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My go-to game for super heroes is Mutants and Masterminds.
Because it is skills light (there are just not that many skills), I do not think it is a great choice for sci-fi games, without powers.
When using wildshape to become a large animal, don't forget you have a -2 Dex, as well as the +4 Str and +4 NA.
Also, the Wild enchantment for armor says the armor cannot be seen in animal form.
You are not actually wearing armor while wild shaped- you just get the AC bonus because of the magic involved in the Wild enchantment.
This is similar to the argument that gear carried in your normal form is not there in your animal form, and wouldn't slow you down if you are carrying more than a light load.
(Leading to the pack mule effect for druids- that is loading your druid up to a heavy load, then wild shaping to a large 4-legged animal such as a horse. Then loading the now unburdened horse up to a medium load to carry more loot home.)
Final determinations are, as always, up to the individual DM's.
I finished re-reading the three Borderlands books by Lorna Freeman. (for probably the fourth time)
Does anyone amongst y'all know what happened to the book or the author?
Croc starts with a int of 1 and vital strike is not on the list of feats always available to animal companions.
Without DM approval (which admittedly may be easy to get) you would have to raise your croc's int to 3 before getting vital strike.
Remember, that according to the faq, even if you use wild shape several times to become an air elemental, abilities such as whirlwind and the smite from planar wildshape can only be used once per day. (which means 1 rnd per 2 hit die for whirlwind and once for smite)
Also, oread, while legal, seems an odd choice to focus on air elemental.
While Redcaps are the straight up melee fey, they're still fey.
I seem to remember an exploit that would let you get 2 weapon combat (sort of)for free.
You're a hexcrafter magus?
Then spell combat would let you vitually 2 weapon fight with your weapon and a spell attack, without needing the minimum dex for TWF, the feat, or taking a level of monk for unarmed strike and flurry.
Of course, you would only use one charge from multi charge spells, then end the extras by casting a cantrip.
Also, I could be wrong about this, as I'm at work and don't have time to search for a curse cantrip.
Alex Martin wrote:
I blame dragonlance.
Before that, gnomes were simple forest creatures, possibly wearing pointed hats, with a love of gems, illusions, and burrowing mammals.
Now they have a reputation as experiment crazed weirdos with a penchant for accidental destruction and dangerous gadgets.
I'm not a ranger player ( I like wildshape too much), but I usually see people maxing out 1 FE, and spreading the other points around.
The theory is keep 1 maxed for the Instant Enemy spell (level 3, so available at 10th level) and use the others until then.
School enchantment; Level ranger 3
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature that is not your favored enemy.
Duration 1 minute/level
Saving Throw none; Spell Resistance no
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.
Does anyone know what range 0 means for a spell?
The Whip of Ants, Whip of Spiders, Whip of Centipedes spells in the ACG have range: 0.
It's a summoning spell that gives you a 'whip' made of the swarm and which lets you use it 'as a whip' doing touch attacks at 15' range.
Personal would be wizard only and close would let you give the effect to someone with more hit points.
Zero is odd.
The bolded is the standard polymorph spell rule.
The spell may grant up to 120 ft., but the form limits you to 100 ft.
That's the way I've been doing it, Hawktitan.
Also, all of the air elementals in the Bestiary only have a fly speed of 100 ft., so why does the IV spell give you a fly speed of 120 ft.?
Elemental Body I:
When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
Elemental Body II:
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
Elemental Body III:
This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.
Elemental Body IV:
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.
The language of the Elemental Body I spell states ‘The abilities you gain depend upon the type of elemental into which you change’.
Elemental Body spells II, III, and IV say ‘As elemental body I except’.
I’ve played my druids as once I have access to the higher level versions of the spell through wildshape, the first sentences of the higher level spells to apply to all sizes and the individual type descriptions are for the new sizes available.
But I heard an argument this weekend that I can also apply the abilities of the individual elementals on any size of elemental.
Example: a small air elemental with a fly speed of 120’
If I accept this interpretation of the ‘as elemental I except’ clause, does that mean I can become a medium earth elemental with a +8 size bonus to strength, a -2 penalty to dexterity, and a +4 size bonus to constitution?
Or is only the huge air elemental shape capable of flying at a speed 120ft.?
Add ons such as the flying bases, clear plastic templates, and extra minis, of the previously mentioned pre-painted kind, all add to the experience if your DM uses minatures.
Help carrying gear, books, and such is an easy option that shows appreciation.
Offering to run a game he can ply in is also awesome- even if it's a board game or another system she may enjoy a short break.
Since the plan is 'Power Attack- Always On' consider Furious Focus.
For the first five levels, it's more damage at no penalty.
We have a guy at our home game that plays similarly- he's only able to join us occasionly but enjoys playing more than memorizing rules.
And whoever sits next to him helps with adding other buffs.
Process is take his cards, add buffs, and write his attacks on the table for him.
(By the way, he's running a Samurai/ two-handed fighter- combining the roleplay he wanted with fewer details. We have enough people playing he's rarely the one making skill rolls.)
Ninja has these abilities available:
Acrobatic Master (Su): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.
So you could have a high jumping ninja, instead of a monk.
Edit: and here's a rogue talent to add on:
Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
From Varisia, Birthplace of Legends:
Feat: Thunder and Fang
Preq: Str 15, 2 Weapon Fighting, Weapon Focus (Earthbreaker, and Weapon Focus (Klar)
It's an ancient Shoanti barbarian combat style.
You are not eligible to get natural spellcasting at level 5 since the saurian shaman does not get wildshape til level 6. (there's a faq)
Also, I found wild speech very useful- with a limited number of uses of wildshape and with planar wildshape costing 2 uses, I was reluctant to drop dino form to talk to the party.
Quick wild shape also helped.
The polymorph rules says all constant effect except armor bonuses still work in altered form.
A rod of extend will increase the duration of greater magic fang, barkskin, and longatrider. Use these every day.
When you get wild shape at 6th, you already count as 8th level for dino forms, so you already have all the beast shapes you will ever get.
From the description of how Polymorph works in the Core book:
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.
You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.
While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed.
Your new form might restore a number of these abilities if they are possessed by the new form.
I like Wild Speech.
Also, it seeems the latest FAQ about uses per day would prohibit getting the smite from planar more than once a day, regardless of how many times you use planar wildshape.
Sounds like a cool document.
Have you considered putting a skills modified section?
Does it include CMB and CMD?
And thank you for the work you have put into this- it is an AWESOME idea!
Druids are divine casters, not arcane.
Have you looked at the PRD (pathfinder rules document)?
I mention this as it includes the rules for the magus, an arcane class that uses weapons and armor and might be something you'd want to play.
Gestalt really helps for this.
If you're going mythic, there's a rank 1 ability under hierophant that lets you take one form using wildshape and not count its use against your number of wild shapes per day.
There are some complications with this.
Amulet of Mighty Fists works, giving a bonus to all natural and unarmed attacks, and can be enchanted with up to a +5 total equalivent of abilities.
Magic Fang does not affect unarmed attacks, only one natural attack.
Body Wraps are a bonus to one attack a round (actually 1 attack per 5 of your BAB) which must be activated which means, according to the polymorph rules under which Wildshaping works, that they cannot be used while wild shaped.
Rule (from description of polymorph effcts):
I suppose you could have yourself wrapped after you wildshape as long as you're not shaped as a fire elemental and the wraps are sized correctly for your new form.
Of course, to use monk abilities with natural attacks requires two feats (weapon focus and feral combat) per natural attack, though it has been FAQ'd to allow all flurry attacks to be taken with the same limb or weapon.
A multiclassed monk/druid would need help to get the CL 20 needed for GMF.
At that point, your bonus would be:
+5 from GMF
All for about 1/3 of the WBL of a 20th level character.
edit: And I'm wrong about the gmf as Rudy2 comments.
from the prd:
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
1) So the feat brings back the wording of wild empathy to say you can use wild empathy on oozes at minus 4 to your wild empathy ability, as if it were a magical animal.
2) So cast call animal, use wild empathy, then use handle animal to give you an ooze pet. It's not a companion, but should work well to get a pet.
3)Anthropomorphic animal, which can be made permanent for a cuddly ooze/humanoid cohort, means you get to do the ooze voice.
Had you considered doing this character as a druid?
Wild shape is the ultimate natural attack combat style, you have access to all druid buff spells, and can go dragon shaman if you want to feel draconic.
Feats give access to casting wildshaped, talk in wildshape, get permanent claws in standard form, etc.
In regards to making a quaterstaff, the craft skill is not a trained only skill and the cost of a quaterstaff is -.
The same is true of clubs, wooden stakes, and slings.
Meaning you don't have to use improvised weapons if you've got a few minutes and access to wood, leather, and stone.
For your melee types, redcaps are CR6.
The irreligious ability makes them not too tough, needing an 8+ on the die or be frightened away.
They're 2400 xps each, so fairly cheap for your army.
Also, attacking dwarves with even smaller bearded men just sounds cool, especially when you compare movement rates.
Throw in advanced template or class levels to add to individuals like leaders or slingers and they might make your treant led army very dangerous.
I could even see a roleplay moment when the treant realizes what kind of monsters he's brought to the battle.
Here's a section of what I use for your viewing pleasure:
• Create Water: Creates 2 gallons/level of pure water.
• Air Bubble (UC): Creates a small pocket of air around your head or an object.
Refering to the original question, yes, a druid played well can be extremely powerful.
How does banning a class past a certain level help?
I've seen a particular player dominate several games, regardless of whether he plays a fighter, a cleric, a sorcerer, or a goblin rogue.
Players make the difference as does play style and table variation (especially house rules, money, and gear).
Personally, I love playing druids, so I admit I may be biased about bannig them.
to derail abit
A Druid isn't impossible to challenge: Earthglide doesn't work through worked stone.
Actually, it matters where you get the earth glide ability.If it comes from the ability of the earth elemental, there is no restriction about worked stone.
If your earth glide comes from another source, worked stone may or may not be prohibited.
Here's some quotes:
from the bestiary description of the earth elemental:
from the prd description of the spell:
from the stone oracle:
from the deep earth sorcerer:
from the earth school wizard:
from the kobold bloodline:
from the grey disciple:
from the universal monster ability:
Of course, this is up to individual DM's to determine if they want to limit earth glide so that all the user's have the same rules.
And if you want to open another can of worms, ask what happens when an earthgliding druid pins a foe and wants to move him undergroud and leave him there.
Would it be possible to do a variant of the switch hitter ranger using daggers?
If you went with quick draw and point blank shout instead of combat expertise and butterfly's sting and went with weapon focus (dagger) and the river rat trait as was mentioned, you'd be using feats and a trait that would work for both combat styles and would add together.
You'd be trading the higher threat range of the kukri for a dagger that would work with both ranged and melee.
Your build seems to already be leaning towards magic use more than the standard ranger with the archetypes giving up all but one favored enemy and one favored terrain, so concentrating on a single wepon might fit the build.
Obviously, you wouldn't have the range of a long bow weilder, but you could still use the bow for long range , drop it for middle range with thrown daggers, the melee with the daggers as well.
By the way how will your ranger spells work with dual wielding?
Also, elementals can talk. This means they can cast spells without the Natural Spell feat.
Yes, they can speak, however you still need the natural spell feat for access to your spell component bag, which would unavailable to a polymorphed character.
It should be up to the GM whether "roughly humanoid" equals "has normal humanoid hands and can use weapons".
These are the feats that have been mentioned:
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Sap Adept (Combat)
Prerequisite: Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.
Sap Master (Combat)
Prerequisites: Sneak attack +3d6, Sap Adept.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
The thought is, using these feats, scout + charge (or move after 8th level) = opponent is flat-footed, so takes 2 x sneak attack damage, plus bonus damage equal to number of dice, from an attack with a bludgeoning weapon used to do non-leathal damage, with no minus to the attack.
The effects from enforcer are just a bonus.
Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
I notice neither ability says you have to make a melee attack.
Merciful make any weapon non-leathal and adds a d6 of damage.
Getting back to the blunt requirement, sling is a simple blunt ranged weapon.
I can't tell you from my own experience, but I've read several times that a two-handed weap rogue will out damage the two weapon rogue by hitting more often and using power attack when hitting is easier.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
You can charge (or move), swing a two-handed weapon with power attack, and take no minuses to attack.
Another option would be to get pounce, which would let you make a full attack on a charge, though that would take dipping into a class that lets you get pounce.
The previously mentioned sap adept line of feats would add more to the initial effect of your sneak attack which could be done by two handing a Merciful blunt weapon, such as a mace or staff.
Taking improved unarmed combat (possibly from a ninja talent) would let you get style feats such as the dragon style ability to charge through other people allowing more opportunities to charge.
Hell, now I want to make this character.
Dueling is a straight cost enchantment.It isn't a matter of the +4 or +5- it just adds 14,000 gp to the cost of the magic weapon.
So it could be +1 Dueling and cost 16,000 gp or be a +5 Dueling and cost 64,000 gp.