Paizo Games General /pgg/

Paizo Games General /pgg/

Brawler Edition:
How well would your character fare if he was stripped of all his gear and thrown into the ring?

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Old Thread:

Other urls found in this thread:

drive.google.com/file/d/1mqawllBh142wrtTUuKtR5zpKHo0as6Ik/view
paizo.com/paizo/faq/v5748nruor1hj
paizo.com/threads/rzs2uuob?Changes-to-the-Shifter
youtube.com/watch?v=8ASb6jf-s74
youtube.com/watch?v=Af1OxkFOK18
youtube.com/watch?v=Yg6bZSM48vU
twitter.com/AnonBabble

> How well would your character fare if he was stripped of all his gear and thrown into the ring?
Well he's a Monk, so he should be okay. Won't do as much damage without his Orcish Horn Bow, but he'll manage. At least he'd manage better than my Intimidation Rogue did this campaign...

Do animal companions and allies from the beastmastery sphere count as gear?

Is the Trap Sphere any good? Or am I better off taking something like the Scout Sphere for a vigilante type?

How do Associated Skills from Path of War work? Do you gain all of the ones from the disciplines available to you as class skills, or only the ones from disciplines you actually have maneuvers from?

I want to build a Psychic Sorcerer/(Anti)Paladin focused around spells like Storm of Blades and Telekinetic Volley, what kind of feats should I take? Metamagic obviously, Psychic bloodline gives me a couple luckily. Probably not Spell Focus though since none of those spells seems to fall under a specific school.

no, they're creatures not items

If you have access to the discipline, you get the associated skill as a class skill even if you don't have any maneuvers from it.

So with this in mind
>When selecting an archetype that trades an available discipline for another, you also gain the new discipline (or disciplines’) associated skills as class skills. Unless otherwise noted, you do not lose the traded disciplines’ associated skills, and an archetype that allows a character to choose from more options when gaining a new class feature (such as the brutal slayer stalker’s additional stalker arts or the bushi’s bushidos) is not incompatible with other archetypes that add similar options.
does that mean that taking an archetype that gives you new disciplines gives you more class skills than the class without an archetype would have?

Usually yes.

Jokes on them, he has no gear and had to take Improved Unarmed Attacks because in the campaign there are no fucking items unless you are a caster who gets all the goodies because the GM came out and said that he dislikes martials because they are boring and thus punishes them accordingly to educate his players on what's fun. And because of that he'd wipe the floor with whatever would come out of the gates at him.

Incidentally I am taking suggestions on whether I should use thermite to destroy his minis or napalm to burn his apartment with because just being an adult and leaving the game after telling the guy that he's an asshole isn't enough for me.

Thermite his minis AND dice

Bake his dice to roll 1s and ask him to roll in the open

I am planing to print all monster cards that I made...

That gives me a very Shakespearian idea:

I will make dice out of his minis and swap them with his normal ones and do the grand reveal when he rolls a one. Also hire a black dude to fuck his wife.

do it fag

calm down, Iago

Titus Andronicus, not Iago. If I was Iago, i'd bank on him being an idiot along with the rest of the cast before I make him murder his wife.

Sorry for wrong board...

But I am making Starfinder monsters too... still in process...

...

Most of the fiends have some kind of a mechanical niche or gimmick that they follow, such as rakshasha being sneaky bastards and manipulators, asura being all about killing you and being way too powerful for their CR and oni being natural magus' and straight combatants. But what exactly are the mechanical gimmicks that all demons and/or devils share between their subtypes or do they not have any because they are the only ones that get any attention from the bestiary writers?

Depends on whether she can add Shocking Grasp damage to her unarmed strike rather than her shield bash.

I kinda miss playing her.

would it be powergaming for my level one gnome wizard to select a +6 ring of physical dominance for his bonded object?
If I had the ring my stats would look something like this
STR 17
DEX 17
CON 20
WIS 17
INT 19
CHA 18

how do you get that much money

Wizards begin play with a bonded object at no cost

yes, because you don't have a +6 ring of physical dominance at level 1

...

Poorly, she's a monk but she uses a monastic bow. Her monk damage only applies to the weapons of her dojo. With a bow though, she can put your eyes out from miles away.

I'll answer this once, the bonded object is an unenchanted ring, you can simply add magical effects to it as if you had the Craft Ring feat once you reach the prerequisite level that you would need to get to that level. You can't take an already enchanted ring.

Except that at character creation the bonded object is masterwork quality, not magical. You'd have to make it magical or change your bonded object later.

ah thank you

WEre any of the animal companion feats or archetypes in Ultimate Wilderness any GOOD, anons?

I'm looking at picking up an animal companion. What are my new options?

He's an alchemist(ragechemist)/psychic(mutation mind)/Urban Barbarian. He'll show up high af and then kill shit with his 34 strength.

>34 strength
please explain

Do I need to count familiars when I do initiative checks? I know animal companions count but I've always been fuzzy on the specifics for familiars.

I'm working on a Druid that uses natural attacks. I was going to go Tiefling, with claws, and take the Saurian Shaman archetype. So I'd have two claw attacks from the racial, and two claws attacks from the Saurian Shaman when transformed. Would that give me 4 claw attacks? Or do these not stack? The thing with the Saurian Shaman is they only are available for attack while grappling. So I'd have two claws and a bite while transformed, and if I grapple, I'd have four claws and a bite if I take the Deadly Grappler feat, right? Natural attacks are somewhat confusing. Do I need four limbs to use my four claws? Can I put claws on my hands and on my feet?

Not him, but +4 from rage, +4 from bull, +4 from mutagen, +2 size and let's say the starter is 20 for the sake of the argument.

You'd have 2 attacks non-transformed and 2 attacks when transformed.

Game was point buy, I put most of my points into strength, getting me to 18. Half-elf racial bonus was also put into Strength getting me to 20. Alchemist Mutagen adds +4 alchemical bonus and the Ragechemist archetype upgrades that to +6, getting me to 26. Psychic's mutation mind archetype gives up my 1st level phrenic amplification for "physical mutation". As a swift action, I can gain a +4 enhancement bonus to Str for [classlevel] minutes per day. With that swift action, I'm now at 30. Urban Barbarian lets me rage and gain a +4 morale bonus to Strength. This gets me to 34.

TL;DR: 18base+2racial+6alchemical+4enhancement+4morale=34 strength at level 3

RAW yes,

did they ever release that pow errata to fix low level damage output?

Generally, yes. Delivering touch spells through a familiar, or having a familiar with hands UMD a wand is fairly common.

How come? Also I can't put claws on my character's feet then?

PoW has been errata'd, but not to fix the damage. The damage will always be ungodly unless your players build around it, that's just a fact of life.

Because you didn't read how your spells work, you ignorant wannabe munchkin.
>While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

Nevermind, I'm the one who didn't read. I assumed you were talking about wild shape.

Regardless, you can't put claws on your feet, no. I mean, you can try, but any GM worth his or her salt is going to look at you for the munchkin you are and tell you to fuck off.

I suppose by RAW you could have the Saurian Shaman's transformation allow claws to grow from your feet, but you'd want to run that by your DM.

Usually natural weapons are limited to one-per-limb.

Everyone in the group is doing their best to power game so I just want to be able to keep up. I'll see what my DM says about it.

Old spice published a new class. Called the gentleman.

It is silly
drive.google.com/file/d/1mqawllBh142wrtTUuKtR5zpKHo0as6Ik/view

It's absolutely swamped so I haven't been able to get it to load past page 2, and downloads are well past exceeded.

You're already a ninth level caster, no need to powergame further.

Among the gentlemans class features are

>Strong Convictions (ex): Gentlemen are very
confident in themselves and their abilities. Starting at 2nd level, if the Gentleman critically fails an intelligence or wisdom check, he is fed a falsehood that he will strongly believe no matter who tries to talk him out of it. Even if that person is a genie or something.
>At 9th level, once the Gentleman’s ego is in full bloom, if the Gentleman rolls a critical success on an intelligence check, the GM must share one very personal secret about themselves with the player.

>Something Dumb (sn): The Gentleman possesses some amazing powers. This is not one of them. Starting at 3rd level, once per session, the Gentleman may change one thing in the game that has no effect on actual gameplay and the GM must allow it. If that’s confusing, here are some examples. The Gentleman may: put clown shoes on a party
member, turn a troll’s hands into hard-shelled tacos, turn all the plants a beige color, etc. These effects last for the duration of the session.

>Matrimony (ex, sn, sp): At 15th level, the Gentleman may propose marriage to one humanoid monster of equal or lesser CR that he encounters during his travels. The player must speak the proposal aloud and then must succceed on a DC20 Fortitude saving throw for the porposal to be accepted (refer to the table below for modifiers).

>PoW has been errata'd, but not to fix the damage. The damage will always be ungodly unless your players build around it, that's just a fact of life.
fuck.

Has anybody come up with a reasonable way to reign it in? adjusted numbers and such?

bah formatting.

> Gentlemen follow a strict code
> Alignment: Any
Send it back.

>Bunch of spergs on twitter claiming it's for 3.5e and not pathfinder
You can instantly tell who doesn't play ttrpgs

I mean it seems like it can work for 3.5, PF and even 5e.

Having players in your group that aren't powergaming nutters and can understand what is an isn't an appropriate amount of damage to be dealing per round, and choosing their abilities accordingly.

It's not for PF either, unless they added Wisdom saves recently to the game.

are you serious

> Something that works for 3.5/PF and 5e simultaneously

I... yeah. I keep reading through it and it seems to switch systems every so often. But the skills line up with Pathfinder, along with most of the other abilities.

She's a second level tiefling rogue with claws, so at least it's not as big a step down as losing tons of magic gear, but she'd still rather fight from range or drop traps across the battlefield.

Yes. I am entirely serious.

>I’d Take a Bullet for You, Man (sn): At 6th level, and during an ally’s or enemy’s turn, as a reaction, the Gentleman may dive between the ally and the enemy’s attack, taking half damage. The Gentleman may dive from any location within sight, but must remain in his new location. Gentlemen may use this feature once per day. At level 15, the Gentleman becomes the king of chivalrous deeds and absorbs the blow entirely without taking damage and probably eating a snow cone while he is doing it.

>Pleasurable Smells (sp): At 7th level, pleasurable aromas emerge from the dry localities of the Gentleman’s body. Once per day + your Gentleman level, the Gentleman may heal a companion 1d6 health or 1d12 nose stuff. The recipient must be within smelling range (GM’s discretion).

>Wolfdog (sn): At 11th level, the Gentleman gains the ability to transform into a wolfdog and obtains all the creature abilities of a wolf. The only difference is this particular wolf can talk and ace any difficult business situation. The Gentleman cannot return to his original humanoid form until he is brought to zero hit points.

>When wearing the red, legless pantaloons, the Gentleman gains a +5 constitution modifier and can shout longer.

>When the Gentleman gets this new, level 17 haircut, all other characters in his party immediately gain an extra level, and there is nothing the GM can do about it.

>At 20th level, the Gentleman ascends to a higher plane of existence, becoming a being of pure energy. The Gentleman loses all skills, attributes, and abilities. The Gentleman may privately communicate with the GM to make anything explode at will.

I forget but maybe you or another user recalls, who published that Manly Man class awhile back?

Gentleman class PDF uploaded.

Remember, even though it's labeled "Gentleman" you can play a gentlelady.

yeah, i dont know anybody like that. the only way that would happen is if i went through everything and made an exhaustive banlist.

i know power gamers and people with no ability to judge power who just choose what looks cool and then the power gamers look over their shit to ensure its actually functional.

Errata coming soon to edit the "opposite sex" clause so you can also play a gay gentleman.

Two new archetypes in the works after that. Ultimate Wingman which allows you to allocate your gentlemanliness to others and the evil only archetype, the Chad, which let's you act ungentlemanly without incurring penalties at the cost of fashion sense.

... A gentleman actually makes an excellent cohort with their defensive abilities, especially to a caster where they can just immediately initiative swap them. If the caster has crafting feats the catch phrase can bump up their skill check DC's fairly reliably.

It's not the best thing ever as it's a silly class but it might potentially be useful I guess?

How does stealth against blindsense with dampen presence work?

Let's assume you're invisible. Do you get +20 do your stealth check (from invisibility)? Do you need to find cover from vision to try to stealth?

I can't tell if you're being serious or not

>the chad
>having bad fashion sense

virgin statement desu

Cover also grants protection from Blindsense most of the time, as Blindsense works with line of effect. What Blindsense would do is if you were fighting something that couldn't see you through other senses (say a Gelatinous Cube, or a blinded Dragon), you could use stealth in plain sight and you would be hidden from the blindsense part of their abilities. If you were fighting a normal dragon then they could just see you of course, but then you can use Invisibility to counter them (which normally would fail without dampen presence).

I hate you

This: is serious, according to their twitter.

This: is probably a joke.

He isn't, but with a little bit of work the Gentleman could be turned into something serviceable.

Baseline I'd:
-Rework punchline to be a bit closer to hypnotic stare from mesmerist.
-slow the catch phrase progression (1d6 +1d6 per 4 levels instead of 3)
-Scrap strong convictions, something dumb, wolfdog, new haircut, and being of pure energy. Not sure exactly how to replace.
-remake wardrobe+bachelors/mba+matrimony as a recurring feature similar to vigilante social talents.
-rework pleasant smells into a channel energy / lay on hands type effect
-nerf/tweak after you somehow
-give them a more interesting suite of defensive abilities based on I'd take a bullet / on a horse.

So overall, sort of a goofy blend of paladin, mesmerist and vigilante.

hahaha same.

Thanks
How does blindsight interact with mirror image or blur?

Normally Blindsight would see through it, though I think it's up to your GM how it would work with something that can see the mirror images if you have dampen presence..

Can I improve my buffstacking action economy by using travellers hookah to vape extracts as a move action while using my standard action to chug another one? Can I do this with alchemical allocation to copypaste potions and elixirs in one round instead of two it would usually take?

sure man whatever its like a game and shit yo. 420 blaze it.

There's already a feat to make potions vaporous, in addition to volatile vaporizers.

Paragon Surge has to always choose the same feat. Does that also apply when your second casting of the spell was only recently filled after taking 15 minutes to prepare a spell in an empty slot?

IIRC it always has to be the same feat in the same day. IE, if you cast it once, pick any feat, but the second time that day you cast if you must pick that same feat. If you cast it again the next day, you can pick any feat again.

Sorry I meant blindsense. Not sure if that makes a difference though.

Mirror image specifically states that it has to be seen. Wouldn't blindsight or blindsense apply to that?

Yeah, that's what it says but I figured that it might be different if you prepare the spell with different intention or something.

I'm playing a Divination Specialist Wizard, and always get to act in the surprise round on account of Forewarned. Is it worth it to have my character and the other PCs all take the Lookout feat? I think it's probably worth it (and so do most of the other players) but we don't expect to have feat slots free for it until around level 13 (we're level 8 now).

As a sorcerer? About as well as usual so long as he isn't punched in the face.

Do hunters just not gain anything at level 16 or am I missing something

Paizo is updating the Shifter: paizo.com/paizo/faq/v5748nruor1hj
They're pretty much using this thread as a suggestion box/playtest thread in order to fix the class: paizo.com/threads/rzs2uuob?Changes-to-the-Shifter

Changes so far:
-Shifter's Claws: At 3rd level they also count as magic:

-Wild Shape: A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.

-Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

-At level 18, the shifter now gains both A Thousands Faces and Timeless Body, as the druid abilities of the same name.

-At level 20, the shifter can use her major and minor forms at will.

>5+Int skill ranks/level
REEEEEEEEEEEEEEEEEEEEEEEEEEEEe

She can just summon her weapons and armour again, so it's not a big hiccup.

Following a code in of of itself doesn't make you Lawful. Lawful Characters are autsitic about laws and organizations. Just having a personal code of conduct isn't enough.

Fuck man, Anti-Paladins have codes.

>Pleasurable Sniff
Terry Crews and Isiah Mustafa confirmed for Iconic Gentlemen?

youtube.com/watch?v=8ASb6jf-s74

I mean... yes?

They have wardrobe features about red legless pantaloons and shouting. and towels.

They need something to do with experience or gold though

youtube.com/watch?v=Af1OxkFOK18

and performances.

youtube.com/watch?v=Yg6bZSM48vU

Is there a class with an archetype so obviously better it's no contest?

primalist bloodrager?

Psychic Armory

Zen archer chained monk
Urban barbarian
Technically, Instructor wizard is a straight upgrade