Pathfinder General /pfg/

Pathfinder General /pfg/

Tell me about your favorite custom magic item.

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forgottenrealms.wikia.com/wiki/Maztica_Campaign_Set
forgottenrealms.wikia.com/wiki/Maztica
d20pfsrd.com/bestiary/monster-listings/fey/gerbie
d20pfsrd.com/path-of-war/classes/warder/#TOC-Extended-Defense-Ex-
paizo.com/pathfinderRPG/resources
d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/chirurgeon/
d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4/#table-glasses-metals-and-woods
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>custom magic item
Is there any GM in the world who allows this?

GMs that make them

Great GMs not only allow them, they make them for their players.

I've made some custom staves before, though the rules are annoying and some of the best ones are grandfathered in. You can't do spherical wall of force unless you're stealing from a 3.0 staff of the magi, and there's no rules for unusual areas of effect, apparently...

So I feel somewhat bored with my character already. I'm an Oracle with the Dark Tapestry Mystery and I only know Bless, Barbed Chain, and Divine Favor. I regret taking Divine Favor because I already cast Bless, and taking another turn just to get another +1 sucks because by then the combat is almost over. I'd be better off just attacking then. I don't know what I expected, it was obvious it'd be this way but you know, hindsight and all that. The character is super reckless so I'll probably be making a new one in the near future.

Heh, oracle has foresight but not hindsight.

Seriously though, I'm sorry you're not enjoying your character, but you could retrain them instead of killing them?

What are the rest of the PCs running?

I will, once my players start making items.

>try to automate crafting economy through the use of a spreadsheet
>turns out i'm doing all the math wrong and i'm charging more or less arbitrarily, when with pen, paper and calculator in hand i get the actual prices much quicker

god damn it

How does retraining work? I'm newish to Pathfinder. Also I'm not really trying to get her killed, it's just how the character is. She uses a heavy mace and has power attack so that's usually the bulk of my turns past turn 1.
Reincarnated Druid, Scarred Witch Doctor Witch, Fighter, and a Swashbuckler. If my character does end up dying, I'll make either a Blood God Disciple Summoner or an Impossible Sorcerer. Probably Sorcerer.

Reposting on the new thread to clarify that this feat didn't add a spell point cost.

Any enemy mage can mind control you to use those extra 10 rounds to kill your teammates, or do other things.

There's a lot of stupid bullshit in this image, but I'd especially like to point out the dumb nature of a sword having a battle mode, implying that the other mode isn't for battle.

The other mode is for transport, Satan. It's easier to carry around in his harness when it's a smaller size.

Not that I disagree -- it's fucking stupid as hell -- but I think the implication is not-battle-mode is for idling. Maybe it's easier to carry before you turn it on and give it a blade boner?

Goodbye, boots of speed ;_;

Seriously though a +2 difference to all saves against 10 rounds of haste is fucking ridiculous and i feel cheated

I’d say you should talk to the GM, maybe just retire your character in some way that lets them exit stage right. A death should add to the story.

Why do you want to make the Summoner or Sorceror?

Why is there not some PoW weapon enhancement that gives some sort of specific maneuver 1/encounter? That sounds like it could be cool to flesh out magic swords with, and let non-initiators do some things with PoW, Please don't just shit on PoW for being PoW.
Only shit on this idea because it's bad.

I like the idea of the Summoner because I can have a badass pet aberration, and with the Blood God archetype I get some good buffs to my pet, myself, and my allies if I choose. Impossible Sorcerer would be fun because eventually I'll make a pet, and I can also make magic items much more enjoyable easily for myself and others. Plus, I get more offensive spells.

I'm working on a homebrew campaign where firearms are fairly common. I've never played in a campaign myself where guns existed though.
What are your experiences with them in play? Any advice, tips, or stories?

Talk to your GM about Crafting that stuff. Some campaigns won’t allow it, since they may require people be in the move often, as was the case in my campaign.

Let me ask you a question:

What role would the Firearms play in your setting?

user's campaign sounds fine to run in PF to me. Soul Calibur has a pretty neat premise, and I loved the dungeons of Golden Sun.

I'm going for a sort of "New World" type feeling. Firearms, to me, seem like they'd be a fun and fresh way to highlight the difference between the PC's civilization and the frontier barbarians. Plus, shooting a high-and-mighty-I'm-better-than-you elf in the face with shotgun sounds very funny.

Also, no one around me is even interested in playing a game with firearms and I really want to explore it.

Have you looked at Song of Swords?

I think we’re getting somewhere now. Ask yourself questions about all that.

>New World feel
What is the Old World like that lead to the creation of firearms and not Gatling Wands?

>Shooting an Elf
Why are there Elves in the New World AND why are you shooting them?

I have not, I'll check it out.

Since they're supposed to be better than you, I suppose they're aztec elves.

It'll be a bit alien to you if you're used to D&D or narrativism, but it's based on historical combat, including late medieval and somewhat into the renaissance period, so firearms are pretty prevalent alongside non-firearm weapons.

Build on the !Aztec Elves. Give them a bit more on their deities.

One neat thing, the Aztec were brought down because they had a lot of enemies willing to work with the Spaniards. What types of Elves would join up in this setting?

It's either worth a trait (Combat Training) or a feat (Martial Training) at 1st level. Maybe you could make a series of Ioun stones or something that lets you do it. Access to higher level maneuvers require an exponentially more costly Ioun stone.

It might be easier to just let the non-Initiator take the Martial Training feats.

>What is the Old World like that lead to the creation of firearms and not Gatling Wands?

Everything is still very much a work in progress at the moment. Firearms are the great equalizer and in a world of magic and dragons the common fighter on the field is woefully outclassed. It can take a lifetime to become deadly with magic and other esoteric arts but a man can be made into a skilled marksman over the course of a summer. A hundred men with spears against a dragon isn't a fight, it's brunch. A hundred men with rifles fighting a dragon is something to see though.

>Why are there Elves in the New World AND why are you shooting them?

Well, they're shooting at elves because I don't like them as a race. From a story point however they are simply trying to defend their homes from the invaders.They where in the mountains first and laid claim to them and as far as they're concerned the plains people have no right to bounty of their forests or the metal in their hills.

I'm reading through the beta rules right now, seems like fun so far.

The elves I have in mind are more along the standard Native American type at the moment. I'm going to mix some other influences into the pot once I really get to working on them.

Aztecs are pretty standard, man. They were the first big empire to have a war with European powers.

If you're bored as a Dark Tapestry Oracle, you're going to be falling asleep attempting to play an Impossible Sorcerer.

But seriously, you're still level one. No class is particularly fun at level 1. Just wait until you get Many Forms, and then you'll be able to turn into monsters and eat faces.

Sure but it's not as fun for me to just port a standard civilization. I like to make it my own if I can. Maybe they'll be Aztec based but I might stir in some Korean or Egyptian influences until I have something relatively unique.

I had a cursed magic item lined up for a campaign set in Cheliax that identified as a +4 Belt of Dexterity, but also had the "side-effect" of giving the wearer the form of an Imp.

The campaign died before I ever had a chance to use it, but I still think it was the favorite item I ever cooked up.

Look to Maztica for some ideas.

>forgottenrealms.wikia.com/wiki/Maztica_Campaign_Set
>forgottenrealms.wikia.com/wiki/Maztica

>it's another HUMANITY FUCK YEAH episode
>everyone else is either impotent, pure evil, or both
>endless hours of shooting everything in the face while sucking down burgers and waving a flag
Zarus pls

Are there any interesting mounted classes you anons can suggest? Right now I am thinking of genning a character for a one-two session one-shot so I decided to not use any of my more complicated ideas.

Restriction is that the mount must be resistant to cold weather since it will take place in a cold area, right now I thought of wolves and bears as possible choices. I would rather not do Cavalier though since I dont want to just shove pointy sticks at people

Paladin.

Something less standard than that please

Paladin with an archetype

Warpriest and Harbinger have archetypes that get mounts.

Core Rogue with Animal Ally
:^)

Was there a way to make undead immune to channel positive energy? I could have sworn that I read something about it but I don't remember.

Ring of Positive Energy Protection, from the Planar Handbook (3.5).
>Strong abjuration; CL 12th; Forge Ring, positive energy protection; Price 72,000 gp.

Inquisitor with Chivalry Inquisition.

Most decent GMs are at least willing to discuss the idea, unless you're just blatantly powergaming.

How terrifying a CR 4 monster is the gerbie?

d20pfsrd.com/bestiary/monster-listings/fey/gerbie

>Aura of Friendship (Sp): Any creature within 60 feet of a gerbie must succeed at a DC 18 Will saving throw or have its attitude adjusted to friendly toward both the gerbie and any other creatures currently within the aura’s area of effect, as per charm monster. This positive attitude toward other targets of the ability lasts for 1 day after leaving the gerbie’s aura. A creature that leaves and reenters a gerbie’s aura can attempt another saving throw. A creature that successfully saves against this ability is immune to that gerbie’s aura for 24 hours. Being attacked by another creature within the aura (including the gerbie) immediately ends the forced friendliness toward that creature and prompts a new save against the aura, with the standard +5 bonus for being threatened while charmed. The save DC is Charisma-based.

>Charmer (Su): A creature targeted by the gerbie’s charm monster spell-like ability does not receive the +5 bonus to its saving throw if being attacked by the gerbie or its allies. This does not apply to the aura of friendship ability.

>Forget (Su): A gerbie that makes a successful touch attack on a creature can cause it to forget something, as if it had failed its saving throw against modify memory, save that the effect is immediate and the gerbie does not need to spend time visualizing the modification.

A gerbie can charm people with disturbing ease for its CR. In fact, the people in its aura are charming each other and can give orders with opposed Charisma checks. A gerbie can also make people forget memories with a touch attack, no saving throw allowed. Given time alone with a gerbie (presumably while charmed and ordered around with opposed Charisma checks), a gerbie can wipe clean any pesky memories a victim may have.

And a gerbie is completely innocent due to being chaotic good.

I guess this fits pretty well into all that mind control fetishism garbage your games are about

The Gerbie is the one monster my Shadow Dancer fears.

no bully

>And a gerbie is completely innocent due to being chaotic good.

More accurately, the gerbie would not willfully perform harmful deeds because it is chaotic good.

Gerbies are the fey of interspecies empathy and communication, devoted to fostering harmony and friendship. They abhor violence, and attempt to prevent it by granting adversaries the ability to talk to and understand each other. When that doesn’t work, gerbies see nothing wrong with direct magical intervention, either forcing the foes into friendship or causing creatures to forget whatever painful memories made them want to fight in the first place.

While the adorable gerbies can make excellent friends and companions— helping further diplomacy, translate documents, and throw parties—gerbies often see it as their duty to “protect and correct” soldiers, rampaging monsters, and others whose professions involve violence, which can lead to no end of hassle for adventurers looking to slay their way to glory. In such situations, the best answer is usually to humor the gerbie until it falls asleep or gets distracted, then slip out of its friendship aura and flee quickly.

While gerbie settlements tend to be idyllic places, full of laughter and huts built from hollowed-out mushrooms, many gerbies feel called to wander the world teaching other creatures the value of friendship. Though they understand that some creatures need to eat meat to live, gerbies themselves are zealous advocates of vegetarianism.

A typical gerbie is 3 feet tall and weighs 20 pounds.

Still going to get in your way.

I was thinking about how to stat the main ability of pic related, and I think I've come up with an idea on how to word it within Pathfinder's general ruleset. Keep in mind, this isn't meant to be for anything or even particularly balanced, this is just how I could see it working in tabletop:
> Paw Paw Repellent: You may repel attacks using an Attack of Opportunity

> Benefit: When you are being attacked by a melee or ranged attack you may use as many Attacks of Opportunity as you have available to repel the weapon or opponent. This manifests differently depending on the type of attack being repelled. In all of these cases the user must first outroll their attacker's to-hit in a similar manner to a Swashbuckler's Parry ability.
> Ranged Attacks, Rays, and Line Effects- These attacks are reflected in a random direction back in the general direction of the attacker, to determine what direction roll a 1d3, with 1 and 3 being a 45 degree redirect in either direction and 2 being fired straight back at the attacker. If the projectile or line attack would hit another creature make the attacking creature roll their attack against that creature instead.
>Melee attacks with Manufactured Weapons- Make a CMB attack against the attacking creature, if you succeed the repelling force disarms the opponent of their weapon. Even if the CMB is not successful the attack is still parried.
>Natural Attacks, Unarmed Strikes, and Charging- Make a CMD check using the attacking creature's own CMB score, if successful the creature is moved away from you a number of feet equal to how much the check exceeds their CMD score. If the attacker charged the user, add the number of feet moved in the charge to the number of feet the creature is redirected back.

> This ability cannot be used against Area of Effects or targeted effects that do not require an attack roll against the user of this ability.

Chivalry Inquisition Cavalier.

It sounds like a high level Warder using Extended Defense.

>d20pfsrd.com/path-of-war/classes/warder/#TOC-Extended-Defense-Ex-
>Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place of a saving throw.

The Warder has to have nothing but counters readied. I don't remember the appropriate counters that match the effects you're describing.

Thanks

Man guild wars art is so pretty

I figured a similar ability could be found in PoW, that was just me trying to recreate the effects found in the manga to the best of my abilities.

Sohei, they can get Mounted Skirmisher at first level

>near identical
Personal trial works against every alignment though, and my GM is very moral relativism one, so almost nobody is evil in his games

>Irori Paladin
>Can't into Irori Champion
Paizo is full of retards

Did the FAQ/Errata page for Ultimate Wilderness come out yet?

So you want to play a mounted character, but don't want any of the classes that are actually good at it due to either being designed that way, or having features that give you a consistent scaling mount (because actually buying/training mounts is quite bad)?

Well gee user, that's kind of like saying "I'd like to be a caster, but don't recommend me any casters".

These classes are "standard" recommendations for a reason. They do it well and easily without huge amounts of fiddly bits which is *gasp* quite good for a character that will only be played in a few games.

Fine. Play a goblin alchemist with winged marauder, blazing torchbearer, internal alchemist and vivisectionist archetypes (yes they all stack). Then figure out how shit works yourself.

>paizo.com/pathfinderRPG/resources
No

Which one is better? A two-handed barbarian or a dual wielding one?

Dual wielding is almost always a trap unless you've got a free feat tree for it (or literally more fucking feats than you know what to do with) and a ton of bonus damage / dice from somwhere.

Barbarians don't have that... so take a guess.

Two-handed is pretty much always better(unless you're getting TWF as bonus feats, like Ranger). It can deal more damage, but at the cost of basically all your feats(and doing shit all unless you can stand still and full attack - granted, this is a problem with all Paizo martials to a degree, but TWF suffers worst) it isn't worth it.

Two-handed

>Fewer feats
>More expensive to enchant two weapons

How do you build a vivisectionist?

How useful is Shield Bash?

very carefully
or just take beastmorph mutagen, throwtanglefoot/tangleburn bags and scratch them to death
very mediocre

Is there anything good in ultimate wilderness? It's nigh impossible to find any info except for 9000 posts of 'shifter sucks'.

some of the magic equipment is fine, with one amulet being completely fucking ridicolous for wildshape druids

I'm level 3 right now. What should I turn into?

The magic plants are cool. Not good but cool...then again, I enjoyed the shit out of the Shadowrun 4e book Parabotony and that was all about magical plants.

Some of the archetypes are neat and we now have Ooze Form spells, so it's not a total loss.

>When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).
>d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/chirurgeon/

Is this meant to be used like spontaneous casting in reverse?

Which one is that? I see only guiding scarab.

the one that lets you burn spell slots for natural weapon enchantments

I got a polymorph mask

It's great and I'm hoping the GM will allow me to add the Mooncursed "Hybrid" Transofmration ability to it in the future so I can become a monstergirl

Hey, how big is the .pdf and how soon can it be cleaned, user? Is Troubadour as busted as people say it is? Is Sage worth the time? Is Prodigy a shit?

I expected mouse/gerbil-like appearance but I was not ready for the dress.

I thought we were suppose to get the Shifter hotfix like a week ago. Oh well. I don't actually have any expectations or hopes for it, I'm just kind of watching things burn.

After seeing a couple TWF characters (one a STR-based Ranger, the other a DEX-based Unchained Rogue, both reaching around level 7 or so) that were both pretty bad, I'm beginning to think TWF is actually just awful. Admittedly, a lot of what made them seem to suck was unique context, but the -2 to hit on top of lagging behind with enhancing your weapons since you have to pay for two of them really shows in your accuracy and the extra attacks don't feel like they make up for it, even if you have things like favored enemy or sneak attack to stack on.

More specifically it lets and wildshaper with casting (did Paizo forget they had just made the Shifter or something?) burn a spell slot of up to 4th level to gain an enhancement bonus equal to double the spell's level to all their natural attacks for some amount of time. I can't recall if it's one minute or five. The item's name was something like Beast Talisman, I think? It seems really stupid to be able to bust past the normal +5 enhancement bonus limit, I expect the item will eat a nerf. In this case, I'd say it's a well-deserved one, although knowing Paizo they'll go too far in the other direction and make it complete trash.

I'm looking for the value of a silver goblet.
I can find magic versions of it, but nothing mundane (mostly as loot to sell anyway)

Go by weight, then add some extra depending on how well-crafted and elaborate it is.

Being a mundane item, its value would mostly depend on ornamentation and craftsmanship. But being that 1 pound of silver is worth 5 GP, I'd suggest that unless it's a really fancy goblet it wouldn't be more than 10-15 GP

How is the Slime Savant archetype for the Scholar? After the disappointment of the Oozemorph I need some good slime related news.

mhm assuming it's a rather small one, not even 0.5lbs (300gr). Is there like a price of silver?
Where did you find that rate?

>Is there like a price of silver?
50 coins to a pound. So 1 pound of silver = 50sp.

I've been toying with an idea I can't make work. Get a small witch and wand after wand of reduce person. Make yourself tiny and jump on the back of your goat familiar.

Or any class that gets UMD and an animal ally.

I figured it from the weight of coins, like suggested. But you can also see that value is what's listed for raw silver on this table of prices of trade goods:d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4/#table-glasses-metals-and-woods

Ah thank you. I'll need that one a lot

Also, you could burn another feat on undersized mount instead and then find ways to increase your goats carrying capacity(muleback cords for 1k) instead of using reduce person. Or, even better, burn the feat, take the spell+permanency and then ride on the back of your tiny dodo chicken familiar.

I should make a point that this is altogether a terrible idea as it puts your source of spells in direct line of fire (a stone familiar might protect you a little from losing spells for 6k). You have to spend at least one feat if not two (mounted combat) just for a lark.

Since familiars always make me think of improved familiars, my favorite among them being ones that can turn invisible (imps, fairy dragons, etc), this makes me think about riding around on one of them instead. If your mount turns invisible, you're still completely visible, right? Just looks like you're floating in a weird position?

Also eventually you could Permanancy Reduce Person, which would probably help out.

Is there a way to have gaseous form in spheres of power?

I've never received anything crazy cool, but others have gotten some neat shit. A chakram that, when spun before releasing, can act as a Fireball when it hits its designated location. Cool armor and swords. An airship.

>Permanency
Yeah, for sure.

I love a lot of things about reduce person. For example. Precision damage and spell damage aren't affected, just weapon and str mod. However, thrown weapons damage dice are NOT AFFECTED. Similarly, speed is unchanged. Halflings can trade a racial +2 acrobatics/climb for +10 speed and even when tiny they would have at least 30ft move speed.

...
I'm thinking a little bit about Ant-Man/Wasp now. Are there any spells that increase/decrease size category by 2?