Phantasmal Hand

DrunkRooster's page

20 posts. No reviews. No lists. 1 wishlist.


RSS


I'm on Book 2 of Carrion Crown and the party is gearing up to take on the Trial of the Beast. I'm thinking of once they have taken care of that, an opportunity for one of the PCs to join the Order will open up (one of them is a noble with a cryptic grimoire, so probably her) and I'm thinking of how to make this group seem really important and cool.

I'm thinking doing things like finishing up the mess in Ascanor Lodge, and the cult in Illmarsh would get them a butt load of sway in the organization, but I'm thinking of what can the party get in turn for helping them and ascending the ranks? I've read the Occult Mysteries and I think that is a good start, providing services depending on their prestige. I'm thinking of just adding other services that can be called on. I made one NPC that is a level 10 witch that is effectively a errand girl for the Order, so they can call on her with special tokens and they could have her run errands and provide divinations for them (also have a small subplot with her). Also since the Caliphas chapter seems to have a room filled with exotic things, what if there was a heavily guarded box with contained a Harrow Deck of Many Things, and you could use your pull in the order to potentially draw from it? Any thoughts or additional ideas for this?


Oh, I don't think the players are wrong at all. I'm totally ok with them skipping the Keep, need to toss some things around later on but that's just a minor issue in general. The way I described the Keep is the same way it is described in the book. That there is a Thrune running the place and there is a rumor that Rexus brings up about the Anvil of Unmaking. The players don't want to chance their entire mountain collapsing plan on a rumor which is why they are holding off, which is understandable.

I've been looking at Hell Unleashed and I'm actually thinking of including the Terindelle chapter, the one that takes place in a funeral building with a secret underground portion filled with devil stuff. Since they wanna start doing some catch up with the Nobles before the party, I think I should try using them for one of the missions to secure their alliance, instead of the standard "Roll to impress this noble to get them on your side" kind of deal. Maybe drop some rumors of Alchemical experiments being performed, since I got an alchemist that wants to be immortal in the group.


I could do that, even though I have dropped some of the rumors that are printed in the book that say people think his next move is going to be removing the toll and the curfew.

Mostly just looking for a suggestion for what kind of mini dungeon around town could the PCs use.


Alright. So I'm running a Hell's Rebels game. It's going pretty well. The Masquerade is coming up and my players are excited. The party has been out and about, securing their alliances and such. The Masquerade is a good month away and they haven't been to the Mendor Keep. They want to hold off on closing down the Keep since they want to prepare for the party and doing all the crafting and planning out their method of sneaking around the Opera House, and they want to close down the Keep AFTER the party. Anyone who has read ahead knows why this is not a good idea, but I can't tell my players that because spoilers. Like, they have caught on that something is absolutely up at the party (all their friends and friendly NPCs they are known to be allies with have been invited triggering their red flags), but they don't know what and spoiling it is obviously not a good idea.

They still need to hit level 8 before the party too, and not doing the Keep is going to stunt them for sure. Any suggestions of what a party can do around Kintargo to get some XP. I have some ideas, but I want to hit them with some phat loot too, so simply sending some Skinsaw Cultists early might not be a super hot idea. At least, I would need a way to include some treasure piles too. And just a wave of assassins isnt enough XP anyways.

Nox is still on the table, and I even used her to raid the coffeehouse with some inquisitors as an act of vengeance.

Pretty much, anyone here have any sweet ideas they wanna lay down.


Possibly. Just exploring my options for right now :P


I dont have to, but having olde righty as my little magic buddy is super sweet.


I'm looking at the Hand's Detachment feat and I'm thinking of doing a Unchained Rogue/Wizard build, using my Hand as my familiar. That being said, I'm wondering how it would work multiclassing into wizard with the hand. The feat states:

Spoiler:
The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use the statistics for a crawling hand to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment. If the hand is destroyed, the spirit regenerates your missing hand in 2d4 days. This process can be accelerated by regenerate or similar magic. You cannot use the Possessed Hand feat or any feat with the Possessed Hand feat as a prerequisite until the hand is fully regenerated.

If you have the familiar class feature, you can choose for your possessed hand to become your familiar, granting it all familiar abilities as normal. If selected as a familiar, your possessed hand grants you a +3 bonus on Sleight of Hand checks.

Of course, according to the regular rules of familiars, they really only advance if you take levels in classes that provide familiars. However, in the first bolded part of the feat I have listed, it states that I use my character level as my effective wizard level, but I'm not sure if that is only because it assumes that I am not a wizard when I take the feat. The second bolded part, in my opinion, can be taken two ways:
1. As normal means I continue to use my class levels to advance my familiar and I just get all the regular familiar abilities as normal
2. As normal means I cease using my character level for a familiar and revert to using the regular Wizard Level in determining ability unlocks for my familiar.

I believe the first option makes more sense, since if you were far along in a regular class before picking up an arcane bond, it wouldnt make sense to revert the hand to a weaker foam, but I would like a second opinion on this.


That is a possibility. Although, looking it up, it seems that the weight of a Caribou comes no where near the weight of a Horse or Moose. I might have to abandon the idea of using a Caribou mount for combat. That is ashame.


That is terribly lame. That is not a good option for a medium sized humanoid


Doing Tolc's celestial obedience allows the user to cast Mount three times per day as a spell-like ability, but only to summon Caribou. Unfortunately, there technically is not a Caribou stat block, which really leaves two options.

Either you just summon a Horse and reskin it as a Caribou, which also means you give it a gore attack too.
or
You use the Stag stat block, which is closest to a caribou, but is only a medium creature, which makes it not mountable if you are a Human.

Which one of these choices is correct?


The Hexenhammer Archetype gets a class ability called "Withering Gaze" which states:

Hexenhammer wrote:
Beginning at 1st level, whenever a hexenhammer successfully demoralizes a creature as a standard action, instead of applying the shaken condition, she can apply the effects of the witch evil eye hex as if she were a 1stlevel witch (save DC = 10 + 1/2 the hexenhammer’s inquisitor level + her Wisdom modifier).

The duration of a Evil Eye hex is 3+Int Mod, normally.

I am curious if, due to the will save being modified to use wisdom instead of intelligence, the duration would use wisdom instead of intelligence as well.


According to the Puppetmaster archtype the "A puppetmaster can cast spells from the bard and magus spell lists, and treats bard spells as magus spells."

The spell Heckle appears as a level 2 Bard Spell and a level 3 Magus Spell, and yet the very same page of Arcane Anthologies has a Magus Spell book with Bard Spells that lists Heckle as a 3rd level spell. Is this a mistake or does the puppetmaster have to cast Heckle as a 3rd level spell despite it being a 2nd level bard spell.


Imbicatus wrote:
Agile maneuvers is a wasted feat. Weapon Finesse covered weapon based maneuvers, and your only improved maneuver is disarm which is weapon based.

You are absolutely right, missed that Weapon Finesse covers that base. This means that I can get improved disarm as my Combat Trick at that level and free up some more options later. Thanks for catching that.

Other than that, everything else looks good, or at the very least viable?


I've always wanted to try out a Monk that wields Nunchaku, but it's pretty hard to justify when the Unarmed Strike damage scales so much better than the damage that is dealt with the Nunchaku. Therefore, I've decided that I would try to work a multi-class build that would help make it worth the effort to wield the Nunchaku by going Rogue.

What I'm thinking is a Half-Elf Unchained Monk/Unchained Rogue who feints and sneak attacks for damage, as well as disarming foes. Additionally being a minor skill monkey when the time calls for it.

For a 15-Point Buy it would be STR: 10 DEX: 15 CON: 12 INT: 13 WIS: 14 CHA: 8, with +2 going into Dex, making it 17 Dex.

UC Monk 1: Combat Reflexes (Bonus Feat), Combat Expertise, Flurry Of Blows
UC Rogue 1: Finesse Training, Sneak Attack 1d6
UC Rogue 2: Evasion, Combat Trick (Agile Maneuvers), Feinting Flurry Feat
UC Rogue 3: Sneak Attack 2d6, Finesse Training - Nunchaku
UC Monk 2: Dodge (Bonus Feat), Improved Disarm (Feat)
UC Monk 3: Fast Movement, Ki Pool
UC Monk 4: Improved Feinting Flurry (Feat)

Justification:

Half-Elf: Going half-elf because their multi-talented trait lets them have two favored classes, and the Rogue's favored class helps with Feinting, which is vital for the sneak attacks to go off
Level 1: Nothing Special here. Taking Monk first to get Proficiency with the Nunchaku and Combat Expertise to qualify for Feinting Flurry Later
Level 2: Going into rogue right afterwards to get that Weapon Finesse and Sneak Attack. Since Nunchaku are light weapons, this should be weapon finesseable
Level 3:: Now we can pick up Feinting Flurry, allowing us to deal sneak attack with our Flurry. Also getting Agile Maneuvers as a Combat Trick so I can disarm foes easier later.
Level 4: Sneak Attack is bumped up to 2d6 and I now can add my Dex Mod to damage with my Nunchaku. So, since my extra ability Point will be going into Dex this level, the potential damage I can do is 1d6+4+2d6.
Level 5: Now I can pick up Improved Disarm as a Feat, so the CMB to disarm this level, I would have +12 to disarm (+4 Bab, +4 Dex, +2 Improved Disarm, +2 Disarm Weapon Quality), which I think is decent enough.
Level 6: Ki Pool is now active, so I can spend points making extra attacks if I want, which is cool.
Level 7: And now I have Improved Feinting Flurry which means all my attacks this round are subject to my Sneak Attack. I also get a Ki Power, but Not sure which one to get.

What do you think so far? I understand this might not be the best build in terms of straight damage, but this seems like it can be fun. Has skill points galore so you can be a fun skill monkey. This build could also work better if you wanted to cut out the Nunchaku and focus on the Unarmed Strikes, but I just want the Nunchaku to be viable. Plus, since we aren't going full Monk, Ki Strike doesn't activate till much later, where as Nunchaku are enchantable.


Thanks for the confirmation, I figured as much but it's nice to get some confirmation from someone else. Just trying to get as much out of the archetype as possible.


I've been looking at the Tactician Archetype for the Fighter and I'm wondering if using the Cooperative Combatant ability with the Covering Fire Feat.

Covering Fire:
You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack.

If the attack is successful, that ally gains a +2 bonus to AC against that opponent’s next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.

Basically, I pick a single ally, even if they don't share the same feat, and I can aid another them to increase AC. Sharing the same teamwork feat is just an additional bonus.

Cooperative Combatant:
At 11th level, when a tactician uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.

So, if I am reading both of these right, with Covering Fire I can do a ranged aid another which aids multiple allies instead of just the one who doesn't have the feat, almost getting around the entire need for the Teamwork part of the feat then? Also, since Covering Fire says that its only AC that is increased, while Cooperative Combatant says I pick either, am I correct to assume that I would only increase the AC of my allies since the Covering Fire part is explicitly saying that it only increases AC?


I've picked up Horror Adventures and it seems really sweet. I was thinking of characters that could be made and came to an idea of a Gnome who had come back from the death sentence that is "the Bleaching" and came back as a Bleachling, exhumed the skull of her dead son and has become a Gravedigger from then on.

Problem is I have never built a Investigator before and not sure what kinds of Occult Implements to take. I seem to see that some people don't like Gnome Investigators too. So, I'm asking how viable would a Middle Aged Gnome Bleachling Gravedigger be? Any suggestions on where to start and what to pick up?


Good enough for me. Thanks a lot!


So it still works despite True Neutral auras not actually being a thing? That is the part that is a little confusing. Im totally okay tho with just using it to summon psychopomps tho.


Hello, I'm thinking of playing a Pact Wizard and I'm a little confused as to how Sacred Summons works with it. The Pact Wizard gets an aura matching the alignment of the chosen outsider of his pact and something called Pact Summons (Ex), which says "A pact wizard can select Sacred Summons as a wizard bonus feat" with the stipulation that "He can use this feat only to summon outsiders of his chosen subtype." Sacred Summons can only let you summon monsters that exactly match your aura.

Basically, my question is, do these two stipulations stack on each other, or does "Summon outsiders of his chosen subtype" override the need for Sacred Summons to exactly match an Aura?

For example, say I pick a Psychopomp as part of my Pact. Would I be able to use Sacred Summons to summon the Psychopomps under the Summon Neutral Monster feat, as they match my chosen subtype, or would the fact that Psychopomps have no Alignment Sub-type still apply and Sacred Summons be worthless for someone who picked a Psychopomp as part of their pact?