Fiendish Fire Giant

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120 posts. Alias of Brett Johnson.


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oh, right. sorry about that.


Have you seen this item for the magus?

Armband of the Golden Serpent


I'm surprised that Adopted + Tusked is not on the Traits section. It's a very old combo.


I can't put up an actual review, but I figured that this was good enough.

We played this scenario yesterday and it was amazing! Despite needing better editing for time, it was well written for the most part. We had a lot of fun, and it is probably in my top 5 games, maybe even #1. Watch out though, it is very investigation-intense and requires more than average story book keeping.


Can Paragon Surge (Healer's Hands) be used to replenish your uses?


also, Vigilante Talents from pg 20 in People of the Wastes


Skill Familiarity from Disciple's Doctrine requires 9th level, but is in the 1st level section of social talents.

love the handbook


Top 5 for base 11+ only

Pact Wizard (Haunted Heroes Handbook, not that crap from Familiar Folio)
Death Druid
Razmiran Priest Sorcerer
Thug Rogue
Sandown Bard

Top 5 from outside the 11+

Jinx Witch
Court Poet Skald
Bladebound Magus
Tome Eater Occultist
Twilight Sage Arcanist
*Serial Killer Vigilante (only because it functions as it should with its hidden strike)


Check out the Helm of Ooze


missing bloodlines...

Mutated Dark Fey (People of the Rivers)
Mutated Lifewater (Blood of the Elements)
Mutated Retribution (People of the Rivers)
Mutated Shahzada (Blood of the Elements)

Salamander (Elemental Master's Handbook)
Scorpion (Potions and Poisons)
Solar (Qadira, Jewel of the East)


I agree, I wasn't expecting a lot from it. Unfortunately, it seems to be even lower than my expectations should have allowed.


Anyone gone to the extent of updating the untouched classes, like druid, medium, Mesmerist, etc.?

Many of the other handbooks are so far behind.

What are people's thoughts on the Shifter class?


When you get a chance, check out the archetypes in....
Antihero's Handbook (mentioned above)
Blood of the Sea (gillman)
People of the Wastes
Ultimate Wilderness


Add Aqueous Orb as a 3rd level bc spell?


Thanks for considering this. I've always thought it weird that they are legal, but you don't get a chronicle sheet for playing them.


that's 3pp material, see pg 50


even though they are approved in the Additional Resources? I've noticed the same with several other APs.

here's the APs that have no chronicle sheets and their approved adventures.
- Council of Thieves (26, 27, 29)
- Kingmaker (31, 32, 34, 35)
- Hell's Vengeance (all 103-108)
- Strange Aeons (all 109-114)
- Ironfang Invasion (115-117)


That appears to be 3rd party material.


In Search of Sanity has a whole section on the Elder Gods, even some new ones (pages 63-73)


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Love the guides, we'll done.

Have you thought of making guides for Shadow Enchantment or Shadow Transmutation? I'd love to see those.

http://www.d20pfsrd.com/magic/all-spells/s/shadow-enchantment/
http://www.d20pfsrd.com/magic/all-spells/s/shadow-transmutation/


Noticed Aasimar was missing from the races, maybe throw in Android?

Nice Guide, making a magus for a home game. Been wanting to play one for awhile, this guide will help.


Heroes of the High Court has an archetype

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Oh, I agree it makes sense to not work as crazily as that, I see both sides.

But each of those weapons are a separate weapon, and would have a separate use/rnd limit. You probably might not say the same if someone bought two +1 Fortuitous manufactured weapons, they'd be kind of pissed.

Conductive weapons do a very similar non-action 1/rnd.

@Wolf.

In my examples, it was four separate AoOs triggering actions that the tiefling use one of each of his weapons (using Combat Reflexes, as mentioned in the first couple sentences). It was not all four weapons on one triggering AoO action.

@Sebastion.

Speed has a mechanical limitation written at the end. Whereas Fortuitous does not.

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I was curious about how a +0 Fortuitous Amulet of Mighty Fists interacts (in PFS) when you have Combat Reflexes and multiple types of natural attacks? Each weapon is a separate weapon, like a pair of swords are.

Ex. Tengu Monk 1 has the amulet with unarmed strike, 2 claws, and bite.

Round 10, baddie 1 drinks a potion next to you... triggering an AoO unarmed strike and a second at -5.

As its standard action, baddie 1 tries to grab you, triggering an AoO with your claw and the second at -5.

Same round, baddie 2 provokes two separate AoOs (like stand up and cast a spell) for each of your claws to be used with the 2 Fortuitous follow-ups.
------

"FORTUITOUS PRICE
+1 bonus
SLOT none CL 8th WEIGHT —
AURA moderate transmutation
This special ability can be placed only on melee weapons.
A fortuitous weapon grants the wielder more attacks
of opportunity. Once per round, when the wielder of a
fortuitous weapon hits with an attack of opportunity, he
can make a second attack of opportunity with this weapon
against that foe at a –5 penalty.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, haste"

ACG 214


I was talking to some friends after a game tonight and Monstrous Graft came up. We talked about the mechanics and how vague they were in combination with other mechanics.

We were hoping for some rulings on the following questions...

1) what kind of limbs are replaceable? It only mentions gaining bonuses for arms and legs.

Ex. Tiefling can have extra limbs like wings or a tail.

2) what kind of limbs are the replacements limited to? Mechanically, it doesn't mention that the limb must be the same as the stump.

Ex. Tiefling swaps out his wings for a tail and a leg, or his tail with and arm.

3) obviously Tentacle and Vestigial Arm are limbs, does the grafted arm still have to abide by the 'no more attacks' clause?

Ex. Now 3 armed tiefling alchemist 4 gets full TWF attack of 'primary Longsword / secondary Short Sword / secondary Slam'

4) what happens to the grafted limb if Vestigial Arm/Tentacle was retrained to a different discovery? The grafted limb being used is no longer the actual nub.

Thx!

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"Monstrous Graft (Ex): The alchemist can replace up
to four of his own amputated limbs with those of a
monstrous beast of the same size category. If the grafted
limb is an arm, the alchemist gains either a climb
speed of 15 feet or a claw or slam natural attack that
deals 1d6 points of damage (1d4 for a Small alchemist).
If the grafted limb is a leg, the alchemist gains one of
the following benefits: a +5 bonus to land speed, a swim
speed of 15 feet, or a +5 bonus on Acrobatics checks when
jumping. For each limb the alchemist replaces in this
manner, he takes a –2 penalty to Wisdom as he loses his
sense of self. Derros are immune to this penalty."

-ISMC 23

"Discoveries: cytillesh bomb, monstrous graft, and precise poison are legal for play"

-AR 3/22/17


I was curious if there was a list of all/most the guilds and organizations in Pathfinder?

I found this, but it appears to not have been updated in awhile. The most recent ones on that list were from sources ~2009.

Ex. Pathfinder Society, Aspis Consortium, Blackfire Adepts, The Harrowed Society, etc.


I was unable to find this on the paizo boards, but came across it on the Min/Max ones.

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The basic concept? A Sensei Monk of the Healing Hand 20 can cause allies to explode into oblivion on your death.

World changing twist? Make sure that friend had the name of a deity that you didn't like, and... *poof* name erased from everything. No more name means no more worshippers, which means no more power.

Great choice for targets? Replaceable buddies, like animal companions or bought animals (toads, rats, etc.).

Spoiler:
Quote:
True Sacrifice (Su): At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk’s level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk’s name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space.
Quote:

Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.

At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.
At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.


attack's base damage maxes out at 16d6

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f

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Just curious, what were they thinking when they allowed Monstrous Graft to be a legal options? How is this an option, but Drow stuff is a no-no?

Inner Sea Monster Codex wrote:

Monstrous Graft (Ex): The alchemist can replace up

to four of his own amputated limbs with those of a
monstrous beast of the same size category. If the grafted
limb is an arm, the alchemist gains either a climb
speed of 15 feet or a claw or slam natural attack that
deals 1d6 points of damage (1d4 for a Small alchemist).
If the grafted limb is a leg, the alchemist gains one of
the following benefits: a +5 bonus to land speed, a swim
speed of 15 feet, or a +5 bonus on Acrobatics checks when
jumping. For each limb the alchemist replaces in this
manner, he takes a –2 penalty to Wisdom as he loses his
sense of self. Derros are immune to this penalty.


Love the guides! Holy crap that's a lot of sample builds, love the breakdown.

Here's a few things that I noticed...

Bred for War trait +1 CMB and Intimidate

Jingasa got hosed

Elf Treesinger wasn't among the archetypes, along with some others from the ARG. Check out the Fey speaker specifically, a great "specific" gnome/halfling archetype. But a nagaji can use it for a solid Wild shape tank build, despite the reduced bab.

Under animal companions, the deinonychus is identical to the velociraptor.

Have you had a chance to check out the Bestiary 5 ACs?

I like the spinosaurus having great stats, despite not special attacks.reduced maybe up to green? No purples, but maybe push the roc to that? They are insane.

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obviously, but some people find firearms or tech weapons just as, or more, repugnant as drow/half-drow.

i even know someone that hates all but the core races, and wishes they weren't used.

its all a matter of opinion.

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So do gunslingers, but they aren't banned/restricted.

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Prepped to run this one, but not enough people. The Xacarba encounter seems like it'd be beyond brutal to all but the lucky. I'd guess more like a CR 10 for low tier.

It doesn't have to just tail slap on its turn, it's got a +37 grapple and effective CMD of 68! For a 3-7 game, that's terrifying!

Oh, and they gave it the wrong size space, it's 4x4 not 4x3.

.

Check out Iammars post for an amazing breakdown...

here

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I like all of the legal stuff as options, the only ones I see that needs any look at is Shadowplay for elves and Drow Spirit. Otherwise, please leave them alone, they aren't hurting anyone.

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Kahel Stormbender wrote:
It's not the character that is broken more often then not. It's the player and their mindset. Two people can play the exact same build, right down to weapon. Yet one might be considered a good team player, and the other is considered an overpowered min/maxer. Why? Because of how the two play. While one hogs as much of the glory as they can, maybe the other person plays the character more tactically and helps others instead of just steamrolling the encounters on his own.

Exactly this!

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I am definitely a min-maxer.... but not towards disrupting the game or making things unfun for people. Just for optimization, I've always been that way.

When it's more a player problem, talk to them outside of the game.

The other problem is... what are the guidelines going to be? Where is the line between O.P. and just plain optimized? You have to put guidelines in for basically everything and that'd be a pain in the a$$.

I think this would be a bad idea to implement this sort of things. As we usually do, just ban or restrict things/combos that are too O.P.


Iammars, thanks for the amazing info. I have prepped this for tomorrow, should be interesting...


Great job! I love that you are very on top of new sources for the Vigilante guide

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"The levels of fear on page 10 are used only when specifically cited by
spells or other character options."

Additional Resources Aug 2
.
.
.
Are there currently any player legal options that use this fear level system?

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Inner Sea Monster Codex

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Oh, and Monstrous Graft (Monster Codex) should prob get a second look. It seems to have an evil feel to it, and being able to change a leg into an arm and Tiefling wings into yet more arms... yeah.

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The gobbling up 'children' and having a distended belly was a horrifyingly hilarious mental image. Or giving people cursed Halloween candy.

.

I definitely agree, but sometimes you have to show that rules are broken or OP to get them fixed quickly, or even at all.

Ex. Alter Summoned Mount, Touch Injecting Skinsend, Kraken Throttle insta-kill, Potion Glutton Alchemist, or buying high CR animals early.

Unfortunately, some things get nerfed so hard they become practically useless.

Ex. Jingasa or Boots of the Earth.

.

That being said, I really enjoy organized play a lot, and thank for spending so much time listening to all us gamers.

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Do it before they fix it ;-)

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I made a deep jungle halfling... I totally want to use it before they ban it

The Gingerbread Witch is HILARIOUS! I wish it was fixed to be legal, by removing the crafting stuff.

Looks like Gruesome Shapechanger feat is legal, because they misspelled the name in the Additional Resources as just "Gruesome Shape"


Winter Witchcraft says otherwise


zombie thread, by why clutter things w a new thread
---------------------------------------------------

it does appear that the winter Witch gets almost double casting per level (19 casting / 10 levels).

both erratas advance the witch spellcasting by 9/10. Then Winter Witchcraft also advances Spellcasting, since that falls under the 'other witch abilities', since that does not fall under the called out abilities: 'hexes, archetype, familiar, and major/grand hexes'

Spoiler:
Reign of Winter

Reign of Winter page 12 wrote:

Spells per Day: At the indicated levels, a winter

witch gains new spells per day and patron spells as
if she had also gained a level in the witch class. She does
not, however, gain other benefits a character of that class
would have gained except for additional spells per day and
an increased effective level of spellcasting.
Reign of Winter page 12 wrote:

Winter Witchcraft: Levels of the winter witch prestige

class stack with witch levels for determining when a
witch learns new hexes, the effect of her hexes and other
witch class abilities (including archetype abilities), the
abilities of her witch’s familiar, and the level at which she
can select major hexes or grand hexes.

Paths of Prestige Winter Witch errata

Paths of Prestige errata page 1 wrote:

Spells per Day: At the indicated levels, a winter witch

gains new spells per day and patron spells as if she
had also gained a level in the witch class. She does not,
however, gain other benefits a character of that class
would have gained except for additional spells per day and
an increased effective level of spellcasting.
Paths of Prestige errata page 1 wrote:

[b]

Winter Witchcraft: Levels of the winter witch prestige
class stack with witch levels for determining when she
learns new hexes, the effect of her hexes and other witch
class abilities (including archetype abilities), the abilities
of her witch’s familiar, and the level at which she can select
major hexes or grand hexes.


A question

Spoiler:
1• Would a PC's animal buddy trigger the ghost bites just by walking in the maze? This would pretty much automatically kill them, since the minimum travel time is 1 hour.


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is there a version that has each faction on a single page like previous seasons, instead of split?

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My biggest issue would be if player 2 uses player 1's tome to permanently get the bonus beyond the scenario. That's the same as giving another player an item.


Same here :-/

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