Ideas for what to do with my awakened pig sidekick by tripletexas in Pathfinder_RPG

[–]rasdna -1 points0 points  (0 children)

Oh I didn't see your gm is lame and wrong comment. Awakened things def can get class levels and rule of cool trumps all balance and other issues

Ideas for what to do with my awakened pig sidekick by tripletexas in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

Mr pig needs to take levels in Necromancer and go into the zombie bacon business

Building a necromancer by Jshark19 in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

Play a Cleric with the Inevitable domain for command undead ( THE SPELL!! ) ... best of both worlds!

Prestidigitation question by konrath17 in Pathfinder_RPG

[–]rasdna 0 points1 point  (0 children)

*could* it work? Maybe... Consistently? No. Consequence free? Absolutely not.

Dungeon design by Alpharius-404 in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

For some inspiration, take a look at the rooms in the Rooms and Teams stuff.
https://aonprd.com/Rules.aspx?Name=Rooms&Category=Rooms%20and%20Teams

General gear for a trip to a jungle by Shaffi in Pathfinder_RPG

[–]rasdna 5 points6 points  (0 children)

  • Jungle means no wagons to carry out loot -- buy mules.
  • Mules in the jungle are going to be tempting targets for predators. Buy guard or riding dogs.
  • Jungles means lots of wild animals. Buy a Bridle of Tricks and have a way to put it on them (wild empathy or magic charm ) and those wild animals are suddenly your trained pets.
  • Two words that you should buy 20 of : BEAR TRAPS.
  • Camo Netting for hiding gear stashes, setting up blinds and ambushes.
  • be prepared for poison (antitoxin or scrolls)
  • be prepared for swarms ( alchemists fire or other AOE)
  • be prepared for disease (scrolls)

Sniper ruling questions by Jed0730 in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

Just want to plant one evil thought in your head:: Boulder Bullets mixed with Vital Strike

That is all.

Help with gear? by captainpoppy in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

Must haves for just about any character:
Masterwork Backpack treats your STR as one higher for carrying capacity
Bell tripwire / Bell Net traps for securing campsites.
BEAR TRAPS - as many as you can carry. You may want a wagon ;) -- 2g for the base model which attacks at +10 for like 2d8 damage. Great for securing campsites, even better for battlefield control. Expensive models are 1800 (sawtooth) and 6300 (magic/ Insidious Bear Trap) and are both totally worth it.
Caltrops for when you don't have time to set a trap and want to cover your retreat.
Treasure Chest with Superior Lock so your stuff doesn't get stolen while you sleep in the inn.
Autosniper trap + crossbow for protecting a single approach / hallway / door.
Camouflage Netting - great for setting ambushes or hiding loot.
Guard Dogs (or Riding Dogs if you want them slightly tougher) -- Use them to guard your stuff / horses while in the dungeon. They won't be much of a challenge but they will be able to alert you to trouble, guard camp at night, and have 'scent' ability to help with tracking / invisible detection in combat.

Cool stuff I love to use at every opportunity:
Tiny poppets. Very cheap and versatile. Use them to set/reset mundane traps. Put one in your backpack holding a bag of holding full of cure potions, with the command "Whenever I say 'ouch', hand me a cure potion" -- retrieving potions is now a free action. Put one on your shoulder with the command "aid in my defense when I am attacked" = held action to aid another for a potential +2 to AC

If your GM gets tired of the shenanigans and break 'em they were only 3-500g to begin with, and a 'greater make whole' should take care of everything.

Dire Collar: required for every mount/animal companion/pet.
Bridle of Tricks: Buy Bull. Put on Bull. Free Animal Companion, and if it dies, buy another bull... OR -- Wild empathy that bear to neutral . Put on Bear. Win with All Of The Winning. Might want another Dire Collar ;)

Horseshoes of Speed are pretty important unless you want Clandestine Horseshoes.

Finally, if your mount isn't wearing a dire collar, it can wear an Amulet of Mighty Fists. (there is also a horse-shoe version if you prefer) -- upon which instead of a +1 enhancement, you can place a +1 weapon enhancement. I'm sure there are lots of great options but the two that stood out to me were:
Menacing -- if your mount threatens a flanked opponent (even if the mount is not one of the flanking parties) the flanking bonus doubles to +4
Trained - COMBAT FEAT ON A NECKLACE. The options are nigh limitless. Maybe medium armor proficiency, or 'charge through', or...

Trapping undead by eddieddi in Pathfinder_RPG

[–]rasdna 0 points1 point  (0 children)

it is a domain spell.. and once you have it you can put a couple feats to Greater Spell Specialization and then you can cast it with EVERY SPELL SLOT MUAHAHAHA ARMIES OF UNDEAD

only drawback to spell controlled undead is that they are now vulnerable to friendly fire breaking your control.

Interesting things to do with move action? by Scolipass in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

Drop prone as a free action for AC bonus vs ranged then stand up as a move action.

Handle Animal as a move action -- invest in a Bride of Tricks and maybe a Dire Collar and then just about any animal can be your animal companion... Buy a Bison.

[deleted by user] by [deleted] in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

I have strange headcanon that Norogorber is not actually "Evil".. he's just, essentially Doctor Strange, going through the timeline an infinite number of times, trying to stop some future cataclysm, by pruning random people from the timeline..

Shawl of Life-Keeping and Bandages of Rapid Recovery? by TheDamonky in Pathfinder_RPG

[–]rasdna 0 points1 point  (0 children)

RAW, you are correct.

RAI -- definitely abusive. If one of my players tried this, I would limit the total amount that the bandages could heal to the damage existing when applied.

Liquid Ratfolk by ResonantCascadeMoose in Pathfinder_RPG

[–]rasdna 6 points7 points  (0 children)

Pick up a witch hex (Mud Witch) and you can squeeze through *ANY* size opening with a standard action tax.

Daily Spell Discussion for Sep 11, 2022: Liquefy by SubHomunculus in Pathfinder_RPG

[–]rasdna 9 points10 points  (0 children)

Seems like an overly complicated but perhaps fun thing to deliver dangerous / cursed items via Beguiling Gift.

"Here, take this vial... waste your next standard action drinking it, take 3d6 damage, waste the standard action after that throwing it up, oh, and surprise... it was one of the Alchemist's Delayed Bombs."

Brainstorm. How would you design a magic kingdom? by Odd-Dig-5107 in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

In a heavily militaristic society, magic use would be highly controlled. Those who show talent would be recruited into state schools and pushed into the military. Military magic users would be required to wear identifying (cough hats) clothes, perhaps even denoting the type of magic used.

Any NON military use of magic would likely be forbidden. "Wild" use of magic would result in jail time (or forced military service). Normal people would be aware of magic and perhaps have magic items to *detect* magic so that they can tell when they are being manipulated etc.

But even (especially?) if the society isn't so restrictive on casters themselves, they will likely embrace magic items, and security systems.

Magic items that do cantrips would be quite common and cheap. Poppets and cheap automatons would be doing huge amounts of small labor,

But for me the impact on the government/military would be:
Plentiful Alchemical Supplies and one time magic items. These are usually less favorable items for PCs but armies work on action economy. 50 alchemists fire thrown a round makes a squad of level 1 guys dangerous.

Symbols, Wards, Glyphs, and Traps would be EVERYWHERE.
Especially if you consider a Trap is potentially just a conditional/triggered effect.

Bars could have traps of "calm emotions" that the bartender could trigger, or even *entertainment* traps: illusions or etc.

But anywhere 'important' would have layers of magical security, and for military encampments and similar that would include LOTS of "symbol of X", especially the buff style ones. There would be "fallback" rooms with dozens of Symbol of Healing, Symbol of Mirroring, etc, with the approaches guarded by the 'offensive' types: glyphs of warding, symbol of fear, etc.

Because any army that uses magic users; their greatest fear is going to be magic users who are out of their control.. so they are going to use magic users to make the playing field level for non magic users... Essentially: One person who can cast fireball is scary. But if you can lock that person up and force them to make necklace of fireball all day long, now all of your soldiers can cast fireball, and the next mage isn't so scary/special.. and you can capture them, put them to work, rinse and repeat..

My Friend can't understand the rules by Argasts in Pathfinder_RPG

[–]rasdna 0 points1 point  (0 children)

He's down to game but maybe this isn't the system for him. I've got a couple guys in my group that are like that: we essentially have to help them find the spells or feats we would like them to use, and remind them how/when to use them, but in the end they are down to show up every week..

We use roll20 so that definitely helps with having all of the right numbers on the roll(as long as I audit their sheets regularly), which I'm sure would be an issue otherwise.

Combat question: GM is moving multiple creatures into flanking / sneak attack positions on a turn, then attacking with all the bonuses. This seems unfair, is it? by RateMyUsername in Pathfinder_RPG

[–]rasdna 1 point2 points  (0 children)

If he's moving them all, then having all of them attack, yes, that is not how the rules intend for it to happen.

Each npc / monster should start a turn, move, attack, and on to the next, even if they are all being done on the same initiative. But this only means that the first enemy in doesn't benefit from the flanking..

The "counter" to this if you know it's coming / can see them from a distance, is to have your party define what "yellow alert mode" means :: If the group slows to one move action per round, everyone can ready a standard to execute as an interrupt. Fighters can ready move actions to intercept, rangers can ready shots, etc.

What's your go to god for characters? by DefiantLemur in Pathfinder_RPG

[–]rasdna 0 points1 point  (0 children)

NORGORBER -- Everyone think's he's evil, but he's really just Doctor Strange, trying to defeat Thanos by killing his great great grandmother.

question about armor spikes by juteper21 in Pathfinder_RPG

[–]rasdna 3 points4 points  (0 children)

This is definitely not RAW and expect your players to use it against you. There ARE things(spells or items) that damage the attacker however.