of battlefield control spells.


What happens to an alchemist's bombs when she would attempt to throw a bomb.

I would assume it would gain the broken condition once the completed bomb enters the hand to be thrown, but what happens then? Does the bomb explode? Does it become inert?

For that matter, does the broken condition affect splash weapons?


The trap breaker and Inspired chemist archetypes seem to be usable together. You could use a discovery to select two investigator talents one being Rogue Talent: Cunning Trigger. That would let you trigger a trap within 30' as a swift action, while under the effects of the cognatogen.


If i have the animal focus for bull from the Totemic Skald's unique rage power which adds an enhancement bonus to strength of 2 and of course the morale bonus of 2 from raging song itself, does skald's vigor give fast healing 2 or 4?

Skald's Vigor:
While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.


I have noticed a Rogue of the Scout and Underground Chemist archetypes with the charging hurler feat has the ability to charge and throw a splash weapon for sneak attack damage. It seems like it could be useful.

Surprise acid/alchemist's fire to the face is always good.


I had a mythic Tiefling(for flavor) skald 12/T3(Marshall) that used all the fiend totems, reckless abandon, animal fury, inspire minions, and deadly guidance(3) to turn hordes of Commoners into a deadly army with the following bonuses.

+6 STR/CON, +6 Will save, -1 ac
+4 Attack, -4 AC
Gore and Bite attacks
Attackers take 1d6 piercing damage
Adjacent Good creatures take 2d6 slashing and are shaken at the beginning of your turn
3d6 Sneak attack

With the linnorm death curse rage powers from ACG this skald could get pretty ridiculous now that i think of it. Kill a minion, get a debilitating curse.

In short, the skald, due to access to rage powers, seems to have nice options for a BBEG who uses and buffs minions.


Da'ath wrote:
zeroiris wrote:

Yes. Mainly based off a manga/anime by the name of Read or Die.

Also i do like the idea of it but the wizard archetype seems too costly for how little it gives you.

Ah, that explains it. I hate animae, but my wife loves it.

One minor issue I see in my brief glance over: your extra focus grants 3 additional focus instead of 2, as per other similar feats. Was this intentional?

I feel focus doesn't give quite the same level of power as the arcane pool of the magus or Ki of the ninja/monk. It doesn't give enhancements for as long of a period or in as large of a variety as the magus and does not have the extra attack ability of the ki pool.

I think focus will be running low easily if there are a few encounters each day. Though after looking some things over (mainly the extra summons feat) i will be increasing the focus cost of the summon monster ability though to make it on par with the arcanist archetype's version.


Da'ath wrote:
I'm always confused by scroll/paper based classes. Not trying to pee in your Cheerios, but I am curious. Is this an animae thing?

Yes. Mainly based off a manga/anime by the name of Read or Die.

Also i do like the idea of it but the wizard archetype seems too costly for how little it gives you.


Feats:
Extra Focus:
Requirements: Focus Pool class feature
Effect: The paper-master gains 3 additional points of focus per day.

Expanded Paper-craft:
Requirements: Greater Paper-craft class feature
Effect: Gain an additional Greater-Paper-craft ability.

Book Bond (Su)
Requirements: Paper-master 1
Effect: You gain a strong bond with a favored book worth at least 3000g. You may store up to 3 points of focus in the book by reading through it over 1d4 hours and spending up to 3 points of focus. You may draw upon these points of focus to use paper-master abilities. If the book is ever destroyed, you are shaken for 3d4 days; after which point you may designate a new bonded book by reading it over the course of 1d4 days. This shaken effect cannot be removed before its duration is over save by the effects of wish or miracle.
Rare and more expensive books may hold more points of focus at GM digression. Such books should extend the shaken condition to 1d4 days per maximum point of focus the book could hold. Such books should also increase the bonded sacrifice DC by 1 per maximum point of focus beyond 3.

Bonded Sacrifice (Su)
Requirements: Book Bond, Paper Master 7
Effect: You may sacrifice a bonded book as a last resort to activate powerful effects. Activating one of these abilities destroys your bonded book so that it can never be recovered. These effects may only be activated if you are at 50% or more below your maximum hit points and in immediate danger unless you can pass a DC25 will save. This DC increases by 2 for each time you have sacrificed a bonded book. If the save is failed, you cannot bare to lose your precious book, lose the action and may not attempt to sacrifice this book by making the will save for 24 hours.
• As a full round action, your bonded book splits into a rain of projectiles. You fire a number of projectiles equal to your maximum focus pool each dealing 1d4+(1+ book’s focus points) piercing/slashing damage each.
• As an immediate action when you are attacked or the target of a damaging spell, you may create a wall between you and the attacker. This functions as Wall of Ice, using your paper-master level as your caster level. The wall gains hardness equal to 3 times the focus stored in the book. This ability must be used to block line of sight between you and the attacker. The attack or spell hits the wall instead.


Greater Paper-craft abilities:

Paper Summoning (Su): This functions as the Summoner’s Summon Monster spell-like ability with caster level equal to the paper master’s level but only works up to summon monster 3. Selecting this ability again allows it to function up to summon monster 5, then summon monster 7, then finally summon monster 9 or gate. Using this ability costs 1 focus per level of the summon monster spell and 10 for gate.
Monsters summoned with this ability lose all types, resistances, special abilities and damage reduction; then gain the construct type.

Enhanced Paper Summoning (Su): Constructs created with Paper Summoning gain +4 strength, and +2 HP per hit die.

Durable Paper (Su): The paper master’s constructs gain DR/magic equal to their hit die and other paper creations gain hardness equal to the paper master’s level.

Paper Wings (Su): The paper master may fly (as the spell) for minutes equal to their paper master level. Using this ability costs 1 focus.

Greater Paper Weapon (Su): Weapons created with the paper weapon ability gain an enhancement bonus equal to half the paper master’s level and hardness equal to its level, with a maximum of +2 enhancement bonus and last for 1 minute per level. When selected again, the maximum enhancement bonus increases to +5, then +7 then +10. Using this ability costs 1 focus.

These bonuses may be used to add special abilities from the following list: Keen, Menacing, Throwing, Wounding, Speed, or Vorpal.

Paper Armor (Su): A Paper Master may create armor out of paper that lasts 1 minute per level. The armor is light with a maximum dexterity bonus of +6. This armor gains an armor bonus equal to half the paper master’s level and hardness equal to its level, with a maximum of +2 armor bonus. When selected again, the maximum armor bonus increases to +4, then +6 then +8. Using this ability costs 1 focus.

Paper Swarm (Su): A paper master may spend a full-round action and 2 points of focus to create an origami swarm and unleash it in an adjacent square. This functions as a wasp swarm, except it has fire vulnerability, the construct type, and do not have the poison special ability.

Greater Paper Shield (Su): The paper master may create a paper shield as an immediate action to get a deflection bonus to AC equal to the paper master’s intelligence modifier against a single attack or gain cover against a single area attack. Using this ability costs 1 focus.

Greater Paper Throw (Su): The thrown weapons created with the paper master’s Paper Throw ability now gain an enhancement bonus equal to half the paper master’s level with a maximum of +2 enhancement bonus and deals 1d6 damage. When selected again, the maximum enhancement bonus increases to +4 - dealing 2d3 damage, then +6 – dealing 1d8, then +8 – dealing 2d4 damage. Greater Paper Throw enhances a your projectiles for a number of rounds equal to 1/2 your paper master level and costs 1 focus.
These bonuses may be used to add special abilities from the following list: Keen, Seeking, Cunning, and Second Chance.


BAB: 3/4
Fort Save: Bad
Reflex Save: Good
Will Save: Good

Proficiencies: Paper masters are proficient with all light one handed weapons, darts, and light armor.
Class Skills: Acrobatics, Craft (any), Heal, Knowledge (any), Linguistics, Perception, Profession, and Swim.

Hit dice: d8

Skill points: 2 + int mod

Focus (Su): A Paper Master has a number of focus points equal to half her Paper Master level + Int mod (minimum 1). The paper master regains her focus up to her maximum by reading for 2 hours once per day though the paper master would be inclined to read more.

Paper Spells (Su): All of a Paper Master’s abilities have a material component of paper. All objects created with the paper master’s abilities have vulnerability to fire and cold and lose their enhancements when they leave the paper master’s control.

Bibliophile (Ex): A paper master has an unhealthy obsession with books that increases with the paper master’s power. A paper master must make a will save (DC = 10 + the paper master’s level) to pass on the opportunity to read a rare book or to not be shaken when a book is destroyed. This also grants the paper master a bonus to knowledge checks equal to half its level.

Paper-cuts (Su): All damage dealt by the paper master’s creations deal an additional stacking 1 bleed damage that happens at the beginning of the target’s turn until healed with a heal check DC10 (+1 per point of bleed damage).

Minor Paper-craft (Su): The paper master gains some minor abilities at first level.

Paper Weapon: A paper master may create any masterwork light one-handed weapon(s) as a swift action that lasts 1 round per paper master level. This weapon has hardness 0 and hit points equal to 3 + the paper master’s level. The weapon loses 1 hitpoint with each attack. You may create ranged weapons with this ability, when you do it creates (3+ the paper master’s level) ammunition for it as well.

Paper Shield: A paper master may as an immediate action once per round, summon a shield of paper to gain a +2 shield bonus against a single attack.

Paper Throw: A paper master may, as a free action, enhance a piece of paper to make it a thrown weapon with a range increment of 20 ft. that deals 1d4 slashing or piercing damage chosen when the weapon is enhanced. These count as darts for weapon proficiency.

Greater Paper-craft (Su): At 2nd level and every even level afterwards the paper master selects a Greater Paper-craft ability. Abilities may only be selected once unless otherwise noted.

True Paper-craft (Su): At 20th level the paper master’s creations lose their fire and cold vulnerabilities. The paper master also gains the following abilities.
The paper master may spend 2 points of focus as an immediate action to give herself and her creations 30 fire and cold resistance for 1 round.

The paper master may make a single creature summoned with paper summons permanent by reducing her maximum focus pool by twice the summon monster spell level required to summon it (18 points for gate). The paper master may dismiss the creature, as a standard action, to return her maximum focus pool to normal but does not immediately recover those points.


I would say that the feat does not ignore the miss chance from displacement as it says "by anything less than total concealment."

and displacement says "as if it had total concealment."

I would say this works in the same way that other abilities emulate the effects spells. If an effect said a creature is able to see "as if it had true seeing" it would ignore miss chance from displacement despite it not technically being the effect "True Seeing."

Or in the description of the stealth skill:

Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment.

This too says "as if you had total concealment." I don't think the feat is intended to ignore this simply because it doesn't say "You gain concealment against creatures that fail to beat your stealth checks."

The magic item "Robe of Scintillating Colors" also implies that 50% miss chance IS the equivalent of total concealment (as far as miss chance goes).


My group sees the intent for this talent as a) the target sees you, does not consider you hostile, and does realize that you are armed (this works with the Betrayer feat as well) or b) the target does not see you (until it is too late)

I do not see a problem with having your weapons be considered concealed as long as you are.


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Seeing as the Greater Spell Disruption lets you add your Charisma mod to the dispel check, as long as you have a +5 charisma mod you could in theory repeat this forever until you have a full arcane pool and never lose any points.

Game mechanics wise; yes, this works.

The problem is, most GMs will probably not let you. You're making a magic equivalent of a perpetual motion machine, creating more energy than you're putting in. Forever.

Which brings in annoying things like using Quick Study to change out all your spells between encounters.


Depending on what can be a "spiritual guardian" you could take the Lore hex Arcane Enlightenment to learn Twilight Knife. Though you would have to not dump charisma.

Toppling spell might be a good metamagic to use as well seeing as spiritual weapon (and Twilight Knife) are force effects. Even if twilight knife doesn't get the bonus from spiritual guardian it would fit with the weapon summoning theme and fits in the 3rd level spell slot.


Human, Rogue (Charlatan)(Underground Chemist (ACG))/Assassin, LE
Human, Wizard (Universalist/Arcane Crafter), CN
Mantidae (15rp custom race of mantis people), Ninja, CN

Rogue was fun, sneak attacking with alchemist's fire or acid vials.

Wizard was part of a "kingdom building" campaign. His goal was to establish a magic college that produced magical weapons for the kingdom. Two words - Viridium Golem.

The Ninja was a practice in sneak attacking by myself.


I would say inspiration cannot turn hits into critical hits as it does not modify the d20 roll, it merely adds a bonus to the result as do other modifiers.

You still could add the inspiration die to the confirmation roll.


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If i have Ceaseless Observation (Ex) from Empiricist:

An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

and Canny Sleuth (Ex) from Sleepless Detective:

A Sleepless detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.

Do i effectively get double my int mod on perception, sense motive, and Diplomacy checks to gather information?


Alchemists already add their Intelligence modifier to damage with bombs and the Underground Chemist archetype's 2nd level ability dues the same with all splash weapons.

I am assuming i get to add Int to damage twice, is there something that says otherwise?

Also, if I use alchemist's fire, is my Int mod added to the damage in subsequent rounds from the Underground Chemist's Ability? (Like the Immolation bomb Discovery does for alchemists.)