hmm these are all great suggestions and i have went through the blood of fiends as suggested and like the stats of them . So if i dropped the spell like abilities but could give them a bonus to chr making it +2 dex, +4 chr, -2 con with maybe the ability to have a lustful beauty ability that would grant them a +2 to diplomacy on those who would find them attractive and grant a + 1 to any compulsion spell they would cast on those who are attracted to them . Also maybe a thing called kiss of corruption where if they get kissed willingly the victim is dazed for a round and feels like they have had the most amazing time (sexual) of their lives and will seek to gain this person favor any means they can . This can or could be a double edged sword as if not given proper time or affection they could easily become scorned and antagonistic or ruthless in their persuit perhaps even going to such extreme measures as killing a rival or even chaining the one they lust after up in a dungeon to keep them all to themselves .. yes i know seems powerful but could or would be so much fun to roleplay and interact as a DM .. Keep the thoughts coming please . They are really interesting and helpful ..
We are in a home game and a player wants to play a half-succubus race out of the new ARG .. Does anyone have an idea of one that is at most +1 char level but hopefully just a regular class level so he dont have to be a level behind . I do not have the book yet but will be getting it this week but the game is friday and he needs to build her before then . Any help is appreciated .. thanks
I am in a home game and playing a allurin race but have yet to find anyplace to draw the fiendish feats from . The char is fun but i want to add flavor of his tainted blood but as of yet have found little info . i even went and got the pdf for blood of fiends but it didn't say much more than just tieflings in it . Any help is greatly appreciated ..
thanks Mort .. so I think I will go with the second one then. The Kitsune get a +2 to acrobatics so being able to grasp things and swing on the whip gives me plenty of evil ideas ... :). i do however agree the first build would be fun .. ohh look the boss got tripped while flanked by our barbarian and rogue :). Thanks again so much for your help ..
hmmm ok got a note from someone saying to use the whip like Indiana Jones . :) ... That sounds very interesting as well .. So feats for each build .. since I have to decide here ...
fun IJ bard
1 weapon finesse whip
I know my feats may be horribly put together . any help would be appreciated .. thanks
I was fortunate enough to get a boon to play a kitsune char and after seeing their stats have decided to make a bard. I was planning to take agile maneuvers at first level as well for my feat . My plan is to use the whip at range to trip enemies in melee with my group. Are there any other rules or things i should think of when making this bard as i have never played one before . my plan is to have her very skill orientated and trip during combats as well as buff/de-buff. Any help or info would be greatly appreciated .
This is the Bio I wrote for an upcoming home game ROTRL . She will be a Life Oracle ( tongues curse ) with one level tattoo sorecerer as to add flavor to her. The GM has graciously allowed me to take it and later improved familiar to get a pseudodragon . The chars basic theme is she is a Half-Nymph fey ( fey foundling feat )that follows nature as a diety ( Life Source) . So here is what I have come up with and I am wondering if it is too much or too little . We all were asked for a bio to add subplots to the game as well and flush out our characters views etc . Please excuse any bad grammar or spelling errors
Character Background ------- Allyssa ShadowMoon
Allyssa was born on a bright mid spring morning. Allyssa is the daughter of Kayliss ShadowMoon and his wife Alladrianna, a forest nymph from the woods far to the north.Kayliss was a half-elf that lived in an honorable way and never drew his sword or bow without cause . Kayliss was very highly thought of and a respected guide and friend of the forest. Many of the realms tradesmen and adventurers have at least heard his name. Kayliss made his home on the edge of the Sanos forest but called Sandpoint his home .Kayliss met his wife Alladrianna on one of his many trips north taking a caravan up a well known trade route. The tales of how they met and of their love differ in perspective of who tells the story but the truth lies somewhere in between .One such story is that Kayliss and the caravan happened upon a large band of orcs/goblins that were laying waste to the forest. They attacked the orcs and drove them away. Kayliss rescued Alladrianna from the fire and from the moment their eyes met they would be forever locked together as one. Another story tells a far different tale. The story tells of how when moving through the heavy forest they had camped along the road for the night .Kayliss had the night watch as usual. The rest of the caravan was fast asleep. They awoke to find him gone though all his gear and packs remained, like he was simply plucked up and taken away. Some say it was magic that Alladrianna had put on him and led him away much as a mermaid does sailors of the seas. In any regard the two lovers were seen in glimpses and in passing by those who travel the Sanos forest. A few months after Alladrianna had moved in to Kayliss’s home she became with child. They were happy and joyous though still remained recluse to the rest of the world. They named the daughter at her birth Allyssa, a culmination of their names. Allyssa was a lovely child and very inquisitive by nature. Allyssa loved the forest and animals often came to see and nuzzle her when she played in the forest as her proud parents watched. Allyssa seemed to have a unique understanding of the basic force of nature that even her mother didn’t possess. The seasons passed as they always do and Allyssa grew into a very graceful and beautiful young woman. Some whispers from those who caught glimpses of her running and playing in the forest told of elves returning to the Sanos forest while others told of a hauntingly lovely maiden who was but a ghost trapped to roam those lands due to the death of her betrothed many moons ago .
Things to know for Allyssa.
Whenever she uses healing because of her drawing her power from nature she gets a soft green hue.
the healing part is similar to the clerics where you can do it a number of times per day equal to your chr modifier ..the healing is also (1d6 +1) per 2 char levels .. That means at 5th level it would be 3d6+5 like a clerics channel ability though not able to heal themselves. I gave it an added bonus because unlike clerics they will not be able to add extra dice using the plactery
the animal companion I thought would make the char a little OP and the player is looking to make it more of a role-playing char and the party needs a healer and this was the players thought , I never thought of progression but having them able to use improved familiar works as does the fey creature ..
nature's call is basically summon natures ally but only at the highest level you are .. ie 1st level will be summon natures ally 1 .. 5th level the corresponding summon nature's ally .. but unlike the druids ability you can only use it at the highest level to summon one monster to more keep the battle field less cluttered and such , It is however usable a number of time per day equal to half you chr mod ... i may make it full chr mod .. just trying to get a feel for the power level . The chars will be running a 5 man through the entire rune lord campaign .
so if i adjusted the levels on natures step to be 1st level .. then 4th level .. then 7th level .. then 10th level that would be more in line with spell progression ?
Revelations: An oracle with the nature mystery can choose from any of the following revelations.
(new) Bonded Nature Ally (Su): You gain the service of an unusually intelligent, strong, and loyal animal ally. The creature must be one that you are capable of finding in the area you called home. This ally functions as a wizards familiar using your oracle class level as your effective wizard level
********Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per dayat first level, plus one time per day for every three levels you possess. *** this one is ok to leave I guess though as a nature oracle I can't see using it often .
(new) Natural Healing - you can create a wave of healing with you as the center that waves out from you 10 ft per 2 oracle levels and heals all creatures in it's wake for 1d6+1 per level. You may de-select a number of creatures in this wave equal to your CHR modifier. Note the oracle does not recieve healing in this way as it radiates from her so the oracle isn't affected
( New ) Natures Call (Ex): You may use this ability to call forth animals (fey or celestial template )a number of times per day equal to 1/2 your Chr mod . the effective spell level for this abilty is your oracle level . Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.
(new) Natures Step - Beginning at 1st level the oracle is able to move throuh woodland areas without penalty even in rough terrain. At 3rd level the oracle leaves no tracks unless they wish too . At 5th level the oracle can demension door from plant to plant a number of times equal to her Chr mod per day at will . At 7th level a oracle can use a plant and teleport to another without a distance limit a number of times per day equal to the oracles Chr mod. note "" each person the oracle takes with them using the deminsion door or teleport plant ability burns 2 uses of that ability
**********Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the f lights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
************Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
(new) Speak with Nature (Ex): at will you may speak with animal or plants a number of minutes per day equal to your oracle level. You may use this ability a number of times per day equal to your Chr mod.
********Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.
( new ) Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies and know their location up to 1 mile per oracle level. You may communicate with your allies for a number of rounds per day equal to your Charisma modifier. Designating a creature is a standard action that requires a touch that last for 24 hours. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day up to the distance allowed ignoring any obstacles as if you were at its side.
Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your Charisma modifier.
Final Revelation: At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.
please give me feedback on the power or lack there-of of this as a oracle type. This is for a homegame that will be heading into and doing the rise of the Runelords campaign. Any suggestions are appreciated thanks
Is there any rules for giving a char a pair of wings for roleplay aspect if they aren't useful for flying or anything else ? The thought was to have a char that thinks they are a new fey species . She would be a cleric of animal/plant domain leveled to 5 and then branch to sorcerer crossblooded sylvan/verdant to add rp flavor but I am not sure she would be legal for PFS with non-functioning wings per say ?
I have played a cleric of the animal/plant domain and she is now level 4 . My long term goal was to split class at level 5 into a sorcerer of the sylvan bloodline/?? as a crossblooded sorcerer. My question is two fold. I Took sylvan because my animal pet will still advance as I do in level with either class so I assume by the reading of the sylvan bloodline. I would like some advice on what other bloodline goes well with it from a roleplaying aspect. My concept is that she was raised in the wild and doesnt know much in the way of history/religion but is good at geography and dungeoneering/natue knowledge. She has lived in the wild all her life and doesnt know common ( yes I know you get it automatically but I CHOOSE NOT TO KNOW IT ). She woships gozrah so I want her bloodline to be tied to that her fey type magical nature. She actually believes she is a new found fey race born of the wild . The plant domain from cleric allows her to turn her arms into wood as well as her fists so the theme works well so far but am wanting to add a magic flavor hence the split into sorcerer. Any advice is aways welcome .
ok, this is what i think on how to progress using your ideas.I haven't played the ape companion yet but will in the first game friday. I will take his level 4 increase from strength to make his strength 24 and add it to his int. I plan to take improved unarmed strike and improved grapple as his 2 feats.
I plan to take i guess the linguistics skill so it may understand basic commans in common ? will an int of 3 allow that ? or should i use thebonus from the alt human feat for int and make his int 5 and his strength 22 instead . any help or adive is as always very appreciated .
Ok I spoke to the lead GM for our society games and he said they won't allow me to give my ape companion a weapon as it seems they are against the rules for PFS. That said the character is coming around nicely and is now a 4th level cleric of the animal / plant domain who worships Gozrah . She has the boon companion feat and is getting her animal companion. So my question now is how do I make the best use of his large size and his 25 str? The apes stats are as follows as I have him now but I haven't played him yet so can still make changes :
str 25 (13 base, +8 for 4th level adv. , 1 for stat increase 4th level , 1 for added str/dex animal companion, 2 for alt racial trait human apg )(( plan to keep bulls strength on him as much as possible as well for a 29 total str ))
dex 16 ( 17 base , -2 for 4th level adv , +1 for animal companion )
con 14 ( 10 base , +4 for 4th level adv )
+5 total natural armor . bite 1d6, 2 claws 1d6 . Large size now so stands almost 9 ft tall nd weighs close to 500lbs and I can ride him yea !!!!!!!!!!!!!!!!
my question concerns on how best to progress from here. I know I want to get him medium armor ( breastplate barding ) so I have to take that as a feat. How would you best use him other than that however. Would you make him a grapple type or simply have him use his natural weapons with improv natural weapons for added dmg . He currently has 2 feats available at level 4 with the next coming at 5th level. Is there an item I can buy later to give him strength/dex/con ? Is there a metamagic rod that would increase the duratuion of bull's strength and how long would it last if so ? Thanks for reading and any help you can give is appreciated.
we have a player as well that uses HIPS and it was ruled she could only do it as part of a move action so thus a 5 ft wouldn't work though she could move 10 feet away and then back using HIPS and make a sneak attack if not seen on her stealth role. As far as sneak attack goes she as well gets full sneak attack on every attack of a full attack action as it is supposed to be. The reason is only getting it on a first strike of a full attack means hardly any dmg for a rogue and has been ruled in our PFS area they get sneak attack on all dice where an enemy is flat footed which HIPS makes them .
Ok I spoke to the GM and he said they won't allow me to give my ape companion a weapon as it seems they are against the rules for PFS. That said the character is coming around nicely and is now 4th level cleric of the animal / plant domain with boon companion feat and is getting her animal companion. So my question now is how do I make the best use of his large size and his 25 str? the apes stats are as follows :
str 25 (13 base, +8 for 4th level adv. , 1 for stat increase 4th level , 1 for added str/dex animal companion, 2 for alt racial trait human )(will either get an item to add to str later or add at 8th level ))
dex 16 ( 17 base , -2 for 4th level adv , +1 for animal companion )
con 14 ( 10 base , +4 for 4th level adv )
+5 total natural armor . bite 1d6, 2 claws 1d6 .
my question concerns on how best to progress from here. I know i want to get him medium armor ( breastplate ) so i have to take that as a feat. hopw would you best use him other than that however. Would you make him a grapple type or simply add to his natural weapons with improv natural weapons fr added dmg . he currently has 2 featss available with the next coming at 5th level. thanks for reading and any help you can give is appreciated.
yeah I double checked I get beast shape 3 instead :( .. I may just buy a wand of it instead lolol... I will have a decent charisma afterall . it should be fun to play her. She will have entangle and other usefull spells and be able to heal well still as well . Now I need to start looking at races and such . I have a couple boons from gming at a local con as well I may use for her too . Thanks again .
thanks, My question however is we play PFS and no rules prohibit it from using the sword it would seem . That is my question . Would it be available for him to use or not as in one section it says he cannot take martial weapon profiency yet in another under feats if he has an int of 3 or higher he can choose any feat. Are there any other specific feats you would give him as a sword wielder ? My character is more for a role-playing aspect as I played a life oracle and was bored out of my mind at level 6 , same with my fighter/archer build. They either had nothing to do (oracle) or killed things so fast (fighter/archer) that others seemed to not have as much fun so in this char I'm hoping for a balance of the two . Thanks for your advice and any help is greatly appreciated.....
My thought is to make a cleric of Gozreh with the animal/plant domain. At 4th level I will get a animal companion as per druid-3. The feat boon companion will let it stay level with me as I advance. My thought was to be a fey type or have the mind set I am fey . The plant domain will allow me to make wooden arm/thorns unarmed attacks as well as later I'll get bramble armor more so a role-play mechanic than anything else. I planned on getting an ape as my familiar of choice but am confused to if I can have him use weapons if given the feats to do so or simply have him bash things with his claws and bite . My first thought was to get him medium armor proficiency (breastplate with a ready made saddle inlaid on the back) and weapon proficiency to use a large two handed weapon since he indeed has fingers and hands. If I use an int increase at 4th level it makes his int 3 which by definition in animal companions guide allows him to choose any feat. My concern is reward/risks as they don't get a ton of feats so how good would he be at sword vs just clubbing things with his claws . Any help or ideas on this concept would be greatly appreciated.
I would agree .. I sometimes put Npc's they run into that can and will set them straight so to speak in such instances .. Maybe the next town's sherriff just happens to be a retired fighter maybe 8th level who could take out the entire party if needed or at least teach them a valuable lesson .
my character concept is one that she seen a lot of war during her time as a child and that she has grown up surviving, as her powers manifested has molded them to slow or stop incoming enemies from attacking . hence entangle and silence . trying to turn the tide of battle before it truly becomes bloody and innocents die .
thanks for the advice . It really helps out alot . I do want to go the route of entangle and silence with void and rime . I though that the spell liek ability didnt work but wasnt exactly sure . Is there any other way to turn your spells into cold based other than taking elemental or dragon bloodlines ? I do also plan to have other useful spells for party but figure that combo would help the party and controlling enemies in battle as well as enemy casters primarily .The glitterdust and stinking cloud would be great unless they make saves , there is no save vs the entangle from the rime metamagic feat that I am aware of nor the supernatural ability to silence as well if they take dmg . I do agree with the thought on iniative as well . Please keep the advice coming .. thanks ..
I am making an attmpt of making a sorcerer fo PFS. I have been told they are far less useful or powerful and wizards are better so I took that in mind and took to task to making a general outline for one . My thought was to take the wild blooded void touched with the metamagic feat rime and magic lineage . If I read correctly and am doing this right then the person hit with my cold spell could in fact be entangled and silenced at the same time if it took cold dmg from my spell . So since it states if they are allowed a save then the void minute meteors would count toward this correct ? The other question of contention is when I go up in levels this spell generates more dmg as well but there is no listed level in terms of how long a creature would be entangled for other than 1 rd per level but this is an ability so is the level of this ability considered my level for this effect ? Any help or other suggestions would greatly be appreciated . I just thought someone who could slow or entangle/silence enemiy casers and keep them at bay was a cool idea and also even big melee bosses would have hate for not beign able to charge or take 5' steps and get full attacks because it would be difficult terrain but more so it only effect that target ... again any and all advice appreciated . I tend to think out of the box and make things probably harder than they really need to be .
I will add my two cents a a person who has played from original D&D to now playing pfs ,, I have wrote and ran countless campaigns and never look to kill a pc but if in the process of the game it happens where i roll well and the pc doesnt i can not or will not pull back and let them live . I haven't run a pfs game yet though I plan too soon and will be sure to let the players all know ahead of time that the fate of their characters are truly in their hands and the dice .. my decisions are never based on a awww well i wont kill you or i will kill you schematic. I will say if a character oblately does something like charging a small band of guards empty handed that I'd have no issue whatsoever striking them down if the dice rolls made it so .